I would put my two cents in, but then I realized that everything is changing for Stormblood and those fixes have already been planned months ago.
Problems solved. You're welcome.
I would put my two cents in, but then I realized that everything is changing for Stormblood and those fixes have already been planned months ago.
Problems solved. You're welcome.
Last edited by Kazrah; 03-02-2017 at 12:01 PM.
I actually like the variation. I sometimes even like having to Adloquiem the target of an incoming debuff to stop in from afflicting the target in the first place. It's often the missing parts of toolkits during leveling that make the rest feel more distinct.
And there's a perfectly good reason for getting Draw without Redraw, Shuffle, and Spread. Each is supposed to add something to the way you plan your card usage, individually, in steps. It's a less a matter of learning curve as simply having multiple takes on the experience over the levels. The original form of Draw asks only "who can use this most, now?" or "would it be better to Royal Road this for my next card?"
Let's just give healers all of their skills at level 1..
You say that as a joke, but the game would be more fun for me personally if everyone had all of their abilities everywhere (and was balanced for it). "Oh, I'm synced below Shield Oath. That sucks." "Oh, I'm synced below Doom Spike. Guess I'm not AoE'ing this dungeon." "Oh, I can't even use cards (my class gimmick) because we're below level 30..."
Everyone has their full toolkit at max level, but that means that when you sync down you are losing critical parts of your class's toolkit! It's why syncing down in this game is just really not fun.
Last edited by dragonseth07; 03-02-2017 at 12:12 AM.
"Oh noes, I actually have to know my way around a job better because my ezmode buttons are gone."
That's honestly how I read that.
Except SE is infamous for not ever seeing the actual problem expect all of this to still be relevant.
If anything, the early rotations are braindead simple. In fact, that's the problem. Spamming impulse drive is more "ez mode" than anything else, yet also incredibly dull.
More like they make a fix and then break something else in the process. BRD is a pretty good example of that; when a lot of BRD players on the forums wanted more damage for Heavensward, they fixed that and then broke the mobility that traditionally brings players into playing physical ranged classes.
First off, if you're in the lowest of dungeons as DRG/LNC, you have Heavy Thrust as well, so the only reason why it'd be seen as nothing "spamming impulse drive" is just laziness, not to mention that's just for four dungeons out of all the ones you could get in leveling roulette (you'd have Full Thrust for the fifth with the cap in there).
Secondly, that was in reference to those complaints of "I don't have Shield Oath", "I don't have aoe", etc. No Shield Oath? Flash a few times, tab-target, and watch threat. No AoE? Either focus on one if you're melee or dot one mob up, move to the next and dot that, and so on if you're on a SMN or dps'ing on a healer (BLM/THM and physical ranged dps have aoe even in Sastasha). No cards on AST? Well you still have damage tools and a better pre-50 healing kit earlier on compared to WHM and SCH.
Becoming complacent with later, more convenient tools and rotations: that's what makes it "ezmode", because the difficulty for lower dungeons when synced down is in how well you can adapt to not having the buttons that make life easier, which at least to me seems no more different than players demanding something that requires the slightest bit of raid competency like Ozma to be nerfed.
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