The system didn't "fail", and the new talents were not any better when they were implemented.
Also it's an RPG. Growth is important.
The idea that talents need to be a "I choose how I want to play" system has never been correct. Blizz has stated it being a problem but that was only until they invented borrowed power systems. After that suddenly it was ok to have 1 specific build work for a specific scenario (which is the same how it was with old trees).
Now we don't have borrowed power because people keep telling them it sucks and suddenly they have time to change the talents.
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Lucky them in ~40 minutes.
From what extremely little we've seen, it looks like it's more that they've repackaged/skinned the current talent system to resemble the old one, and given it a bunch of new passives like azerite. So I'm actually not too concerned, the nostalgia pandering looks like a trick.
I just read over the interview and watched the spotlight again. I did not catch anyone say this will no be available.
Also this:
Directly from the presentation. Maybe i missed something but please show me where then because i didn't find.
If they said that. Ok. Then i was wrong. But i don't see anything pointing in that direction for now.
Even if it is not sharable and this was just a red herring for whatever reason. It is 9-11 rows.... open a tab click without reading. Done.
Class balance is objectively better in FF14 than in WoW. It's just a fact. It comes at the cost of customization, but it is factually better. The difference between the best specs and the worst specs is significantly smaller than it is in wow, let alone the difference between the best specs and the worst specs *with the wrong talents*.
It's not that your criticisms of FF14 are invalid. I agree with them almost entirely (please no more ARR dungeons in queue, at least give me level 50 abilities for all of them), but the alternative to those things that wow has (throwing content in the trash every patch for example) is so much obnoxiously worse that it is silly to point out these minor quibbles with FF14.
The idea that FF14 doesn't put out content at the pace WoW does is simply false. FF14 has a much more aggressive patch schedule than WoW. FF14 is putting out 2-3 patches (arguably more because of end-expansion droughts) for every single patch WoW puts out. Let's see what we get for 2 patches in FF14:
6.1
Ultimate raid
Alliance raid
Unreal Trial
New MSQ
Dungeon
A significant amount of side story content
New housing district
New rep
New PvP mode (equivalent of a new BG)
Adventurer plate system
Overhauls to ARR dungeon systems
6.2
4-boss raid
Unreal trial
New dungeon
New MSQ
New criterion dungeon system
New island sanctuary system
More that hasn't been announced
Each of these patches is something like 66% - 75% of a wow patch, but we get two of them in the time it takes wow to deliver one. Most notable is the constant introduction of new evergreen content, like ultimate raids or new pvp modes or the island sanctuaries or new deep dungeons. Even if we put aside the idea that roulettes represent evergreen content, the fact that in three patches we are going to see all of the following evergreen content is crazy: island sanctuaries, new housing district, criterion dungeon system (this is presumed evergreen), a deep dungeon, two ultimate raids, a new pvp mode....
To say this is incomparable to wow is flatly dishonest, just like it is dishonest for you to talk about Eureka (blech) and ignore the absolutely massive amount of content that came with Bozja, which is yet another evergreen system.
"stop puting you idiotic liberal words into my mouth"
-ynnady
I don’t agree with this being true with the old systems. One thing that held back and changed a TON of specs was one resource that isn’t AS important or at least it’s not as much of an issue today, which is mana.
For casters specifically you had a ton of different specs you could lean toward, and depending on your gear your build would go after a ton of different talents you wouldn’t normally specifically based on your mana.
Thats an alright system. What I dont need is a 1% or sometimes only .5% gains in a 0/5 format. Its not fun or compelling, those could just be baked into the level itself if that is what people want.
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Issue is the raids/dungeons do not compare to WoW raids/dungeons. The game isn't as complex and doesn't try to be which is fine. But they cater to different audiences.
It's okay OP.
It's perfectly fine to share your wrong opinion
They did say multiple times that sharing wouldn't be there. Not sure why the screenshot includes that then.
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It's not about getting the stat. It's about the player getting a point and getting to spend it.
Why do you think Artifact Power wasn't automatic?
