If I hadn't made it obvious already, I hate your PVE job design. I think it's absolutely unsalvageable. I'm sorry; that's pretty blunt, but it's also true. And I'll admit, I'm probably more on the extreme side of player reception to your PVE job design, but I'm certainly not alone when it comes to hating your PVE job design. But I'll also turn right around and say that I love your PVP job design. It's not perfect, but it's overall a world of difference from PVE job design.
Now, I'm sure you're aware of how much a fair amount of people hate your PVE job design too, but for whatever reason, it seems to be something you adamantly refuse to change. I have no idea what Yoshi P's recent statement about job design means because it could not use more enigmatic language, but I don't have much hope that the plans for the next expansion will be any better, so I'd like to propose a possible solution: allow us to use PVP job kits in certain areas of PVE content. I've not been subtle about having avoided DT completely entirely because of my refusal to tolerate years 5, 6, and 7 of the miserable glare-spam healer design, but If I had the option to use PVP healer kits with modified potencies for PVE, I would 100% resub to FFXIV to play through Dawntrail's story if I could do so in the following content:
Overworld Exploration and FATEs: If Blue Mage is allowed to run around without strings attached, there's no reason PVP job kits can't as well.
MSQ Instances: This content is entirely solo, so my choice to take a PVP kit has no impact on other players and I see no reason to restrict this.
Dungeons with Trusts/Squadrons: Again, if I'm clearing the dungeon solo, my PVP kit will have no impact on other players.
Deep Dungeons: Use a separate high score system from PVE job kits, but Deep Dungeons are the perfect environment for PVP kits.
Field Operations: This might be a tougher sell, but seeing what kind of shenanigans were made possible by lost actions and phantom jobs, I don't see an issue in allowing PVP kits to go crazy here as well.
I'll repeat... If I had the option to use a PVP healer instead of the absolutely horrible PVE healers, I would resub the second that patch dropped. Of course, this is not a proper solution to the state of job design in FFXIV, but it is a fairly easy one that would require little effort to accomplish, relatively speaking. You already have the kits. You'd just need to address potencies, perhaps allow for Role Actions, and maybe a couple extra things like tank stance, Raise, etc, and then add the proper UI in the menu. But I don't see why an update like this couldn't be ready by even 7.4.5, maybe even earlier. You must be trying to think of ways to keep people subbed for the next year, right? I'll admit, I'm just one person, but I have a suspicion there's a handful of people who might stay subbed longer or resub to at least give it a try. It might just be worth it.
Continue reading...
Now, I'm sure you're aware of how much a fair amount of people hate your PVE job design too, but for whatever reason, it seems to be something you adamantly refuse to change. I have no idea what Yoshi P's recent statement about job design means because it could not use more enigmatic language, but I don't have much hope that the plans for the next expansion will be any better, so I'd like to propose a possible solution: allow us to use PVP job kits in certain areas of PVE content. I've not been subtle about having avoided DT completely entirely because of my refusal to tolerate years 5, 6, and 7 of the miserable glare-spam healer design, but If I had the option to use PVP healer kits with modified potencies for PVE, I would 100% resub to FFXIV to play through Dawntrail's story if I could do so in the following content:
Overworld Exploration and FATEs: If Blue Mage is allowed to run around without strings attached, there's no reason PVP job kits can't as well.
MSQ Instances: This content is entirely solo, so my choice to take a PVP kit has no impact on other players and I see no reason to restrict this.
Dungeons with Trusts/Squadrons: Again, if I'm clearing the dungeon solo, my PVP kit will have no impact on other players.
Deep Dungeons: Use a separate high score system from PVE job kits, but Deep Dungeons are the perfect environment for PVP kits.
Field Operations: This might be a tougher sell, but seeing what kind of shenanigans were made possible by lost actions and phantom jobs, I don't see an issue in allowing PVP kits to go crazy here as well.
I'll repeat... If I had the option to use a PVP healer instead of the absolutely horrible PVE healers, I would resub the second that patch dropped. Of course, this is not a proper solution to the state of job design in FFXIV, but it is a fairly easy one that would require little effort to accomplish, relatively speaking. You already have the kits. You'd just need to address potencies, perhaps allow for Role Actions, and maybe a couple extra things like tank stance, Raise, etc, and then add the proper UI in the menu. But I don't see why an update like this couldn't be ready by even 7.4.5, maybe even earlier. You must be trying to think of ways to keep people subbed for the next year, right? I'll admit, I'm just one person, but I have a suspicion there's a handful of people who might stay subbed longer or resub to at least give it a try. It might just be worth it.
Continue reading...