the debuffs was remove to crush the meta you reap what you sowAgreed with most of this.
Any complexity with tanking got removed with 5.0 and aggro management was gutted. Astro and Scholar are shadows of their former selves. Many class support abilities, like dragoon inflicting a piercing debuff or a Warrior a slashing debuff, are gone. Dancer pretty much made Bard redundant. And the fact that our new DPS class is a DPS specced Dark Knight with a name change and Bloodborne themed armor makes me think they are running out of ideas for new classes.
End game content keeps getting reduced. We are down to almost half the end-game dungeons Heavensward had. No new deep dungeon like Palace of the Dead or Heaven on High. The Hildibrand quest line was completely absent from Shadowbringers.
Instead we are getting completely redundant stuff like Fellowships; even though we already had free companies, linkshells and the party finder.
"Stop right there, criminal scum! Nobody breaks the terms of service on my watch! I'm reporting your illegal mods, now enjoy your time in gm jail."
Pressing a single button then receiving less damage is tank design from 20 years ago, we need active mitigation baked into offensive or proc based tools. Individuality and class fantasy, not homogenization.The uniqueness is still there because no other class uses cards like that. You still have to memorize what role each card is for, and when to use Lord/Lady instead. Someone who has no idea what they are doing and no knowledge of who is melee or ranged would still play it wrong. It still involves more thought than the other healers.
By that logic tanks have always played the same... they are fundamentally tanks, with mitigations and a tank stance. They achieve their tanking differently though.
Warrior focuses on taking the damage, but then healing it back up. Paladins focus on mitigating the damage... usually by just 20%. Dark Knight focuses on mitigating it entirely with its shield. Gunbreakers settle for a balance of shields and self-heals.
Another difference between the tanks is that Warrior and Paladin are GCD tanks, while Gunbreaker and especially Dark Knight have lots of off-global attacks making them a lot more fast-paced to play.
Yes, Dark Knights have been made simpler for a casual player to take up. That's not necessarily a bad thing if it's still fun to play. It's nice for a class to be difficult enough that there is a way to become "good" at it but even with 3 GCDs to press there are people who won't play them well, so that is achieved already.
Everything you mentioned basically boils down to the same thing, try to compare the 4 tanks to the 4 melee dps. Tanks just don't have the same type of variety they should have, on top of that we have 3 sword using tanks and in the past 6 years they've added only GNB.
To me, I feel like we're at a point where they don't even pretend to care about other roles anymore.
It sounds to me like you want an action MMO. That is not this game.Pressing a single button then receiving less damage is tank design from 20 years ago, we need active mitigation baked into offensive or proc based tools. Individuality and class fantasy, not homogenization.
Everything you mentioned basically boils down to the same thing, try to compare the 4 tanks to the 4 melee dps. Tanks just don't have the same type of variety they should have, on top of that we have 3 sword using tanks and in the past 6 years they've added only GNB.
To me, I feel like we're at a point where they don't even pretend to care about other roles anymore.
Sure, I want tanks to me more than beefier dps, it's why I stopped tanking, but I don't know of any game where you can actively tank in that manner that isn't an action game.
And even in action games its still "hold button to block". It's not much more engaging tbh. I played Tera for a year or so.
They simply need to just go back to having more roll specific mechanics in fights. Like how coil and to a lesser extent Alexander was.
Last edited by Valkyrie_Lenneth; 05-17-2021 at 02:16 AM.
In FFXIV infact. Back in SB Warriors had baked in 6 seconds 20% mitigation in Inner Beast while under Defiance.
Regarding the monetization and portions of Fanfest being an extended commercial for high end luxury goods:
They are offering them because the demand is there. There are people who will happily drop $3500 on a XIV stratocaster. I am not one of them as I do not play guitar.
There are people who will happily drop $400 on a XIV themed watch. I am not one of them, because I wear a Fitbit and don't want any other watch.
There are people who will happily spend a couple hundred dollars on the CEs - and I'm one of them, and my art boxes are all on display and my figurines all spark joy.
Arguably there is not enough XIV branded merchandise - I wanted a XIV themed computer, but they never released one, so I commissioned one instead. XIV branding included, even if it's not an official product.
That's still just a cooldown though lol. You press a button and take less damage. Also, that existed since around 2.2 or 2.3. Inner Beast was always a defensive CD, except before the war rework back when all it did was absorb hp.
"Meta".
Slashing debuff was on SAM, NIN and WAR, not present on DRK and PLD.
Piercing debuff was only on DRG but used by MCH and BRD.
Bonk debuff was only on MNK and only used by MNK And probably by Book smack and baton smack.
It was this synergy that had to be removed, they didn't wanted Piercing debuff on BRD/MCH because they feared the jobs would be op (Ha!).
I don't want to see them back anytime soon, it's just crap to loose 10% damage because you don't have a party member playing a certain job.
It wasn't that they were OP, it was that nearly every static had a brd for raid utility, and every bard wanted a DRG for more damage."Meta".
Slashing debuff was on SAM, NIN and WAR, not present on DRK and PLD.
Piercing debuff was only on DRG but used by MCH and BRD.
Bonk debuff was only on MNK and only used by MNK And probably by Book smack and baton smack.
It was this synergy that had to be removed, they didn't wanted Piercing debuff on BRD/MCH because they feared the jobs would be op (Ha!).
I don't want to see them back anytime soon, it's just crap to loose 10% damage because you don't have a party member playing a certain job.
It was more that the 2 were forced to be paired with each other, not that they were OP.
Oh, and that it had been the case since.... 2.0.
Ngl, couldn't be arsed to read the novel OP. But I don't understand why you would quit the game you played for nearly a decade cause the 10 year old story wraps up. Do you not have any trust in the devs to make up a new engaging storyline?
This is just factually wrong. From 5.5 alone, we'll have seven mounts added through in-game acquisition and one (Lunar Whale) added to the Mogstation. Likewise, we have seven minions obtainable in-game compared to three being Mogstation exclusive. Bear in mind, this does not include potential minion or mount rewards for upcoming events like Make It Rain or The Rising. As for housing items, they only ever put previous event items on the Mogstation.
All in all, while I have plenty of criticism to levy towards SE, especially in regards to the bland job design approach they've taken, claiming they're adding more to the Mogstation than in-game just isn't factual whatsoever.
As others have said, Piercing was removed because it more or less made Dragoon mandatory. Going without one was just a giant middle finger to your Bard as they lost a massive 5% for literally no reason.
Last edited by ForteNightshade; 05-17-2021 at 03:39 AM.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
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