The Job Problem | Homogenization in FFXIV



Final Fantasy XIV: Endwalker is the fourth expansion pack to Final Fantasy XIV, a massively multiplayer online role-playing game developed and published by Square Enix

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9 thoughts on “The Job Problem | Homogenization in FFXIV”

  1. Pre 6.3 PLD vs Current PLD: unique rotation switching between magic and physical phase keeping dot uptime compared to the 3 other “throw everything into the sink for damage”Tanks. Pld didn’t fit into the 2 minute meta and kinda killed what made it the most unique tank, and now it’s in the same boat with the other 3 “throw everything in the sink for damage”.
    Viper: “oh boy I can’t wait to play reaper but instead of a scythe…. I use two swords”. Just going on the very little we’ve seen of Viper in the preview more than likely it’s gonna play akin to reaper (still don’t know how it will play still being caucused optimistic).

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  2. The main difference between XIV and warframe, or most other MMOs for that matter, is builds. In warframe you can play bad frame but invest a lot of resources into it to make it work well. In XIV you play exactly what you get. There's no skill selection, no passives to take at the cost of something else, no gear sets, no alternative rotations that weren't specifically made by game designers, etc. The most interesting build variation the game can offer is deciding whether you trust in yourself as a healer enough to meld DH or deciding how much spell speed to get on BLM. Even if, say, the reaper was distinctly unique from all other melee dps, it would still play exactly like every other reaper without a smallest of variations. It's just not a game designed to let you express yourself through gameplay, might as well keep it as colorful skins for 5 playable classes and focus on the "content."

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  3. The big issue is that the homogenezation of the classes has made all classes within a role play and feel too similar. Yes it’s nice to change aesthetics sometimes, but when I still played I switched classes because I wanted a change in playstyle. I still like tanking but wanted a different feel to things. Over the years these changes have taken away a classes uniquenes, how a warrior was played in the early years was very different to how a paladin was played. If the devs want to add content and keep classes balanced, and adding more classes makes that increasingly more difficult, then maybe the problem is those new classes. They should have focused first on making what we had better and given it more depth and complexity at the end game. Instead they are opting for quantity over quality. The a similar argument can be made for the races. Adding new armors for classes has been made increasingly difficult. Adding a new class means designing new class armors for it, although that has been minimized with many armor sets being role specific instead of class specific. A new race means working through every existing armor piece ensuring they fit that races body forms.

    Playing a class in a role, even any role, has mostly been reduced to the same loop of button presses. It quickly makes combat feel very repetitive no matter what class or role you play.

    Roles and classes have also been further reduced to being DPS with a side role in tanking/healing. The meta of deal as much damage as possible all the time has hurt gameplay in my opinion. As a healer, your focus is no longer on supporting the team keeping them alive and out-healing the incoming damage. Tanks enmity generation was buffed so much keeping hate is an afterthought. Healers and tanks are expected to do the bare minimum of their actual role and maximize their dps.

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  4. So… I just listened to your take… and I still don't understand what your take is. I mean, you did a great job of accurately stating the way things are, the potential options, the way they could be, but… what… was the point? I mean, you say yourself that there's no right answer, finding a solution is increasingly difficult, and indeed, there may not even be a solution to be found. You close by saying they should shake up the jobs and make them feel more unique, which, I mean, sure, I think most players would like that and most players want that… but that would come at the cost of all of the previously mentioned issues. So what is this?

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