I personally enjoyed the increase in difficulty that level 60 brought to the table. people who were bad at the new rotations could still clear dungeons and 24man raids.
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I personally enjoyed the increase in difficulty that level 60 brought to the table. people who were bad at the new rotations could still clear dungeons and 24man raids.
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I actually like the concept of rotations getting simplified, and hopefully in a way that makes the jobs more fun to play.
I know this isn't something hardcore players will like, but for the rest of us this allows for more focus on mechanics and easier progression through DPS checks, making it easier to learn deeper phases of fights.
Fingers crossed that SE makes bard fun again.
There is a bunch of skill bloat and redundant skills in the game (even more so if you pvp); no reason for wheeling thrust and fang and claw to be two separate skills, and for stone 3 to exist (should have been a stone 2 trait). With equilibrium, there's no reason for fell cleave and inner beast not to share a button, nor steel cyclone and decimate.
Trimming this stuff is needed, especially if new skills are coming
My only job at lv 60 is BLM and I quit playing it when reached 60. I hate BLM job, I dont understand the new rotation.
I never said stop hardcore content I said there should be three tiers, fine push alex to midcore but bring in a new version for extreme. The gaps between the difficulty levels need putting closer together and the rewards needs increasing for the Hardcore to push people into it.That's the problem. Some of the 50 level classes weren't fun. BLM, MNK plain boring.
The only problem here is that by making savage midcore the game will have no hardcore content.
I consider it quite a problem because the only thing that kept me subscribed since 2.1 were raids.
Yoshi still only sees in Black and White, meaning he sees players as either hard-core or casual, no mid-core so he either makes the content too difficult or too weak. Looks like he hasn't grasped the dynamic of an MMO and it's varying player base.
I feel like the Jobs are supposed to get harder and are fine he just needs to make the content hard but learnable. He either wants to make us dance and punish us if one person trips or nerf it so bad people walk away after 2 months of subbing.
I hope he plans to fix the hotkey combo system as we are nearing inflation averaging 33 skills w/o PvP included. That doesn't mean make it 2.0-ish again it's a chance for him to make the system innovative and easier to grasp.
Yoshi, please learn from your mistakes you just keep jumping back and forth between them instead of "Not hard enough? here, hold hands, jump rope through multiple one-shot mechanics, but if one of you fails you all die." OR " Too-hard ? take this echo and Face-Roll". YOU HAVE A 3RD OPTION LISTEN TO YOUR PLAYER BASE.
I really hope they keep new skills to a minimum... Perhaps I just lack an imagination, but I'm not sure what they can add without homogenizing Jobs at this point... They were lacking ideas with 3.0 after all, though maybe I'm just saying that because Ninja was my first Job to 60... I actually think they could do with making Ninja more complex, mechanically it is very dull... Really think they missed a chance with the venoms and stealth mechanics... I'd rather they expand upon the venoms, than remove Kiss of the Wasp because it's mostly redundant... I'd enjoy stance dancing with them in order to get the most out of Ninja...
I agree with most of that, but I've heard plenty of dragoon like wheeling thrust and fang in claw. Aren't they two different positionals? Gives them something to react toThere is a bunch of skill bloat and redundant skills in the game (even more so if you pvp); no reason for wheeling thrust and fang and claw to be two separate skills, and for stone 3 to exist (should have been a stone 2 trait). With equilibrium, there's no reason for fell cleave and inner beast not to share a button, nor steel cyclone and decimate.
Trimming this stuff is needed, especially if new skills are coming
They need to keep both but they would be one button. The icon should change based on the positional.
I like having less of a rotation and more of an impact. I don't want to have to juggle countless buttons as a DRG just because that's how the elitists do it. I also don't want brain-dead simple "push button make big attack boom!" But I would like fewer buttons to mash while making a substantial contribution to the group - and not solely in terms of damage but also in terms of the effect of Battle Litany, Phlebotomize, etc.
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