Quote Originally Posted by Rongway View Post
Threat redirection: Enmity redirection isn't a thing anymore because enmity is really easy for a tank to maintain, and the only two people who need to redirect AoE are the tanks when they are performing a swap. Anyone other than the tank has to do literally literally 10x as much damage as the tank to pull aggro, and rather then bandaging bad secondary aggro management through non-tank cooldowns, the offtank should just learn to maintain secondary aggro so that a problem doesn't exist in the first place.

immunity: BLM and NIN have personal shields. SMN has an AoE shield. The BLM and NIN shields used to be perfect defense actions, completely negating physical attacks outright, but these were deemed OP and changed to personal shields.

20% DR: All rangers have an AoE 10% damage reduction; all casters have a 10% enemy magic debuff; and all melee DDs have a 10% enemy physical debuff.

Personal heals: all DDs except BLM and SMN have at least one self heal. Melee DDs each have at least two.

single target slow, AoE slow, CC, Speed boost: Boss fights are choreographed to fairly inflexible timers. Actions that can affect how a job's rotation lines up with a boss's attacks make for a much more variable end game experience, and the devs have expressed an interest in uniformity of experience to minimize the effect that variability has on a group's success or failure.

AoE bind, dispel, stealth detection: we don't have these mechanics because if we did it would compel the inclusion of the specific jobs that have the actions necessary to handle the mechanics, and the devs have expressed an interest in not compeling specific party compositions.
I know you gave a lot of example but all of them are literally spread across the jobs with none having that much, at least compared to the one class that has all those i described which is why the difference felt so big.

Regarding slows and all I of course was not thinking of bosses in mind, more thinking of world or dungeon content where it would actually be useful since they wouldnt be immune to such things, completely understandable that they nerfed immunities, even in wow immunities are quite broken and often too strong so reducing them to DRs makes sense so they are way less abusable.

Though by melee self heal i assume you mean second wind which can be nice but it definitely doesnt feel like some big personal healing cd considering the amount it heals and the huge cooldown.

Interesting to see they are trying to avoid WoW's meta problem by not giving exclusive things to certain jobs, it does make sense, though dont we already have that in a way with ninja's trick attack or other dps damage boost abilities? Or do they all end up being around the same so at the end the result is similar at high end content?




Quote Originally Posted by Cetonis View Post
There used to be more, but "lower skill" players (re: half the playerbase) didn't press the buttons, so they got culled in the name of reducing button bloat. That, mixed with it being bad design to i.e. force healers to rely on their ranged pressing Refresh just to be able to operate.
I am starting to understand their choice in the sense that WoW might have all that utility in a single class but their active dps gameplay is quite dumbed down to 4-5 buttons usually ignoring cds so you have a lot of space for random utility skills while in FF14 i was positively surprised by the depth of some of the dps gameplay, samurai for example at 80 is way more involved than any wow class in terms of dpsing gameplay and you cant master it in a few days unlike the vast majority of wow specs, and samurai even though it has mostly dps skills has already been filling most of my keybinds so i can imagine adding 10 more utility buttons would def cause a bloat but that comes at the expense on being highly focused on just dpsing and not helpful in other ways.



Quote Originally Posted by Dyvid View Post
The DPS jobs your are looking for are BRD, DNC, NIN, DRG, RDM. The game is designed on a scale; some jobs deal less damage but provide greater DPS boost to the party where as other provide zero party buffs but have the greatest DPS output.
I was more thinking utility that can be beneficial to you and less buffing others.
For some examples:
-Having a strong heal cd that 30% +16% hot can help if there's some big burst and healer is unable to heal everyone fast enough so you survive because of your heal cd instead of depending completely on a healer aka another person, and I know melee get second wind but the heal feels kinda small compared to almost half your health heal.
-If you ever have trouble with mobs or pulled two much being able to cc one, mass root or mass slow can be extremely useful for kiting until cds come back up
-If you happen to be fighting a mob that has some type of enrage/buff you could dispel while soloing places like bozja or potd
-And in group utility like that is always useful, tank pulled 2 much and cant handle? A mass root/slow can give them enough time to survive, healer used their dispel already you can use yours etc, all these are very different than just being a bottom buffer so they feel more impactful cuz you are making a difference at that moment.