Its so wild support mains have got to the point of mourning the role being gimped so hard that we are at the acceptance stage.
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At the end of the day this is still a Eastern MMO, and the general rule of thumb is expect content regurgitation and not much else. I've never once felt like my feedback was ever considered for this game, and its not even an issue they've ever directly addressed.
Honestly going into an expansion with 2 new DPS jobs again is about as tonedeaf as you can get, they do not view any of this as an issue.
Is it tonedeaf though? I genuinely don't even want new supports.
I mean, their entire design philosophy for the support role is kinda depressing.
When they released Sage i got super excited, because it was advertised as a healer for dps players. But it's just Scholar with instant casts and no weaves at the cost of Chain strategem.
IF they release a new tank, i already know i'll be super disappointed when it inevitably turns out to be a weaker version of Warrior with more buttons to press.
It’s bad because SB showed us how much of a mess two DPS expansions are and this was a time when the support roles weren’t on life support
SGE is unequivocally the worst job they have ever added in terms of “what did this actually add to the role it was being added to” but at least it was a bandaid for the collapsing healer population
Two flashy new DPS, no Bozja and tanks and healers sick of being treated like second class citizens, sounds like a recipe for long long DF queues which the DPS will also blame on the supports for not playing them so they can enjoy their DPS…….which will further exasperate the problem
I can see DT class balance blowing up in their face for this
Its a term used in MMOs. Tank and Healers are the support roles as their main purpose is support (soaking damage/healing damage) instead of only damage dealing, though they can still do both.
Quite happy with GNB's changes:
Our 8 No Mercy GCDs are always set in stone and Burst strike moves out of 20s burst, still usefull on 30s bursts. Removal on dash damage is a huge breathing room.
I don't know how it will change the overrall rotation but I think the burst will try to use 2 Burst Strike and keep one for the mid-minute Gnashing Fang.
IMO those are very good changes. Bloodfest giving 3 new GCDs that doesn't require ammos gives more flexibility on ammo usage and is less punishing in cases where GNB can't build up enough cartridges before the next burst.
On the "bad" side / No informations:
Camouflage remains a gamble mitigation tool and a weaker 90s.
No information on guaranteed direct crit, variance might remain an ennemy.
Aurora is still a bit weak compared to WAR's Equilibrium. I wish they would increase the healing or give an excogitation effect. The second charge doesn't make up for a mid healing tool.
Sonic break seems to remain with Bow shock despite the two having the same purpose but different.
For PLD, this is mostly animation changes but:
-We still don't have Divine Might on the job gauge, which would make sense in their philosophy of not "watching buffs&dots".
-Passage of Arms is still a cone, not that big of a deal.
-No animation change on Goring blade?
PLD was quite solid from the start, I don't think it needed many changes.
For DRK, same thing, mostly animation changes with 1 extra button:
Not going to repeat everything that was said about the job weaknesses in its design... Living shadow is still a thing, burst is all over the place, filler is boring, and so on.
Where is elsewhere? The giant echo chambers like reddit where they tell anyone with any real criticism to fuck off here instead?
Funny how this forum needs an active game account before you can even access and post on... and yet a very loud echo chamber elsewhere, populated with users having an ego that of thin glass is what they will listen to?
Legit question though.. do free trial users get to access this forum?
One big wish for 7.0 is making synced PLD not awful to play.
For some reason Sheltron is the resource spender that is rushed out, and our mana pool sits unused for damage until 64 for Holy Spirit and 72 for Holy Circle!
So low level is essentially 1-2-3 with 2 OGCDs and one GCD damage ability. It makes me wince whenever I'm matched with lower content.
Either nerf WAR or buff DRK. There’s no in between. Or just delete DRK altogether, the dude been suffering for so long it’s not even funny anymore.
Very happy with GNB changes from the media tour.
I do have a few wishes thought:
-Crit/DH might remain an issue, but I don't exactly know how the impact of crit/dh will be with the new potency of Lionheart combo, as the total potency of the burst will be more spread out.
-Aurora still feels very weak, especially with the upgraded cooldowns.
-Camouflage parry is still unreliable, 10% is a beat weak under all other mitigations.
-Just like Sonic Break, I wish Blasting Zone would be usable after using Gnashing Fang, just to help with drift issues and offer more flexibility.
But those are really not that big issues, they could remain as they are, I would still be happy with GNB changes.
First time posting here on the forums, so hello!
After seeing the media tour actions for tanks, I was a bit disappointed to see no major changes this expansion. I really, really hope they do an overhaul next expansion. Not having high expectations but they can surprise me.
