Quick question did anyone notice that there are cars in during the sch actions?
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Quick question did anyone notice that there are cars in during the sch actions?
Can't agree with u, the combo really where evolving from one skill to other, with really was great.
Really looking forward to those changes for MNK but I am going to have to re-learn muscle memory now. I feel Monk has a flow, it might be a clunky flow, but it's there. I really want to see how the added layer affects it.
Twin Snakes and True Strike being position agnostic is a really nice touch too. Kinda worried about the pseudo-mudra style combos to unlock attacks as it feels a bit Samurai-esque in design and I cannot get on with SAM.
Glad they added Geomancer to the game, just a shame they had to kill SMN to do it.
I'm not impressed by shiny things and SMN's changes only upset me.
*Removing DoTs is the first slap in the face.
*Now SMN is a stance dancing job like Bard instead of it's own unique job.
*Not even sure if Egis are even useful anymore or just a place holder for Bahamut and Phoenix.
*Still doesn't fix the key issues like Demi ghosting abilities.
*Couldn't even be bother to add Leviathan, Shiva, or Ramuh stances.
*Remove all the shiny Primal animation, you basically switch stances to cast different elemental spells i.e. Geomancer.
True, I assume Leaden Fist application going into Perfect Balance management is going to be important (Unless the LF-BS gameplay is gone), as the mix-up of that rotation to make the differing combos might cause some issues keeping it up consistently while getting the right combo for Blitz. (IE I've been silly and just finished a Leaden Bootshine rotation, start my PB and don't have the Leaden buff at the start but need to do another bootshine for a combo instead of Dragon Kick) So I guess it's more plates to juggle to keep that and twin snakes going while actually getting the Balance charges.
Oof, got me, I completely missed that!
As for Shotgun I realized... Flamethrower is the second weakest AoE, if Shotgun is a stronger Spreadshot and gives double heat, Flamethrower could be the weakest AoE and therefore never used.
Which means it has a chance to be an actual CD.
I...don't care about any of these things.
* DoTs were never in the flavor of SMN and a terrible vestige of the class system.
* Call them stances, phases, whatever, many jobs have them. It's definitely not like BRD presently, given that its stances are purely offensive rather than support.
* Egis have been a placeholder for Bahamut and Phoenix since demi-Phoenix.
* It does fix the issues of egi ghosting, which was the bigger problem.
* I think Leviathan, Shiva, and Ramuh are of a different class of primals that don't feel as natural to Summoner as the original three. Shiva is a full-blown character, Ramuh is like a secondary character, and Leviathan is some primordial beast. They do not fit the flavor of XIV SMN for me and I am quite glad to continue without them. Plus, in a game where elements are totally non-functional, I like that SMN has its own distinct elemental palette instead of having the same generic "all six" elements.
* I wanted geomancer in the game, but frankly you are right that SMN is pretty much covering it, and doing it wayyyyy better. I no longer need or want a geomancer job now that I have my primal gems.
At this point, I wouldn't mind single spell references to Shiva or Leviathan, but I would rather we see the introduction of Griever or Madeen (or maybe Diablos) for a big 'splosion attack. Beyond that, I am totally content with Summoner's kit. It is aesthetic af, everything feeling very...primal.
I'm pleased with the changes as well.
It looks to me that the summoning of the egis is in the gap between Bahamut and Firebird Trance. Without seeing the action/cast bars it is hard to see but the new rotation appears like it will reduce the use of the various Ruins as fill in-between cool downs. In any event the changes interest me and on the surface seem better thought out than the last time they made a major change to the SMN rotation.
This is a surprising post to me because mega midare was the coolest thing shown in the entire trailer. The visual and sound effects on it are perfect, and it makes the screen shake when you do it, it's so good. Only other abilities I saw that had me as hyped were pld's confiteor combo, war's berzerk ender, and nins chidori. But none of those delivered the same visceral satisfaction. Plus, the QoL fixes for sam are perfect.
Summoner hype is real. Dots are boring. Glad they are gone.
