You're free to run it and not switch at the end, or do the whole thing start to finish on DRG if you want. You can still beat it and you would have a lot of fun playing whatever class it is that you like.
I'll have fun beating AV in 14-15m (in 1.0) and getting ores/gear.
What is the point of you coming back in just to say "you can make the game harder for just yourself" when that's not what the issue is at all?
Yeah sure they can do that, but like any MMORPG, there will bound to be elitists setting the norm. As the culture continues to grow, people will start expecting min-max job change during a run is necessary. People who do otherwise will be regarded as terrible players. It's inevitable.
What is the point of rolling around in sand?
If you want all of the jobs to be equal in every scenario, then why have different jobs aside from their names? When strategizing how to beat a fight, if it was short then we used monks, if it was long we used dragoons, AoEs or non-timer related burst damage, black mage (and accompanied bards).
I think the dungeon is more complex/tougher if in order to meet the requirements of it, you have to play 2+ jobs proficiently.
Of course, and this is already the case. You're talking about shit tier players copying the elite when you say elitists though.
Did we already know that HP/MP/TP would regen while in combat? (see latest combat video) I did not expect that.
Yea, just not the rate. (They would have to because of being engaged to cast spells)
Why all the MNK hate? MNK was the most fun, fast-paced, interactive class to keel stuff with in 1.0. Especially on burn/stationary fights like miser. Monk burning Chimera was loads of fun too.
It's not even that all jobs have to be equal, but all jobs need to be capable of performing a feat, whether that means clearing AV/CC in under 25 minutes or 17, if the dungeon and classes are properly thought out then any combination of jobs should be able to run content with maximum potential for success. Some combinations should be better than others, but at no point should BLMx5 or MNKx5 or DRGx5 be the layout for any party.
There wasn't much, if any of that in 1.0. To do AV or CC you needed x number of jobs and those jobs had to do this and this at that time. 1.0 was a rigid game and as long as you follow the plan you can mindlessly trudge through content. There was little need to adapt and think on your feet, and I know all games come down to this eventually, but at least the best of them can keep your attention through out and get your blood pumping.
And not all people hate MNK, I loved that job.
Agreed. I'm not interested in switching jobs every minute or every room but I am drawn to the idea of playing multiple roles in a given dungeon/scenario. The same reason I leveled the jobs in the first place, I want to play them. Assumimg were not getting carried away switching around every mob we encounter.
Which I think is the entire point of SE MMO's - my character isn't a Deathknight with PvP and Tank spec, my character is a Tank, a DD, a Support Buff/DD, a healer, etc.
^ Only when they know how to balance content around it and provide enough fun abilities for each class. Otherwise you get... ugh... Well, how did 1.0 do again?
Yay for CNJ/WHM being able to cast Water! Next step is Aeroga/Stonega/Waterga, mwahaha.
Pretty good once Yoshi took over, I enjoyed 1.0 for what it was and look forward to it not being laggy and having more content.
Regarding the complaints about taking inspiration from XI's class system: you do realise that all your bitching about that system is based on an assumption that the dev team won't balance jobs properly, right? The reason you were forced to come BRD to every event in XI was because the devs sucked ass and BRD was way too strong for many years. The issue doesn't lie with the 'play all jobs on one character' system, it lies with proper job balance.
I personally think having just one character on which you can do everything was an incredibly important part of XI's success, and I'm glad XIV will do the same. People had a proper emotional attachment to their characters, and that helped form a sense of identity and community within the game world.
Emotional attachment aside (I try to deal more in logic and less in "emotional attachment", as said attachment isn't paying SE's bills in terms of XIV right now), when SE offers hard evidence that they can actually balance classes to an extent that each class has a legitmate place (something they've yet to do), myself and others, I'm sure, will stop reviving this discussion. Obviously there will never be true balance, and no one is expecting that because it can never exist, but providing a tangible, useful role for classes and balancing damage/utility/healing output to a small percentage will go a long way towards instilling confidence in skeptics.
You're free to provide evidence to the contrary, but simply regurgitating the usual "people like having one character for everything" means little, especially when you have alt-aholics in other games that preach the same "emotional attachment" to all of their characters. Its all relative: if you love a game, you're going to defend whatever systems exist within it.
The chicken came before the egg in this case: people fell in love with XI as a whole before they developed a true "emotional attachment" on their singular character with all jobs. This is no different than stating that people fell in love with WoW as a whole before they developed alt-itis and developed a true "emotional attachment" to their multiple characters of each class and race.
lol the OF is bitching about backpedaling.... Fucking idiots.