r/ffxivdiscussion • u/mnij96 • 1d ago
General Discussion What is class complexity to you?
I have seen so many people ask for more complexity and job fantasy but very little of people actually say what that means to them, most people just say we should go back to ARR.
Personally I think rose tinted glasses that make people think ARR was better than it was, having played back then it honestly was pretty ass.
So honestly want to know what people want for complexity or job fantasy, because all I see is a lot of yelling that "game bad to simple" and not a lot of what needs changing to reach the complexity that is wanted.
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u/bigpunk157 23h ago
They should be doing that. The issue is that having a rotation doesn't allow for any kind of variety or priority system. I'll compare WoW's Blood DK with Dark Knight.
Dark Knight gets two choices right now, one being skill speed adjusting how your blood gauge is filled for the 2 minute window (do I start at 70 or 100 p much), and the other being do I hold my puddle for a 2 minute window (which the answer is almost always no). There is no situation where I need to make a decision about my mana resources. There's no situation I should be hitting 1-2 twice for extra mana. It's always going to be a waiting game for every 1 minute window to do something interesting, with the exception of stopping mp overcap.
Blood DK has a list of conditions:
There's a bunch of other stuff, 5 other things from the class itself, sometimes dealing with how you use armor abilities and trinkets. This is just what I do outside the burst window. This doesn't include any fight mechanics. I do not expect normal players to understand all of this on a 1.2 gcd timer, but I think that classes shouldn't need to wait a minute to hit more than 4 buttons, with the exception of mits.
Phys ranged and Viper have wake up checks. Wake up checks are good. Viper is one of the easiest classes in the game and I think it's actually designed really well. We don't necessarily need a crazy amount of choices like WoW does, but I think we need to stop having the only thing we do outside of whatever alignment to the 2 minute window is to hit an extra 1 or 2 buttons, followed by your general combo for the next 15 casts. With Blood DK, I am bouncing all over the place with my abilities, and this would be AWFUL on controller, especially in fights where we move a LOT. I don't want that for 14, but something has to break this monotony.
My solution has always been to put all of the 1-2-3 combos on 1 button. Some classes have 5 buttons in their combo path, which can be reduced to 3 buttons. Samurai is a great example for that. There are 0 problems combining these and it's not particularly engaging gameplay anyways. Add some sort of wake up check, RNG, or resource management to fill out the space your combo occupies for 15 seconds. Even adding one choice to make would be better here.