I do wish they had a lighting summon. But the three you get is pretty cool, so can't complain to much and it leaves room to expand in the future.
Of all the things to miss...
Since HW, BotD has been nothing more than "Hit this button once per instance and per any further periods of lengthy downtime in order to unlock your full kit; in exchange, be disproportionately penalized by downtime during which you have no control over your character." It has no depth.
Dragoon's basic, sure, but since HW, BotD has had no effect on that.
The same goes for Enochian as a separate button. By all means, freeze, reverse, or outright drop progression to the next XenoFoul if we fall out of AF/UI, but there's zero need for a pre-combat button of no further function. If it were to be kept, it should have been made a dynamic key that'd also hold B4 and F4.
Saaaaame.. some people play pet classes because, well, its a pet class.. Or else I would just play another more generic caster class, in this sense the reworked summoner feels to me more like a shaman/elementalist (switching stances) in other games, then a so-called "summoner". Maybe its more faithful to traditional summoners in FF (where "summons" are just one-off spells in a different skin), but they certainly killed the fantasy of a pet class with this rework, to me at least.
If we are sacrificing all that makes SMNs unique (pets and Dots), the reworked SMN better have some impressive DPS increase of something. Yet again, I doubt it would hold up against BLM DPS even if it's pushed into a more traditional/generic caster class. They debated whether to remove combat raise too... ha..
I didn't want them to remove the dots. No reason to. Now it's just less buttons and looks like you will be spamming ruin even more with pretty effect on top.
I did however want to pets go away.
I will miss Tri-disaster a lot. Imo it has the coolest animation. It's often a trend in SE to remove abilities with the cool animations :/
I knew we were in for a bad showcase when yoshida started by saying they disagreed with sb and hw eras of having job complexity and incentivising learning your kit, instead building upon the homogenisation and terrible designs that were shb jobs. SE clearly doesnt give a shit about veteran tank and healer players.
especially healers which are still the shitty "pure healer" design that has no place in ff14. 1 nuke and 1 dot is appalling gameplay and when most of our healing kit goes unused, what's the damn point
Well time to look at what jobs interest me over the years
Drg- got a 4th aoe step, some qol that really didn't need an entire expansion for, some flashy new animations, and a new thing that shoots dragon heads. So a total of 2 new things
Drk- doomed to be a warrior clone. rest in peace hw dark and all the fun actions you got in sb even if the kit got gutted then
gnb- I'm not fond of the squishing continuation combo into one button, that was really fun on controller. But its got new toys i guess? hard to say atm what it will be like
ast- we've seen most of sage's kit and its full of regens. Nocturnal sect did not need to die for it. At least lord/lady of crowns are back. Its looking like its aoes are gonna better than its single target gameplay
whm- we didnt need more heals. And a totem that does an aoe...sounds like we have a second asylum. Again, which we dont need. Though they found water magic
sch- i thought upon hearing how they apparently struggled for a new healer they were just lazy. Nope, sch showcase proved that the devs actually hate healers and sch in particular for sharing with a dps
rdm- assuming it works, this will be the shake up it needed
reaper- i fail to see what's so bad about making it more complex. Yet another builder/spender. Why can't we have resource jobs?
sage- we've seen most of its kit. a healer that uses their damage to heal the mt. otherwise its a 1 button dps with a couple of ogcds. It has a ton of regens...yet its supposed to be a barrier healer. if this is truly what SE conceives as a shield healer, then there's no point with the distinction.
overall: I am disappointed but not surprised. Dps gained while the other two rolls are shafted again and some dps didn't really go forwards in any meaningful way. SE is determined to make veterans quit and dumb the game down to braindead territory. Even casuals were complaining individual jobs felt the same, and they still ignored them.
6.0 is shaping up more and more to be my final expansion since SE clearly doesn't care about job feedback anymore unless its for dps. The primary gameplay loop, the most important element in any game, is getting worse each year.
