this post has more text than the bible , summary pls?
Itâs about analyzing the game from a balance perspective and scaling perspective rather than a âWe need class resetsâ perspective.
Though some people chose to turn it into a class reset discussion while others saw the actual point of my post and gave feedback regarding the balance and scaling of the game.
Then it escalated to discussions about how the actual class system operates. How the game company themselves intended for you to choose x and x build and how everything is on a âvertical progressionâ scale. This lead to further debates about the purpose of having variety if you are supposed to do this and this and that anyways.
/thread up to this point.
You donât need tons of key binds to have combat depth. Itâs been proven by other MMOs that less is more. Some of the most engaging gameplay, combat and boss fights come from games with less than 10 keybinds.
Having over 20 attack key binds would be impossible to manage - especially with chronoâs pass. All this does is make skills irrelevant and forms rotations.
This is most likely what will happen. People will simply not use rank 2-4 skills because 5+ skills are just better to use and you canât rotate them all without losing efficiently.
So explain me why pro players find OP combos developers didnât know themselves. Patches make what you say totally wrong. The true gameplay is made by players.
It is true. Developers depend a lot on the gamers playing the game and showing them what needs to be changed / balanced / fixed. Itâs just too hard in any serious game for a developer to get everything right on their own in a reasonable amount of time.
I have 36+ binds in FFXIV per character
The difference?
Those skills are fixed, except for the 5 from cross-class, of which are practically fixed since out of the 5/5 slots you get for cross-class only 5/6 options are valid in the first place.
Thatâs all for the sake of balance to keep every Job within line.
Even still the devs have literally gone on to say letting one class the ability to choose which Job (arcanist being either summoner or Scholar) was the worst balance mistake they made. The result is that their healer Scholar has a dps foundation that stands above all the other healers and yet they struggle to bring it in line because that same foundation is used by the summoner. Theyâve also said they wonât repeat that mistake. Guild Wars 1 had balance problems with its secondary professions as well, which they evaded in GW2. Even still GW2 went further to try and limit options by fixing the skills on your bar further. It has balance concerns out of those choices granted.
Even fighting games with fixed movesets per character have balance concerns and these are games with far more competitive pressure then MMOâs, to be balanced. Tree of Saviorâs is only making itself inpracticality difficult to retain a decent amount of balance by trying to keep all those skills in use because of its class system.
Tree of Savior on the other hand is full of those deviations.
Maybe you think Priest C3 + Monk is overpowered, but if you nerf priest now you affected Chaplain, now you affected PriestC3 + Pardoner. You might have also affected C2 Priest + Paladin or C2 Priest + sadhu ( i know its crap, this is all figurative).
Players have multiple different routes at every rank (basically 24/25 at rank 4,5,6, and 7 every step of the way)
Not only do you get keybind bloat but the abilities arenât fixed to all be meaningful because you donât necessarily know what path they took to reach that point. The only way to ensure âhey this player is alright for the contentâ is to make sure that the rank itself is balanced for content at that rank.
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