So the challenge for SE that is how to deal with job design (and overall game design choices), for said 8.0 according to Yoshi-P, will be to provide a way to make normal content engaging again.
But how can they do it without breaking balance for old content?
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Here is some popular request that we can see among the forums or reddit that I have in head, and the issue that will have to be dealth with :
1) Healers want to heal A LOT (gcd healing mandatory even with OGCD opti) :
-> Probably one of the most challenging stuff to do for SE, because you can just put brutal heal check : in savage / ult it could work, but in the end it'll stays the same with how encounters works in ffxiv : spam gcd during prog, then clean up and gcd only when needed, no need to worry about mana once timeline is set.
SE could use random raidbusters / auto crit but it was already that in ARR/HW
+ for normal content, experienced healers would still find themself damage spam with good OGCD healing use
-> Remowing OGCD healing could force experienced healers to do more gcd healing, but give the feeling of healing like ARR / HW
2) Healers want to have damage rotation :
-> This is a way to make healers more engaging for experienced healers without hurting the game too much and its design (that is based around damages), only issue would be old content, having a few more damages buttons can be easily fine, but actual caster rotation could lead to synched old content being harder
3) Change in encounter design
-> DT is testing stuff, but in the end the game can't become a dynamic hack & slash, it will stays about targetting stuff and watching cast bar / aggro list
4) tank wants to do tank stuff
-> Tank & healers are always touchy roles because in normal content most casuals players will feel pressured by any healing / tank check going on, but SE could sure pump things up a bit for tank in normal content (more tankbuster ? ).
Again, endgame is less of an issue, M6S have been giving a slap on tanks that is enough for the all patch.
5) DPS (and overall dps rotation) should be engaging / give skill expression
-> Some jobs didn't need to be dumbing down that much, but some had deserved easier execution to deal with endgame content.
SE could make dps hard to get a perfect rotation with again, but how to deal with previous (EW) / current encounter design ? Think about TOP if suddently DPS were having do deal with harder rotation.
6) Dungeon design :
Probably easy to do for SE, boss right now with DT are less sleepy, but could still use some twist, and adds in dungeon should be more than just "grab 2 pack, or 1 pack and 1 big add, pop mit, pop burst"
Alright this last one doesn't shows any issue with SE adressing this and overall balance but I wanted to vent, this is the only point where I'm disapointed and don't see why they don't put some extra thinking in it
Continue reading...
But how can they do it without breaking balance for old content?
------------------------------------------------------------
Here is some popular request that we can see among the forums or reddit that I have in head, and the issue that will have to be dealth with :
1) Healers want to heal A LOT (gcd healing mandatory even with OGCD opti) :
-> Probably one of the most challenging stuff to do for SE, because you can just put brutal heal check : in savage / ult it could work, but in the end it'll stays the same with how encounters works in ffxiv : spam gcd during prog, then clean up and gcd only when needed, no need to worry about mana once timeline is set.
SE could use random raidbusters / auto crit but it was already that in ARR/HW
+ for normal content, experienced healers would still find themself damage spam with good OGCD healing use
-> Remowing OGCD healing could force experienced healers to do more gcd healing, but give the feeling of healing like ARR / HW
2) Healers want to have damage rotation :
-> This is a way to make healers more engaging for experienced healers without hurting the game too much and its design (that is based around damages), only issue would be old content, having a few more damages buttons can be easily fine, but actual caster rotation could lead to synched old content being harder
3) Change in encounter design
-> DT is testing stuff, but in the end the game can't become a dynamic hack & slash, it will stays about targetting stuff and watching cast bar / aggro list
4) tank wants to do tank stuff
-> Tank & healers are always touchy roles because in normal content most casuals players will feel pressured by any healing / tank check going on, but SE could sure pump things up a bit for tank in normal content (more tankbuster ? ).
Again, endgame is less of an issue, M6S have been giving a slap on tanks that is enough for the all patch.
5) DPS (and overall dps rotation) should be engaging / give skill expression
-> Some jobs didn't need to be dumbing down that much, but some had deserved easier execution to deal with endgame content.
SE could make dps hard to get a perfect rotation with again, but how to deal with previous (EW) / current encounter design ? Think about TOP if suddently DPS were having do deal with harder rotation.
6) Dungeon design :
Probably easy to do for SE, boss right now with DT are less sleepy, but could still use some twist, and adds in dungeon should be more than just "grab 2 pack, or 1 pack and 1 big add, pop mit, pop burst"
Alright this last one doesn't shows any issue with SE adressing this and overall balance but I wanted to vent, this is the only point where I'm disapointed and don't see why they don't put some extra thinking in it
Continue reading...