Battle design is getting weaker, job design was at its lowest and it seems it will get worse. Story is nearing its ending, long term problems like botting are still not getting looked at, and SE is outright ignoring feedback at this point instead of just radio silence.
Still not feeling Sage after the reveal. I like the retro, VIII-style sound effects but the Greek physician-themed names (while I guess fitting Sharlayan lore) don't really seem to reference much of anything from previous FF games.
Also, as others have pointed out, the pure/barrier distinction seems almost non-existent with this class.
The animations and overall design of this class scream "light magic DPS" to me, cosmic solar blasts and the like. It feels like it maybe started like that, then was retooled to healer and all of that fun flavor gutted to make room for this lame "laser therapy" motif.
Please SE, pull back on the surgeon angle and give us more Kabooms. Right now it feels like the FF III concept of "mastering WHM and BLM) has *too much* healing magic and not enough destructive magic.
Does it have to, though? Don't get me wrong, I love the references, but it's kinda nice when now and then when they come up with unique stuff to XIV as opposed to referencing previous FFs.
I would only argue that the job could have a name more fitting to the dynamic aesthetics.
DRG - Blood of Dragon becomes a trait. Good riddance. I never a fan of fire-and-forget skill.
WAR - like that both of its ogcd attack no longer requires resource.
RDM - Never a fan of the current Manaification. I like the +50/50 one much better.
SCH - Nothing impressive. Speed buff may sound helpful during a pull or doing some mechanic.
DRK - Save for Salted Ground's QoL (self-cast instead relying on macro), nothing new.
DNC - My fav physical ranged class Look flashy enough. Seems no QoL and only new skills.
MCH - I don't see Flamethrower being used for its full duration, so I hope its duration becomes shorter. Shotgun looks cool, but seems to be either an upgrade of Spread Shot or second AoE attack
GNB - I like the Burst Strike have a follow-up combo.
BRD - I hate this class. Still hate it even after the trailer.
AST - Still play it for leveling so any QoL is welcomed.
SAM - Flashy and shin-shin as always.
WHM - While I disappoint that there is no more way to gain extra blood lily pip (Assize, for example), the fact that its cast speed is down to 1.5s is nice for weaving and mobile.
NIN - Look cool.
BLM -Nothing better than chain explosions! Also fire-and-forget Echonian becomes a trait is a nice change.
SAG - Seems to be a heal-and-hurt-at-the-same-time class.
MNK - Still want to see the new Blitz skill in action.
SMN - I didn't expect to play as a stance-user when first hearing about "Summoner". Glad the new Sum get rids of DoT. Though still a stance-user instead of a proper pet class with pet management, at least the summoning of full primals make the class look more 'Summoner-ish" old FF series (summoned creatures only pop out, do a skill, and pop away).
RPR(?) - Let's wait and see what it offers.
PLD - Cool unlimited blade work.
I’ve been desperately searching for any similar responses and no...MCH mains are mostly happy with these , lack there of, changes as they feared the job would be clunky and punishing again if they added any more skills or mechanics ...or even Qol changes
The job is dead to me, the new fans have taken shelter and only desire MCH to be a beginner friendly accessible job with the facade of being busy with lots of Buttons with none of the nuisance and plenty of fat. And regardless of its reception I can almost be certain 7.0 would be the same shtick as thiers too many jobs to take in to account now so reworks are only used for universally hated jobs like SMN MNK, DRK and SCH.
It’s very depressing as someone seeing so much potential in it completely suffocated on its own accessible baseline and pampered by a fan base that prefers flash and glitter over engagement and tangibility. If you like MCH cool but was it so near perfect to not receive a dam thing while other jobs that Also peaked received more? And had more going for it from the get go? The answer is yes, enjoy your 1-2-3
Tbf, what few old-school MCH mains remain are probably going to be tired of conversing with a wall, especially without a detailed map of what they think's gone wrong and why. That more detailed discourse, in turn, takes time and enough momentum in a given thread to feel sufficiently pertinent.
