I really don't like too many oGDCs.Slow, I wish they would add more ocgd skills on shorter cooldowns.
I really don't like too many oGDCs.Slow, I wish they would add more ocgd skills on shorter cooldowns.
I'll take oGCDs as long as they're impactful and require thought. I'm not a fan of the glut of oGCDs we already have that require no decision making: Is the cooldown timer done? Press it.
I really dislike too many long Cooldown skills. Instead why not making the skill usable after a set of skills/rotation. Or making it available when the specific "job" resource is sufficient. It's more manageable, smooth and fun that way.
It could be a lot better.
I quit the game around lvl 30 because it felt so slow and unresponsive. Came back and forced myself to keep going and it's better with more abilities but animation locks/delays are still awkward as hell. Second worst part of the game imo.
Jobs not feeling complete until lvl 80+ is a huge problem especially considering how often the game scales you down for roulettes and fates. Losing abilities for anything feels awful every time. Worst part of this game imo.
Combat mechanics are painfully basic and dull outside of some bosses. There just aren't enough meaningful ways to interact with enemies or the environment. Hit your dmg buttons and move out of orange (which you don't even have to do all the time), that's it. Utility is all but non-existent which is sad, that's a potentially huge area that could add a lot of depth to the game - hard cc, soft cc, playing outside of roles, having more varied ways to deal with more varied mechanics, etc.
Job design is kind of a mess. The homogenization of jobs within roles sucks but helps with balance I guess. Healers having a billion abilities to heal that go unused in most content while they spam a single dps ability might be the worst part of FFXIV's job design. The majority of content doesn't seem to be designed with job abilities in mind.
Most of the jobs I've played are just boring, all the challenge comes from executing your rotation through difficult raid mechanics; outside of raids they're very dull. At the same time some jobs aren't very intuitive.
It's hard to explain but it's like abilities don't do enough mechanically, they're shallow. Sometimes there are too many abilities, sometimes too few, but either way they feel underwhelming to use much of the time. Melee combos are a good example: 3+ abilities you hit in sequence that deal some damage and that's it, then 2-3 more for aoe, then another sequence that spends a resource to deal some more damage and that's it. So many abilities to do the same thing with a different animation.
My biggest gripe with the UI is not being able to customize buffs and debuffs more. It's not too bad.
The gcd+ogcd combos feel good when they line up properly. Slide-casting feels great.
I will say some of the most fun I've had with mmo combat was WoW's Affliction Warlock against 2-3 targets. You simultaneously have about 9 total debuffs to track across multiple targets, resources coming in randomly that you have to spend before they cap and ideally during buffs which are also random sometimes, the occasional bit of utility and filler spells when everything else is good. All that while dealing with raid mechanics. There was no static rotation and the abilities themselves were very basic but there were a bunch of things to pay attention to and juggle which is what made it exciting.
Meanwhile in FFXIV everyone has a more or less fixed rotation with a fixed 2 minute burst window and the only changes come when a mechanic interrupts your rotation which usually ends up feeling bad due to how structured and busy the rotations are.
also combat is boring and slow by today's standards basically this :
It could be a lot better.
I quit the game around lvl 30 because it felt so slow and unresponsive. Came back and forced myself to keep going and it's better with more abilities but animation locks/delays are still awkward as hell. Second worst part of the game imo.
Jobs not feeling complete until lvl 80+ is a huge problem especially considering how often the game scales you down for roulettes and fates. Losing abilities for anything feels awful every time. Worst part of this game imo.
Combat mechanics are painfully basic and dull outside of some bosses. There just aren't enough meaningful ways to interact with enemies or the environment. Hit your dmg buttons and move out of orange (which you don't even have to do all the time), that's it. Utility is all but non-existent which is sad, that's a potentially huge area that could add a lot of depth to the game - hard cc, soft cc, playing outside of roles, having more varied ways to deal with more varied mechanics, etc.
Job design is kind of a mess. The homogenization of jobs within roles sucks but helps with balance I guess. Healers having a billion abilities to heal that go unused in most content while they spam a single dps ability might be the worst part of FFXIV's job design. The majority of content doesn't seem to be designed with job abilities in mind.
Most of the jobs I've played are just boring, all the challenge comes from executing your rotation through difficult raid mechanics; outside of raids they're very dull. At the same time some jobs aren't very intuitive.
Last edited by keichirou; 08-17-2022 at 01:45 PM.
For some. I don't mind the little break here and there, and favor jobs with a lower amount of oGCDs, or have their oGCD on a proc system. I took to DNC like a fish to water because of this. High APM can still be ok for me to handle if the rotation is streamlined like SAM. On a job like AST where the oGCDs are akin to a large tin filled with butter cookies, I just tend to throw them out there coz... they're drifting... I guess.
I like FFXIV's combat in general.
I love Red Mage the most because the skills flow well, the rotation is satisfying and I have extremely useful situational skills like Verraise so I can prevent party wipes!
I also like Dancer and Bard (the latter improved a lot in EW) because the rotation depends on procs and I find that fun.
However, I'm not fond of jobs with rigid rotations like Dragoon.
Machinist also needs improvements because it lacks skills/mechanics.
I really don't enjoy Summoner after the rework, having to press the same few buttons for many different skills is too boring for my liking.
Never played healer and tank beyond lvl 30 so I can't say much about them but I know healers barely have dps buttons so I'm not interested.
I know about the healer disappointment and I hope they will get improvements in 7.0!
Professional lurker.
i think casters and ranged works well with this type of combat.I like FFXIV's combat in general.
I love Red Mage the most because the skills flow well, the rotation is satisfying and I have extremely useful situational skills like Verraise so I can prevent party wipes!
I also like Dancer and Bard (the latter improved a lot in EW) because the rotation depends on procs and I find that fun.
anything besides that(all melee),not really.
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