Why is there a talking clodsire the thread? Why are they a gunbreaker main? I have many questions.
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Oh, you mean when they removed Thunder from Arcanist in patch 2.1? When they decided Gladiator's suddenly forgot how to use Daggers? When White Mages and Black Mages stopped getting one-handed weapons and Shields? When Protect and Shell were removed? Or when they implemented Red Mage in 4.0 but as a DPS instead of the Healer I had played it as in FFXI? When they removed Dark Knight's ability to use all of HP, MP, and TP and individual resources to fuel different aiblities? WHen they removed Flash from Paladin? When I could no longer create a Jank Paladin, before Jobs even existed, by cross-classing up Protect and Cure and Stoneskin?
Yeah no, I DO understand.
They killed the Class I immediately fell in love with at the relaunch, and then they deleted its long-rotting corpse and replaced it with a different Class, a different Job, one that carries the soul in a new body.
As for your 'paying for subs' quip, my subscription is currently at 3,750 days, so we can set subscriptions aside with this conversation. Especially since only active subscribers can even post here.
Old SMN didn't actually have pet management. Everquest Magician and Necro have pet management, FFXIV had skills cast by proxy. The pet didn't do anything but auto attack and you used skills on your hotbar with your cooldowns that were activated at the pets location.
Another problem with how SE has approached reworks is that each one has either been luke warm or extreme, and is never placed within the range of player feed back to spefici abilities or issues with ping. And I wonder if Yoshida has noticed how circular the issues with XIV are, from C/V to Sync'd content, to these major changes. Like we keep coming back to the core systems of XIV everytime we talk about issues in any part of the game and it makes me wonder how we'd be looking at things if XIV at it's core wasn't was bland and disjointed.
Were the changes you have mentioned as drastic as completely shoving an archetype aside for oversimplification? I find it rather absurd and insulting to compare it with those you listed as it pales in comparisson with they have done with SMN.
As for the subs, be it 60 days or 3650 days, there could be a plethora of reasons for the parity between the # days subscribed but it doesn't take away the voice of those who have less.
Bottom-line for my entire argument is that the game started with SMN being a pet job and drew in players like me to it. It survived for 4 expansions and then got shoved for an insulting oversimplified kit.
Pst... uhh... these reworked jobs are being played more than ever, and because of that... as far as the devs are concerned, they feel they did right. So... yeah... get use to it or move on to another game, these changes are definitely going to continue...
For me Monk was the biggest letdown. As a Tank and Healer main since ARR I rarely played DPS, I would usually stick to Monk when I had to play DPS. That being said I could play any job to a decent enough level. However Monk was always my favourite, it was fast, hit hard and oyu got rewarded heavily for doing the posiitonals right.
When the Tornado kick meta came along I started to lose hope in the job as it felt counter intuitive. Riddle of Fire slowing the job down was also kinda disappointing.
Once Shadowbringers came out however and I got to level 76 and unlocked Riddle of Wind Greased Lightning 4 the job felt absolutely sensational again. This was perfect for me. It was here that the job reminded me of DBZ. You started out as a SSJ with GL3. Later by popping Riddle of Fire you Increased your damage but lost speed, but like the pumped SSJ in the Cell Saga. When level 76 we became Gohan, hitting that GL4 or SSJ2, getting more power without the loss of speed. This to me was peak Monk, a super fast powerful brawler.
The only issue Monk had at this point was the boss models being far too big. Yoshi mistook that for people not liking positionals when what we didn't like was every boss turning every 2 seconds to do every mechanic with their massive hitbox rings always moving away. [a major issue I have with Tanks atm, they need to let Tanks control the boss positional again]
Instead we got the current wet mess of a Monk job that just feels boring to play. The Master Gauge is unlocked with PB at level 50 but doesn't do anything but ruin your rotation until level 60. Anatman does nothing, most positionals are removed and has you pretending they still exist to get any enjoyment with the new riddle of wind being an absolute joke of a button. At the very least Anatman should freeze and reset your Twin Snakes buff, form shift you and also recharge your Chakra at the same time, currently you are choosing which you want to keep and 99% of the time you just get your chakra back and form shift as saving one easily replaced buff isnt worth it.
To me, having to completely rework a job just shows that the team working on it doesn't understand the job. Granted, we aren't going like Bard is going to switch out bow for harp, but still, how hard is it to keep up with a design philosophy?
I think Summoner is moving in the right direction. At first, they wanted it to be knock off Warlock from Wow, but now I feel like I'm actually summoning things.
To me, it just makes you as a company look bad. Like New Coke changing what isn't broken for no reason and having to go back square one. I'd fire you if you worked for me, is all I'm saying
In saying that, I am pro job simplicity. A Warrior does Warrior stuff a Dark Knight does Dark Knight stuff. I get some things have to overlap, but I want them to feel unique in their own ways while staying true to what the job describes itself as.