If talks with raid teams here and in other MMOs over the past decade+ are anything to go by, a lot gets left unsaid not because there's no opinion outside of what few samples we have, but simply because they're harder points to sufficiently expound upon.
Ima swallow my pride and say some of it is just that I don’t enjoy the play style, and the other half is because the job is exceedingly simple so much so that The loop doesn’t seem to change 30 levels apart.
But the thing is I can’t really suggest anything without alienating the vast majority that enjoy its simple and remedial playstyle. if a job is 1-2-3 with Gcds between how do you improve it with its main getting mad? The game is at the “let’s please everyone” phase of its lifecycle to a point where homogenizing is common, and MCH is the poster child for this type of behavior. Why learn and practice a job that involves work when everyone can main MCH and won’t need to worry about anything besides mechanics of the fight?
Off topic but never have I seen such a happy bunch of people rejoicing that their job didn’t budge a inch, so they don’t have to relearn new exciting mechanics and they can do the exact same rotation since Lv50. Is this the type of player base we need? Unambitious types that don’t want to learn, that don’t want to evolve? Could be worse I suppose heard DNC changes made the job easier, DNC of all jobs
DRG - The job was already in a good spot. It seems they are just adding more to it. Perfect.
WAR - Some nice QoL changes. And some more brutal moves I guess. Still confused on all those new tank defensive abilities.
RDM - I really liked what I saw from it. Kinda similar to DRG: improvements to something that I personally found really well designed. And those new moves are VERy flashy.
SCH - Without even going on the "healers suck" drama, the trailer for SCH was...bad...It shows the movement speed buff that everybody is meming about. But even that had a very forgettable animation compared to the new spells that other healers got. They did not even show some of the good looking spells from the current kit (for example Seraph). I can imagine new players seeing this and being like "meh, next". Make SCH flashy!
DRK - I did not expect much to change. I was not disappointed. haha. I am really hoping it got it's oGCD abilities CD shortened and not only Delirium. But we will see...Not impressed, but not disappointed.
DNC - More cool stuff over the cool stuff.
MCH - I will still wait on this one. There are QoL that I think could be done on wildfire (making it more like Bunshin) which were not mentioned/shown. Both new skills look great though. The new skill added to the Queen is kinda similar to DRK Simulacrum: what is the point? Do we interact with it? Or just an auto?
GNB - Not much changes, but loving it.
BRD - I know people seem to not like it. But it looked fine to me...Again nothing crazy, but it's ok. Apex arrow still seems to be Apex arrow but having sthg on top of it makes it more acceptable ;)
AST - Visually very pleasing, as always.
SAM - Looking good, the finisher look better than what Shoha was at 5.0 launch :P Wondering if Kaeshi: Higanbana will be a thing we use now...
WHM - With such a big healing turret, there is no way people say "where were the heals?" anymore
NIN - Sasuke inspiration? What next? Is it going to get a glowy "Naruto six paths" mode? We know with Reaper that changing our appearance for some abilities is not impossible.:p Looking fun though.
BLM - BLM
SGE - I like the concept and I cannot wait for it to be changed when newcomers don't do DPS to heal and let everyone die.
MNK - Loving it.
SMN - What I always wanted it to be. The only downside: there is no DoT mage anymore. I wanted that change to come along a new DoT mage, but I guess that will be in 7.0...I am also curious where they will go from there. Because of course people will ask at least for Shiva/Ramuh/Leviathan. And then they will want more and more and more. But we pretty much move between 5 different phases already. Adding more would be quite...something...
RPR - As edgy as it could be. Looks quite fast paced and fun.
PLD - As a PLD main...I wanted a big shield to fall from the sky, not only the big swords! :P Really wondering how the new defensive is different from the current Sheltron, but again, the same can be said for all tanks.
Have you ever considered, if you are the only one complaining that the problem is you and not what you are complaining about? MCH was the most unpopular job for 4 years for a reason, and it wasn't because it was difficult. Seeing as how other difficult jobs are still pretty popular.
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I thought the job action trailer was cool. We don't know exactly what these skills do or their potencies, so it's hard to say what is good or not. But the skills certainly look fancy.
