
Then just make sure every job has a partner job it pairs with, then you can't complain about exclusion. But of course some parties will exclude some jobs but they already do.The problem with certain jobs applying debuffs that synergize with certain other jobs is that it makes you want to exclude other jobs from the party.
The problem with a paladin applying a physical damage down when doing Rage of Halone was that Rage of Halone was sub-optimal and most bosses did magic damage. There was a boss that did a lot of heavy physical damage where I actually used it though and a certain tank buster where it could help.
I'm not certain which status ailments you mean. If we could silence, stun or paralyze a raid boss, it would be overpowered because we could interrupt the worst mechanics. We still sometimes have to use the replacement for silence (interrupt). We still have dots which is the same thing as a poison. We still have a form of damage reduction with reprisal, feint and addle.
I would not want to go back to the way Reprisal used to be, where it was locked behind a few layers of RNG so that it was never available when you actually wanted it. Back in Heavensward I dreamed of Reprisal working the way it does now.
I would not want to go back to where Spirits Within was a silence, because I want to use that for damage.


they kind of decided they don't want synergies at all and are going strong with it.
The easiest way to fix this is just to become good at more than one job. We can play every job class on a single character, after all.
Also, having jobs that are basically made to sync with one another would probably cause more problems.
It's not gonna come back. Devs have chosen homogeneity over variation. Everyone is a hero!Just going to throw this out here. Most of them were removed back during the tail end of Heavensward. Back then, I thought it was a terrible idea because...well, look at the state of job classes now. All of them have an over focus on just attacking and no genuine ability to affect the course of a fight besides occasionally adding a measly attack/defense boost and cutting down on the time you can hit an enemy again.
Ninja is really the last Job that even provides a genuine debuff to an enemy, and it's Vulnerability. That's it.
Jobs need something more to them than what they have right now. Bringing back Buffs, debuffs and status ailments would provide much needed identity and better diversity in gameplay.
Think about it!




So, would it really change anything if every job suddenly has all of these Synergies? Wouldnt it still be more the same like we have now, just extra buttons/Effects?
Or are we advocating for Meta to come back, and a handful of jobs become the only way to play content again and every other job gets the boot for the sake of these "identities"?
In my mind I see nothing but a Lose/Lose.
Jobs will either start suffering and under performing because other jobs revived Meta. Leading to unhappy players that aren't allowed to play because their chosen/favorite job doesn't meet Meta. hen there is the issue that their jobs slot got taken so we need X job, but that person doesn't play said job.
Or nothing will really change because once again everyone can do everything the same way, so you just brought in more buttons or just more effects.
Maybe Im overthinking this, or not thinking about it the right way.
Players complained because they felt " dot/debuff" Anxiety and SE removed it leaving almost every single job play the same.
If you mean things like slashing/piercing debuff, then no, those are very bad. They're not neat little bonuses that give more variation to jobs, they're crutches that kneecap the DPS of entire roles if you don't bring them along. If you mean things like old Rage of Halone, Reprisal (the effect, not the skill itself), etc, then sure, yeah, I can get behind that, although I know they can fuck with raid design so it's not very likely.


IMO that wsnt a problem with Paladin but more a problem with encounter design.. if more bosses dealt physical damage then paladin would have been fine. It was the same with blocks only working on physical hits.The problem with a paladin applying a physical damage down when doing Rage of Halone was that Rage of Halone was sub-optimal and most bosses did magic damage. There was a boss that did a lot of heavy physical damage where I actually used it though and a certain tank buster where it could help
The problem is no diversity in monster types.. every mob has the same strengths same weaknesses etc..
If you created a solid diverse bestiary you'd go a long way to eliminate meta. Here's a fight were blunt damage rules.. here's a fight where its not so good. Here's a fight where magic damage rules. Here's a fight where its not so good..
The issue earlier content and raid tiers and stuff had was the exact same comp was basically the best in every single encounter..
If those varied bosses followed each other in a single instance I would have agreed with your point. But raiding in XIV is confined to individual arena fights. People would just switch jobs for different floors and that doesn't sound like fun at all.IMO that wsnt a problem with Paladin but more a problem with encounter design.. if more bosses dealt physical damage then paladin would have been fine. It was the same with blocks only working on physical hits.
The problem is no diversity in monster types.. every mob has the same strengths same weaknesses etc..
If you created a solid diverse bestiary you'd go a long way to eliminate meta. Here's a fight were blunt damage rules.. here's a fight where its not so good. Here's a fight where magic damage rules. Here's a fight where its not so good..
The issue earlier content and raid tiers and stuff had was the exact same comp was basically the best in every single encounter..
I wouldn't be on board with bringing back Slashing/Piercing/Blunt damage, it was way too niche and finickity to optimise synergies, and yes you literally needed degree level maths to work it all out properly.
But we still have Magical and Physical damage. Instead of getting rid of this, they need to go all in on it. Give Magical and Physical damage types more direct feedback (maybe different colours for floating text damage numbers, and/or different coloured cast bars) then we can expand things like Dark Mind, give more weight and context to Addle and Feint, and give WHM Shell and Protect again.
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