https://strawpoll.com/buque2yke
Simple question - what gameplay adjustments are you least looking forward to with the next expansion.
For me it's Dark Knight by a country mile.
I think the whole job is kind of a mess right now apart from TBN.
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https://strawpoll.com/buque2yke
Simple question - what gameplay adjustments are you least looking forward to with the next expansion.
For me it's Dark Knight by a country mile.
I think the whole job is kind of a mess right now apart from TBN.
Machinist.
It's insulting to not see auto crossbow refund ricochet. I know it's on the less important side of issues this job has, but personally it's the most irritating
Warrior. Always been a borefest, not gonna change now.
Summoner.
*hides*
The ones that cause the most whining on the forums :cool:
well not quite a change, more a lack of change really.
can't believe SCH only got a combat peloton (the usefullness of which will be niche at best for most content I do).
At least they didn't try to remove Energy drain again this time.
Having to completely relearn summoner. Again.
SAM losing Third Eye skills is a bummer. Seigan really felt like a a true parry attack, and I wonder how new SAMs will fair against Musosai Sensei without Merciful Eyes. That fight is all about sustaining yourself while still pushing out damage. I wonder if the dev team thought about that fight at all, or if I just suck at it. Because to this day I haven't had as much difficulty clearing a solo quest that the SAM lv60 quest. They didn't have to delete both skills. They could have simply made Third Eye turn into Mericful Eyes when the barrier is struck. Done deal.
Enhanced unmend, what a joke of a trait.
Honestly?
None. I get to not worry about clicking the Fist of Fire button at the start of every instance.
...It's good 'cause I always forget.
Ninja: Lost two buttons, gained 4. I'm going to have to completely re-do my bar and keypad layout to fit the new ones in properly. Hours of work, then more time to learn new rotations.
If I had to pick one it'd be dancer, I just personally never liked the job and none of the changes really stood out to me as "WOW! I really want to try this out." If I had a second it'd be bard. I don't know why they can't benefit from their songs, but whatever.
Oh wait "least" .. ;p
ehh, warrior.
Hahaha enhanced unmend what the
Summoner
/ten characters.
Hmmm... not really sure as the classes I like generally received good additions and the ones I don't care much about, well, I don't care about enough to be disappointed.
I guess maybe Monk? I don't think it looks bad, per se, but I'm not convinced the Blitz system will really be much of a positive change or improvement to the job. It kind of still just feels like another new system tacked on top of the same old same old. But that may change once I get my hands on it.
My real job. Was told it would not change :(
DRK's. Not that we'll be able to notice any of them outside of the extra 60s double-charge CD to weave into raid window... just as we would have done with all our other oGCDs anyways.
To be fair, though, I can hardly think of any changes to the existing classes I am actually looking forward to. Even Blitz is increasingly looking uninspiring and I've never cared for any skill off its animation alone.
Same. The whole "I'm actually a (self-only-)healer-and-DPS-hybrid -- with the two sides always partly warring, partly synergizing -- with enough eHP and snap aggro to function quite well as a tank while remaining constantly of the mindset that I live or die by my own output" ended up a really refreshing, dark horse take on tanking that I couldn't help but love.
What's worse is that ultimately its issues of scaling were only issues because of (A) such high maximum ilvl ceilings and (B) Paladin having such dull scaling systems itself (all percentile mitigation--no flats, no stat-dependencies, nothing but the percentiles). It's not as if Warrior would end up OP in current content, only that which it painfully overgears, but it wouldn't start off so behind, either, if Paladin just had more than a single means of self-sustain.
Well, that and the issue of simple individual lacking points of parity (e.g., just the fact that even at max stacks Defiance didn't have Shield Oath eHP, let alone sustainability) being conflated with overarching issues that truly weren't nearly such an issue as to force the homogeneity that followed. (And even then, we could have moved Paladin at least partway towards having Warrior's more varied kit, rather than the movement being so one-sided towards the duller, more barebone solution.)
Least, you say? Well... Monk? The new Perfect Balance certainly reminds me of FF6 or FF8's Blitz input, but it looks like just a glorified Samurai's 3-symbol system.
I am really looking forward to the application of jinpu and shifu with my aoe abilities. Right now it's clunky and annoying. Also looking forward to charges on midare.
It never gets easier.
So meh about WHM for the first time in 7 years
WHM.
The job hasn't been particularly appealing to me for a long time but it just went from bad to worse.
MP economy and easy recovery was a strong point which has been heavily nerfed. And in return they got free weaves with little to fill them and the overheal plant that encourages taking damage to trigger it on a 3mim CD.
Hypervelocity, easily.
There's a difference between lacking (like DRK) and actively bad and Hypervelocity is looking to be the latter.
Dragoon. I'm still looking forward to it, but it was the least impressive to me. But that's only because it didn't really have or need any real substantial changes. :)
The only job change I'd like for Dark Knight is one that will never happen. That's having Salted Earth proc Abyssal Drain. Basically, a lot like Black Mages Thundercloud effect. Enemies taking damage in Salted earth would have a chance to reset the cast timer on Abyssal Drain. While not great for single targets like bosses. It'll at least provide decent self sustain on larger groups of enemies. If only during the effect of Salted Earth. That is a change I'd like to see, but wont.
Machinist, from the mains saying "its a good base for later expansions to improve on" to flipflop to "its perfect as is" is both dumb and forshadowing SMN dull fate aswell.
runner up is DRK getting utterly ignored and outclassed and lastly SCH just since its other healer cousins got better cap skills
Lol nail my feelings after I leveled much in 5.0 after my casters. I just had the feeling the class was done. This is it
Other jobs, you can think on what they could add and what they can improve upon. I didn't get that feeling from MCH. The job felt air tight in its rotation and the idea the devs wanted it to be.
Immediately scared me when Yoshi said "smn hit it's breaking point"
White Mage. I'm definitely switching to Sage after seeing it's changes, nerfing Thin Air is going to make the job incredibly irritating to play, it's basically just a way to get rez's off now and has lost any utility otherwise.
Hard choice, DRK is an easy one with Unmend+ and the bubbles out of Salted Earth.
On top of keeping Dark mind and Abyssal Drain. Then after that you complain about your game having button bloat and saying "there is not enough feedback".
But what makes me really salty is MCH void of changes.
ACB still don't give GR/R charges.
Flamethrower is unchanged, it's still an AFK tool for people like AFK healers.
Wildfire is unchanged and remains an empowered Hypercharge (They could have at least gave it a trait to make it AoE.)
And when it comes to the changes, Queen's need finisher is not even an AoE. On top of that, it will make her presence on the battlefield a bit longer and that's going to be harder to get both finisher in the party buff window.
Also Hypercharge lack of "Bunshin Treatment", as far as I know only Blood Weapon and Hypercharge somehow avoid it.
Air tight? This mentality is what lead to MCH stagnating to begin with. Can you honestly so you can think of way for MCH to improve? Because I can think of several, and serval QOL changes they simply chose to ignore because of people’s hive mind instinct. It’s not air tight it hasn’t peaked
I think he may have meant that a bit differently than you assume here...
I can see MCH being "air tight" in the sense that it appears to appear that way to the devs -- as if they had completed their imagined comprehensive checklist and there's no where to go from here but towards the arbitrary.
That's what scares me about recent developer takes on job design, of course, but I can readily imagine that being the case.