RDM, SMN, SGE, RPR, MCH, and PLD look pretty dang neat and made me question what I am going to main in EW. The others I'm neutral about.
SCH is a wreck though. In-battle peloton is unbelievably useless, since they design everything to be cleared with any comp. Which means that every mechanic will not need SCH's speed. *crab rave* SCH is dead *crab rave*
RDM looked really good. A lot of reaction videos not talking about how RDM can just jump into Melee combo at 50/50. That means rdm is significantly faster. Which will give it that ultimate feeling of moving and casting. That AOE Barrier/Heal ? is interesting too.
WHM looks like it became a SCH. Solely because of a "pet" - "healing sun well" - "flower" basically it got an EOS that auto casts Blessing or "Totem" from Wow.
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SCH animations are again lackluster. It's not a dead job, by no means, it's just. Lacking because we don't know any of the new toolkit. Like with the new sacred soil movement speed. IF IT IS with Regen and in the video again, no aetherflow cost... It's pretty good. If Aldo spread allows for catalyze to stay on both healer and tank - SCH could be really strong again. If Fairys are separate again - things could be more interesting.
There's a lot of things that were unsaid so it's basically just going off animations. Well there is hardly anything. So Sch is questionable. Why give us a fairy gauge and have no abilities in the next expansion that rely on it? I mean happy for more abilities that don't cost aetherflow but still just so lackluster in presentation. On pen and paper I'm sure SCH will be a beast but so frustrating. I will be leveling SCH. I will.
My main concern is if a WHM and a AST can heal with each other, can a SCH and a SAGE stack shields. We couldn't with Astro - but if we can with Sage. --- That would be interesting -- Really something I look forward to. But I know they won't do it. But if they do. Hmmm.
I do not play SMN now, mostly because I was afraid of the wonky pet mechanics, and worried that at any point it might become bloated with summons that imo kind of destroy the job fantasy like Shiva/Ramuh/Leviathan/Alexander. Now that pets have been substantially dealt with, and in a way that feels flavorfully very cool and still within the original design philosophy, yes it is the number one job I want to try once Endwalker releases.
Agreed, and the concept has grown on me more than when it was first announced (and still might more). But for now, it still feels (a) more healing-dominant than a "sage" should be, and (b) the gundam funnels do nothing for me. Maybe it will have a couple of abilities that tie the funnels back to "four crystals," and it will all feel a little more coherent, idk. It's not a *bad* job by any means, and I do recognize the design niche(s) it wants to fill. I just think there were some natural aspects from prior FF games that they could have referenced to make it feel more at home in a FF game. Even some superficial references to more "techy" final fantasies like VIII or XIII would have made it feel more grounded.
It's kind of the same way with the Garlean empire for me. The parts that directly reference prior FFs like the VI magitek or XII judges, I get and accept as naturally befitting a FF MMO. The endless Star Wars battle bases...not so much.
Being really brief:
PLD - Good
WAR - Shrug
GNB - Good
DRK - Meh
WHM - Meh
SCH - RIP
AST - Meh
SAG - LMAO how predictable. Hey you think Healer rotation when not healing is boring? Play the new job!
MNK - DBZ teleporting + "Positionals are too hard" edition
NIN - Sigh
DRG - Cool
SAM - Really. Whatever.
RPR - IDK, I'm less impressed now than I was when they revealed it
BRD - OK
MCH - Cool
DNC - Meh
RDM - Good
BLM - Meh
SMN - Sure it's more like FF Summoning now. But I think the reactions just really prove how people are easily phazed by style over substance. They have essentially made the job less unique in the context of FFXIV. It's not about what the colors of the fireworks are, it's about how it plays...
Funny thing is Summons haven't worked like this in the series since X. That was in 2001. This is 2021. That sort of worked in a turn based game, but XIV isn't one. I think it's just an excuse to homogenize how jobs play even more. But they know the majority of their playerbase only cares about actions looking cool.