I'd agree for the most part. But there were indeed on average more viable builds during the Talent Tree era than the Post-Cata era. There was nothing stopping them from supporting multiple optimal builds with the post-cata era of talents, but if they're not going to try to do that, going back to the tree is the next best thing.
The problem with the class balancing in FF14 is, that there is a pretty tight group composition in this game and any challenging raid mode is just 8 group spots and there are still some pretty significant differences between classes, so I would argue that differences at times are even worse than in WoW, especially since there are no other specs or roles to fall back on when you're class is currently performing badly. I don't know how its currently, but look at Summoner for example during 6.0. It was just objectively worse than any other caster and all the more if you compare it to Red Mage, which was just objectively better in every regard for the role its supposed to fulfill, being the more supportive caster who brings a rezz. Same with Machinist, which doesn't brings any support yet can't compete with selfish dps jobs either, so it is just not a good choice to bring.
And yeah, lots of FF14 content is evergreen in theory, but the question here is more of how engaging it is. Dungeons and Alliance Raids are content that become tiresome and old pretty fast, just due to the fact that its content on lfr and normal dungeon levels of difficulty. Especially new dungeons become just annoying after the first few runs, because the expert dungeon roulette system lets you do the same 2 or 3 dungeons every day and they are just ridiculously easy. And when it comes to Bozja, its better than Eureka, sure, but only evergreen to the extend of finding parties for the content. The same with MSQ, which is great an all, but pretty fast to play through and really only something thats engaging once. Criterion dungeons sound nice though.
Lets be real here, so far FF14 doesn't have the kinds of content that offers daily engagement and rewards to basically all levels of players that WoW has. And you act like FF14 has all contents stay relevant indefinitely, which is quite dishonest. In terms of progression, every its exactly the same like WoW, only in a 2 patch cyclus where there is an effective reset happening with catch-up gear once the next raid tier hits and we get new raid- tomestone and crafting gear, that renders everything before redundant.
"I don't like the evergreen content" isn't the same argument as "There isn't evergreen content".
"I don't like the new content" isn't the same argument as "They don't add enough new content."
These are dishonest conflations you are making. You can't complain that the game doesn't get enough content and then when the content is listed just start saying that you don't like that content so you don't count it. That's as silly as me saying "I don't like wow raids therefore FF14 has more raids".
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Remember when a group of hardcore world first wow raiders came to FF14 and practiced for six months to show us how its done and then came in.... 37th in the world first savage race? And then took their toys, went home, and didn't bother embarrassing themselves by taking part in the ultimate race?
I remember. Funny how all these people that declare FF14 so much less complex than WoW don't just come to FF14 and one shot all the bosses, claim world first, and laugh at everyone else.
"stop puting you idiotic liberal words into my mouth"
-ynnady
how does it stress you out? the talent tree pretty much uppgraded your abilities over time and honestly im liking they are bringing it back. current talent tree is just filled with dead talents and some stuff that is in there should be baseline for some classes and speccs even.
But when there's a system that deals with math, there will *always* be a right choice and a wrong choice. The absolute only way they could make talents have flavor, flair, choice, would be if they were cosmetic changes (animations or the like) and/or cosmetic changes with the same math behind them - at which point... what is the point (no pun intended) of the damn system.
I guess I just don't see how this is a bad thing. Leveling is in of itself is a gatekeeping mechanism. Running higher keys in Mythic+ has gatekeeping via ilvls. Same for clearing mythic raids. Why would anew player experiencing all the content an expansion has to offer be bad? Nowadays in later patches you miss out on a year+ of content.
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The older talent system was way easier to balance because of all the passive talents. 3% fire damage is easier to work with than 3 separate active abilities that have x^3 combinations.
confused? holy...
I think my renewed concern is mostly not ending up with a ton more buttons. Some classes are already pushing the limits and beyond. It usually stinks to suddenly add like 3 active abilities from talents because of some change or set bonus (like how blood dk suddenly uses tombstone, blood tap, bonestorm, etc)