



That'll be 3 jobs with "reworks" in 7.0 then, along with 2 (possibly) new jobs added. Job design team is going to be stretched ridiculously thinWe already have a movement option in ruin II. Why do we need a dps neutral (and sometime, but most times it's not really free) movement tool?
I love SCH. It's the only job I'm even decent at. But I think adding energy drain back was a mistake vs. slightly reworking the job. But I guess that was never really on the table.
I'm still baffled how/why they seem to think that SCH is perfectly fine, but AST needs a rework. Both have clear design issues.
Back on topic, I get the feeling they'll monitor PLD and see if these changes help, and with 6.3 it might get more potency/minor changes, with a rework in 7.0. But I don't think any of these jobs are gonna get a SMN level rework. It'll prob be more along the lines of 5.1 ninja instead.
If that is the case, it'll be their excuse to not add new jobs.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
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