These devs are so weird. They continuously dumb down jobs, making them "accessible." Then they create Reaper. One of the most well designed jobs.
These devs are so weird. They continuously dumb down jobs, making them "accessible." Then they create Reaper. One of the most well designed jobs.
I don't think jobs need reworks at this point to be honest. What they do need is to have when they get what skills completely overhauled.
Reaper is the most dumbed down of the melee jobs, what are you on about? It's a total joke job to optimize and play well. I adore it precisely because it has none of the pitfalls the other melee dps have (and so I would certainly agree it's well-designed) but it's real weird to me to show up complaining about dumbing jobs down only to then put the babycakes melee on a pedestal.
I kinda-sorta agree. Although I admit, it would be SUPER weird not to have a new Job to look forward to. My proposal would be this:
Introduce a new "Role" system; Tank, Healer, Damage, and SUPPORT. Then, introduce a new Support job to showcase the new role.
My thinking that particularly in raids, you would ideally aim for 2 of each role. Support classes would be "slightly-lesser damage, but bringing something else to the table". Red Mage is a perfect example, bringing Raise and perhaps even buffing their healing just a bit. Maybe Monks or Dragoons could temporarily tank enemies for a short period of time, with skills increasing their dodge chance (ie. doing side- and back-positionals increasing damage, but front-positionals increases defense or dodge chance)?
Part of me feels like you could even bring back the 1.0 "Classes", give them a slightly different "flair" than their current "Job" counterparts, and sit them in different Roles. For example, Gladiator could become a Support, focused more on damage but also able to take some hits and maybe use "traps" like throwing bolas. Marauder could be pure Damage and lean heavily into the "Pirate" theme, maybe even pulling out a flintlock pistol for ranged attacks. Conjurer becoming much more Nature-focused damage, and Thaumaturge becoming Support with some healing. Pugilist becomes a Tank, Lancer probably also becomes Tank, and Arcanist... honestly, I'd have them Tank-focused (thus making Arcanist-Scholar-Summoner as a self-contained trinity). Scholars would use Faeries, Arcanists would use Carbuncle(s), and Summoners would use the miniature "-egi" summons that change after each "Summon" ability.
I agree in principle that Yoshi-P and the devs need to take a step back to look at what they have, were they and the community want to go.
What each Role is suppose to fulfill and how do you make each job in that role unique from one another. Since ShB we have seen a lot of jobs become homogenized to try and please everyone it seems with jobs becoming simplified for the masses. There is nothing wrong having some jobs that are easy to play and some that are harder.
Look at Physical Range DPS, "Physical ranged DPS attack foes from a distance. They excel at inflicting sustained damage, and also provide support for companions" for example, pre-Shadowbringers. MCH and BRD both had some kind of raid DPS buff which justified the lower personal DPS. Now all roles have something that not only buffs DPS but also mitigate damage so the question is what exactly is the purpose of this role today? Healer have an unwritten rule that they get one dps spell, one aoe spell, and one dot. Why? It's generic, boring, and lazy.
Now is a great time for the battle team to sit down, examine what they have, and figure out a path forward whether than this hap hazard approach we seem to get.
Agreed!
I also hope they smooth the vanilla character textures some too. Rather than adding new hairs or something, just fix the vanilla races (pre shb) to look as good as some of the characters like Lyse, Zenos, and so on.