Pet ghosting was a pretty significant problem that no one liked. Hardcore players didn't deserve the inconsistency. Casual players didn't deserve the inconsistency.
Tbh, if "removing pet classes" amounts to "homogenizing" the jobs, then I am fine with it. While yes I would prefer we had been able to keep pet classes (which games like GW2 and even FF XI seem able to accommodate), for some reason that simply wasn't reconcilable between the way FF XIV is coded and how it is generally played.
This seems along the same lines of complaining as there being no elemental system. FF XIV is balanced around different gameplay aspects, and as a consequence an elemental system just doesn't really jive with its design. The same goes for pets.
While mabe not perfect, it worked way better until Shb ; so there's probably not so big of a "core system" problem with pets.
They're probably willingly killing theses systems *tinfoil hat*.
The same is true with elemental aspect and the weapon damage type. The system were there, but using them made balancing too difficult for the devs i guess.
So they stopped using them, they became useless, they were removed and none cared.
If it goes like that, what system will be removed next ? maybe you'll see your chocobo companion lagging and not attacking ; and next expac they delete it and it's fine because 'the players didn't deserve this buggy system' ?
I only play a few jobs so I can't say much about most of them.
-Monk (my main): Lovin it. The new animations look cool and the new "gauge" looks interesting. I was kinda sad when they removed greased lightning, so I'm happy they added something new.
-Paladin: looks cool. Not sure how much substance it will have but at least the animations are dope.
-Red Mage: I don't play it but a friend who mains it is quite excited about the new skills. Looks really sweet too imo.
-White Mage: Not sure how I should feel about it, but I never really thought the job action trailer is all that informative for Healers. Probably a "you (me) problem"
-Dark Knight: Did they add anything new? Only noticed the "gauge". Kinda worried that reaper looks more dark lol
-Ninja: love the anime style, but probably not everyones cup of tea.
-Summoner: Interesting rework. Though I think the re-summon of the carbuncle after each Primal Aether will annoy me xD
For the other jobs I lack the knowledge to have "real" opinion on. I think the new animations generally look sweet, but that's all I have on them.
Okay, I think I've found another aspect of Sage that doesn't sit well with me.
If you look at the abilities, and what Sage's gimmick is, it should have been a blood mage.
Cardia, or "heart", doesn't seem to tie well into these noulith things at all. It doesn't thematically translate at all why shooting lasers at an enemy is healing an ally. If maybe you are transferring aetheric energy from one body to another, then that's fine for an explanation, but Cardia does a really poor job of communicating the flavor.
But when you remove the noulith lasers and look at the Sage's core functions, a clearer theme starts to emerge. It's a profession based on medicine, that "heals" (eucrasia) and "poisons" (dyscrasia). It's stacks are serpent themed to match this same duality (Adder's Gall, Adder's Sting).
It's within the larger context that Cardia makes more sense, where most of the job's abilities are themed around body fluids (pneuma, phlegma, pepsis, chole, etc.) and the heart is what keeps all of that moving through blood. Absent some more express thematic tie-ins, it just feels too disjointed to me.
But this is where the job falls apart, because there is nothing blood or even liquid about Sage's theming. It's all lasers. So instead of having some sort of fluid animation, or even renaming the ability "Transfusion," instead we have this bizarre nonsequitur between Nouliths (which rightly should have been called "fangs", to reference FF II/IV) and some nonsense ability that inexplicably heals.
I hope SE elaborates on Sages actually being blood mages, and makes a stronger connection between nouliths and fangs in the questlines. If they do this, I will accept Sage as a well-designed class.
I get all of this, but it is still lore that they literally just made up that is more disjointed than it needed to be. There is nothing *actually* connecting nouliths to fluids in the jobs' design, just in the names.
Nouliths were completely invented for the Sage class--they could have just as easily been called Fangs to fit with the humors/serpent theme. Same with Cardia/Infusion. It's so close to good design, and I'm hoping it's just a few conversations with NPCs away from coming together into a coherent whole.