I've despised the idea of having potencies on gap closer since, in my opinion, they should be considered utility. My wish was to get rid of the gap closer potencies on all tanks and they were so close in realizing that. They should've removed the gap closer potencies for PLD and WAR as well and instead give another skill on 2 charges as replacement.
My idea for SE would be to remove the gap closer potency on PLD and rework Shield Bash into 2 charges OGCD with a potency of 150 while also not removing the stun. The stun doesn't work for high-end content anyways, so for those for love it due to Deep Dungeons will still like it and you get 2 charges with it as well. Brings somewhat of a unique thing to the job, while being useful in all scenarios.
Cover could also see a small change with no oath gauge cost but the person you cover suffers only 90% of the incoming damage.
For WAR give another skill on 2 charges called Fracture (Yes, this was a skill back then which I really liked, when I saw it on the videos. I started around close to 4.1) with the same animation and has a potency of 225 and OGCD as well. On top of it have an additional effect of putting a dot with a potency of 30 for 15s. The dot can only be applied once and won't get extended.
Overall I want a complete overhaul on the tanks but with these changes it would get me through this expansion, as long as the encounter design delivers, a bit better.
I just want less homogenization.
I am tired of tanks being 90% a clone of each other. I hate the gutting and sundering of DRK.
I know why you are doing it. Easier to balance things when they are exactly the same. But in doing so you are optimizing the fun away of the game.
I actually disagree with this opinion, simply because you remove the main draw of Blasting Zone, which is it can be used outside of No Mercy, and I wish 7.0 Sonic Break was a 30 second cooldown that wasn't tied to any other action so I can use it outside of No Mercy, and I also wish Sonic Break was a cone AoE, and Blasting zone became a line AoE.
Crit/DH have been an issue since Stormblood, and they need to buff Tenacity/Piety to where it gives the same amount of DH, Aurora does feel weak and I wish it had like a flat 600-1200 cure potency on top of the regen, and Camouflage 10% could easily be buffed to 20%, and these are the points I do agree.
Additionally, I wish Bow Shock was 30 duration AND cooldown, Double Down being a 30 second cooldown costing 1 Cartridge and gaining a Continuation skill, and the new Lionheart combo being a 30 second cooldown that costs one cartridge and not tied to Bloodfest usage so I use them outside of No Mercy and 2 minute burst windows, and defensive upgrades like Heart of Stone granting a buff that makes Heart of Corundum usable after Heart of Stone for extra mitigation. And that's just for Gunbreaker.
EDIT: Almost forgot to have Lightning Shot grant the buff Ready to Divide which turns Continuation into Rough Divide and it works like it currently does.
I'm legitimately surprised that we didnt see them handing out guaranteed Crit/DH on all the new finisher skills.
Drifting will happen no matter what with GCDs and oGCDs, no matter how long or short the cooldown is. And besides that, you would need to move the full Gnashing Fang combo to where Danger Zone is at in terms of leveling content, which I'm not entirely opposed to so long as we get Continuation as early as level 35 AND Hypervelocity at level 35 as well.
Until high-end raiders stop using DR on tanks/healers this will never change, and if it were to change like you suggested, a lot of players will be upset that DH was not removed entirely...
I don't know if the big potencies being more spread accross the rotation will alleviate the problem or worsen it.
It really doesn't help that WAR gets another GCD that is a garanteed critical hit, its DPS will be very reliable unless GNB deals more DPS to counter that variance, which I heavily doubt and wouldn't be exactly fair for WAR either.
I don't exactly like making a change because another job got the same thing, but it's either they prevent tanks to Direct Hit or they apply a garanteed crit/dh on those high potency.
We just need a potency squish in general, there is no reason that some skills have to deal 1200 potency in damage.
It would also help with older content when you aren't dealing 2-3x the potency you did when it was current.
DRK:
I want them to remove living shadow and give the job dark-based spells with actual spellcasting animations. It seems they already reworked the animation for Flood of Darkness which was absolutely disgusting to use.
I play WAR.
I want Nascent Flash and Raw Intuition/Bloodwhetting to get merged into a single skill.
I want Intervention to be available by level 50, and Cover moved up to be by 70, because a lot of sprouts think Cover is good and it is not good 99% of the time. It's a delight when it serves a purpose but that purpose does not really exist below 70.
My dream is for DRK's TBN to become available at level 50 as a target self, and then upgraded into the full form at 70. Also for Dark Missionary to be available by level 70.