Like completely different jobs. Job gauges are gone. Every job has its own limit break and gauge that you build and spend independent of everyone else. Off the top of my head (and without having played it yet so apologies if there are any inaccuracies--I also haven't logged in yet, not out of protest but kind of existential disappointment), changes include:
* DRK now has HP-sacrifice abilities.
* GNB has junction-role abilities.
* AST has cards with actual abilities again.
* BLM builds elemental weakness stacks on enemies.
* WHM can turn players into plant imps and has Seraph Strike from Bozja.
* SMN has Bahamut/Phoenix as limit breaks.
* RDM can free-swap between a black magic and white magic toolset.
* MCH brought back Bishop Turret and has more of a "toolkit" crowd-control vibe.
* SCH has a bit more of a "chemist" vibe and dropped faeries, Seraph is now limit break.
* DNC has an AoE charm ability.
* BRD has an AoE silence ability.
* NIN can do a "Hide" to "Assassinate" combo and removed a lot of the elemental Ninjutsu junk.
* SAM just uses ST combo finishers and can then buff them into AoEs, also LB Zantetsuken is an insta-kill with the correct debuff applied beforehand.
* DRG has a limit break that literally removes them from the field for 5 seconds and then you can target where they will land.
* Some job has like an AoE hysteria ability, I'm 90% sure its RPR but it could be WAR.
Basically, rule of thumb is for every job:
* They cut away half of the less flavorful abilities (and boy do I miss so few of them)
* They removed the job gauge as a middle man and incorporated it into the remaining abilities with stuff like stacks or triggered effects.
* They added roughly one new flavorful move per job.
* New limit break for every job.
It's such an overhaul and so fresh and elegant and I really hope PvP is just being used as a testing ground for a total PvE overhaul because the difference in quality is just so massive.



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