Feels like a whole lot of something just for a whole lot of nothing.
♥ Baby, tell me, what's your motive? ♥
FFXI had elemental resistances and even general damage type resistances as well as an MMO which would effect party compositions depending on end game activity and even preferred exp locations for lvling up or earning merits. However it still didn't completely exclude jobs from content. However jobs in FFXI had more options. BLM, RDM, and SMN had every element available for magic. Physical damage jobs had weapon options that could change the type of physical damage they dealt between slashing, piercing, and blunt. Something we don't have in FFXIV. That said job specific traits and implementation of damage resistances would atleast shake up the end game "meta" making the ideal party comp change depending on content. As it is now jobs are chosen over others anyway for other reasons and that's always going to happen. The difference we have now is those reasons are the same for all content of that type.
Yes, jobs will be picked over others for one reason or another. But that reason shouldn't be because the boss is a specific enemy type.
Imagine you're in a raid team, focused on 100% effectiveness. The team goes the meta, and enjoy their jobs too. Your melee dps end up being Samurai and Ninja. You beat rooms 1 and 3, but come room 3, the boss is a Dragon. Statistics say double DRG is better than any melee combo in the fight because of the DRG trait to kill dragons quicker.
Are you going to force the SAM and NIN to change to DRG, just for the fight? Are you going to replace them completely if they say no?
That's what these traits can do. The current special traits given to ninja barely effect a fight at all. But if the trait isn't even noticeable, how is it anything special like anyone wants?
Are we talking about cosmetic traits? If so, i feel a few additions would be very welcome. As mentioned before while Ninja have their weapons drawn they do a flip while running, could the same not be done with a Dragoon jumping with it's polearm drawn (jump animation off the ground-> landing animation change), or certain emotes added to every job that can only be done while that job stone is equipped (as is done in FFXI).
https://www.youtube.com/watch?v=II8pZ_mG6f0
Killer traits in FFXI actually didn't do anything noticeable for damage or resistance against specific monsters. They really only came into play soloing unless you were a PLD which got undead killer. What killer traits did is create an x% chance of intimidating that type of enemy making it lose an action if it attacked the person with the trait. So really you're blowing it out of proportion. Damage output was more a matter of damage types/elements vs the resistances of the enemies you were fighting. Which doesn't exist in this game for the most part aside from certain enemies using buffs.
i rather they limit the "flavor of the month" the best they can, it can ruin good mmo for people. it was pretty bad in ff11, and lets not forget the blm only garuda fights in 1.0
I can't agree with any of this.Ever since the introduction of jobs into the XIV universe, it's always puzzled me how we never had any job specific traits. I'm not talking about those crappy second rate traits that we have now, but more so the ones that have made every job in the Final Fantasy series feel special and unique. Heavensward made it even more apparent as it was the so-called expansion that tried to promote how cool drg was. And just look how well that went? A drg without some kind of advantage over dragons and wyrm type mobs.
To get straight to my point, while XIV jobs are cool and all, they each lack that certain something makes each job special. These are what make and has made these jobs special in the franchise and SHOULD be there. So dear devs, could you please consider this as we make our way to future patches/expansions?
First of all, aesthetically speaking, every job is unique from one another, starting with designs to animations. There is the caveat of SCH/SMN and the summoning act but that's where it ends.
Secondly, in terms of gameplay, specific traits that would give an advantage over a type of content just leads to promoting exclusion. Looking at your main class just from the profile, if such a thing existed, you'd be the first one out of the door in favor of a drg.
"I'll just switch to a drg then" You could tell yourself and maybe that'd be fine...and then it would rarely see the light of day for anything else outside dragon slaying.
So if you could suggest something that would make jobs even more special (aesthetically) than they are now, feel free to suggest. Or elaborate why they don't feel/look special.
Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.
- David DunningIf you're incompetent, you can’t know you’re incompetent. The skills you need to produce a right answer are exactly the skills you need to recognize what a right answer is.
I wouldn't say I'm throwing it out of proportion. If it's just cosmetic I don't have an argument, but if they did put in something where, say, DRG did more damage to Dragon/Wyrm enemies, you'd get two situations. Either it's not noticeable, in which case what was the point wasting design time on it instead of something more useful, or it is noticeable, and it excludes some people for not playing that job even more.
I don't know. Maybe I get scared because people want elemental immune enemies.
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