Can't wait to mess around as well Griss!
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if I meant enemy TP management I would have said enemy TP management, but right now with the Ifrit fight you do absolutely zero enemy TP management, and though we are loosing moonrise and twisting vice I dont consider that the fundamental play style of a lancer. Lancer IMO is a Mid ranged damage dealer, we just also had the ability to slow down and remove TP from the enemy which really isn't needed anymore.
"How it effects people who come after us?"
What are you going on about? New players aren't going to have any problem acclimating to something that will be set in stone before they even start and is thus normal.
Everyone else who has rank 50's won't have a problem because they'll still be able to cross class a bunch of abilities anyway.
You and anyone else lose nothing.
YOu have describe the Party roles of every Class. Solo Combat is what classes are for and they operate completely differently. You cannot honestly believe that Conjurers Soloed by "Mostly Healing"
Gladiators specialized in Reactive WSs and Shutting down enemy abilities. They now have No offensive Skills
Lancer was a Tactical fighter with a steady defense. They are now all out DD with no Tactics or Defense
Conjurer was an Run and Gun nuker who specialized in mitigating Damage and elemental magic. They now heal.
Thaumaturge specialized in Enfeeballing and Nuking to take down enemies and absord spells to boost their skills. Now they nuke.
Archer was a heavy ranged DD that specialized in precision and control. Now they are an abomination that dont even get to chose the rate at which they expend there arrows.. Infinite quiver is just a step away.
MRD and PUG are the only two classes that have escaped most unscathed. Except now PUG has the useless ability to attach fire to its melee attacks. A skill that will do nothing considering very few enemies in this game are weak to fire and elemental dmg does nothing to increase potency without elemental weakness.
Also, did anyone notice Water doesn't exist anymore?
Looking at the mage classes... Honestly, they look like good classes, I will say that.
The Black Mage and the class its derived from certainly look neat. It's interesting how the three elements seem to have their place: fire for crowds, lightning for spike damage, and ice for movement-altering utility. It's set up in a pretty easy-to-understand and familiar manner in which players can look at them and say "Hey, this is pretty familiar, I know what to do with these."
The White Mage and its original class seem to fit in with a woodsy place; the Aero-Tornado combo and the Stone-Quake combo (will those remain the spell names?) both look like they could be fun uses of my MP for when I'm not actively healing, and those are good, appropriate elements for nature-loving tree-huggers. Very druidic, not bad, but I'd have loved to see water, my favorite element, represented.
That being said...
I'm seriously concerned. Where's the class that "possesses the ability to call forth and command the latent aether within oneself through deep introspection" and has a mastery over "powers of life, death, and the beyond"? What happened to the class that "calls upon elemental forces present in nature"? Why is the job/class that's all about preserving one's life force and raising the dead based "where the voices of Eorzea's elementals are said to be most powerful" while the elemental nuker comes from a temple and ossuary, a place meant to serve as the final resting place of a person's remains?
If we're getting such drastic class changes in 1.20, it had better come with equally drastic changes to the guilds, the quests, the story...
I see, so that's your playstyle. Unfortunately for me mine seems to differ from the style majority has used. :( I guess that's understandable considering I don't really do endgame, so my priorities and needs tend to differ from those who only consider specific endgame fights.