I'm speaking strictly concerning damage-dealers. Tanks are a completely different role, so it's not the same, but they have their own hierarchy (PLD is the safer mitigation tank while WAR is the riskier damage-sponge tank). It's a risk vs. reward kind of thing. Those classes that have to work the hardest to get their damage should be rewarded by being able to top the charts, while those that have it easier should not be able to match their riskier fellows.
Reason for this is if you have a class that can easily and safely do just as much damage as a class that requires a lot of skill, then your endgame min-maxers are going to automatically prefer the safer, easier class.
We already see this on a per-fight basis; I've seen countless Garuda EX ads on the Party Finder asking for only ranged DPS, because the fight is easier with ranged DPS, even if the melee damage dealers actually do more damage over the course of the fight.
This was also a problem in 1.0, where you'd have massive class stacking of dragoons on certain fights and black mages on others.
You can either make sure that all classes are equal in both risk of being squashed and the level of damage they can put out, or you can reward high-risk combat classes with higher overall damage. The former runs the risk of homogeneity, making any damage-dealer feel like any other damage dealer, while the latter can support drastically different playstyles.
For instance, I prefer ranged damage dealers in basically every game I play. If I play melee, I will play a tank. I don't have the twitch reflexes to play something like monk or dragoon very effectively (I'm terrible at real-time strategy games). If all the classes had the same general level of twitch, high-risk gameplay, I would not be very satisfied. Conversely, if all the damage classes had the same more deliberate gameplay that ranged classes have, many of my friends who adore melee jobs would likewise be rather disappointed.
The "face target" thing becomes completely a non-issue if you use Legacy camera controls. I never have to worry about which direction I'm facing because W is always "away from camera" and S is always "towards camera."
I can't stand games that force me into "tank controls" where the movement keys are centered on your character. ><
Reason for this is if you have a class that can easily and safely do just as much damage as a class that requires a lot of skill, then your endgame min-maxers are going to automatically prefer the safer, easier class.
We already see this on a per-fight basis; I've seen countless Garuda EX ads on the Party Finder asking for only ranged DPS, because the fight is easier with ranged DPS, even if the melee damage dealers actually do more damage over the course of the fight.
This was also a problem in 1.0, where you'd have massive class stacking of dragoons on certain fights and black mages on others.
You can either make sure that all classes are equal in both risk of being squashed and the level of damage they can put out, or you can reward high-risk combat classes with higher overall damage. The former runs the risk of homogeneity, making any damage-dealer feel like any other damage dealer, while the latter can support drastically different playstyles.
For instance, I prefer ranged damage dealers in basically every game I play. If I play melee, I will play a tank. I don't have the twitch reflexes to play something like monk or dragoon very effectively (I'm terrible at real-time strategy games). If all the classes had the same general level of twitch, high-risk gameplay, I would not be very satisfied. Conversely, if all the damage classes had the same more deliberate gameplay that ranged classes have, many of my friends who adore melee jobs would likewise be rather disappointed.
(01-09-2014, 09:40 PM)Soahl Wrote: Bards already get that, actually. Most just ignore it by going into settings and clicking the "face target when firing" toggle. I specifically had to turn that setting off when I was running Titan because the auto-facing would change my dodging direction and get me killed more often than not. The only reason that works for Bards over anyone else is because all of their attacks are "Instant Cast" with range, so it's kind of the perfect storm there. I'd get into my opinion on Bards, but I don't want to derail the thread anymore than I already have.
The "face target" thing becomes completely a non-issue if you use Legacy camera controls. I never have to worry about which direction I'm facing because W is always "away from camera" and S is always "towards camera."
I can't stand games that force me into "tank controls" where the movement keys are centered on your character. ><
attractive enmity device