Re: Limsa Lominsa Main Quest Line
I didn't think they were going to put it in for Phase 3 (thought it was only for Phase 4) and couple that with the fact that all you had were MRDs running around in La Noscea and you can see where there's going to be some serious problems with running dungeons there. Add to that a lot of first impressions across the web from various individual reviews painting the game in a very bad light and you'll see that SE is going to have to do more convincing. I'm not exactly sold on the whole combat system, party synergy, and home city restriction. They're going to need to give Arcanists the tools to heal or we're going to be in that same mess in FFXI (where in the beginning only WHMs *could* heal)
Edit:
In fact, with party sizes shrinking down from 6 to 4, it's really imperative that SE redesign the classes and jobs to ensure that there will be enough tanks and healers to go around with the abundance of DPS classes out there. I get that they want players to take up CNJ for some utility enhancements on their main class (and almost required if you're going to go the Paladin route), but it's pretty much a stupid idea if they put heals and protection at level 10 or below. No incentives for anyone to bother to take it up to at least 20, past the point where healing is really needed in those starting dungeons. And unlike in FFXI, there is no simple mechanic that "forces" players to level up their "subjob/class" which keeps a healthy level of a variety of classes available to draw from when forming parties. Either these dungeons are going to start to introduce new and novel ways of testing a party without adding a lot of damage against players or they'll end up with a huge PR mess once the bulk of the "casual" players start to be able to get into dungeons.
They're going to have to give healing utilities to ACN, THM and maybe even add them to MNKs (See Monks in WoW MOP) in a novel way. This will alleviate pressure for that role. Then, they're going to have to shore up tanking by giving MRDs and LNCs group-wide snap aggro tools. If they can achieve this with proper class balance, then the game should be in a much better place and open up all kinds of opportunities for end game and "raid encounters".
Originally posted by Malacite
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Edit:
In fact, with party sizes shrinking down from 6 to 4, it's really imperative that SE redesign the classes and jobs to ensure that there will be enough tanks and healers to go around with the abundance of DPS classes out there. I get that they want players to take up CNJ for some utility enhancements on their main class (and almost required if you're going to go the Paladin route), but it's pretty much a stupid idea if they put heals and protection at level 10 or below. No incentives for anyone to bother to take it up to at least 20, past the point where healing is really needed in those starting dungeons. And unlike in FFXI, there is no simple mechanic that "forces" players to level up their "subjob/class" which keeps a healthy level of a variety of classes available to draw from when forming parties. Either these dungeons are going to start to introduce new and novel ways of testing a party without adding a lot of damage against players or they'll end up with a huge PR mess once the bulk of the "casual" players start to be able to get into dungeons.
They're going to have to give healing utilities to ACN, THM and maybe even add them to MNKs (See Monks in WoW MOP) in a novel way. This will alleviate pressure for that role. Then, they're going to have to shore up tanking by giving MRDs and LNCs group-wide snap aggro tools. If they can achieve this with proper class balance, then the game should be in a much better place and open up all kinds of opportunities for end game and "raid encounters".
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