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Originally Posted by
Valence
I have been going through everything that's been brought up by the PLL and I am actually a little annoyed that it's so empty of anything truly daring or impactful
Could have been worse. Many of us fearing about the DRG changes a lot but they decided to keep jobs mostly the same actually.
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much like the same PLL before Endwalker was all about how Addle was getting 5% physical mitigation like it was the greatest thing ever.
I didn't see it that way but it was a win in the sense that it just felt like if you used it well it wasn't always useful because the enemy didn't use that type of attack...
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Why were so many hours of live letter spent actually talking how mitigation was going to be increased by 5% of 5s? Or how Second Wind is going to be more powerful? Or swiftcast getting a lowered recast?
It was a bit repetitive. They could have just said these changes were happening to all roles instead of repeating the slide, predictably, for all the roles.
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The infamous 2 min meta has been number 1 contention for most players for years and even if I do think it's only the tip of the iceberg, not a word on it.
It was interesting that this wasn't mentioned, but we aren't really going to know about it until the media tour shows off the details in 2 weeks.
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Healer gameplay: some jobs got some more actions added, but let's face it, nothing is truly changing on that front either. Can you tell us what we can expect to actually do as healers in Dawntrail besides spamming 1-1-1?
It wasn't a lot, but healers did get a little more in the attack department: aoe DoTs and more off-GCD attacks. It's not a lot, but it's better than nothing.
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Tank gameplay: tanks are infamously unkillable, and do not require active healing from healers anymore, especially in casual content, yet they get even more mitigation and improved defensives.
To be fair, it may be due to increased damage output in Dawntrail associated with the higher level cap. But the chances are that tanks can handle this increased damage output from enemies as it currently stands.
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Why is every change made to specifically keep them identical?
It's as I've been saying for a while. They're making 2 of every job play the same so that it's as easy to balance as ARR. I would have to admit I was surprised DRG doesn't seem to be changing completely into a RPR clone like I thought, although we'll have to see in the media tour.
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SMN is the big culprit and has been under the spotlight since its inception in Endwalker, yet you double down on it without talking about it.
I think they did reference that some people want things harder, easier, etc, but that is the direction they go in. They have added a setting to adjust whether abilities change into other abilities or are separate to recreate some of the feeling that used to be there on jobs, but I think many of us will just save the hotbar/keybind space and not bother.
For SMN specifically, I was disappointed that Bahamut is the "new" summon. We were all getting excited for the other possibilities like Ramuh, Shiva or Leviathan and all they did was add an enhanced Bahamut? I hope they will at least expand on egi-glamour so we can disguise them all as different summons.
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Us playing through scripted encounters with basic scripted rotations without much flavor?
Scripted is kinda how it's always been, especially since Heavensward.