I'm happy with war
Overall happy with WAR. Damage could be better but from a gameplay perspective it is great.
Healers----no due to 1 button spam
DPS--- no due to great imbalance between them
I love DRK and its still my main but even with the small QOL they have given us in EW most DRK players are still not satisfied with the job.
I absolutely love RDM I enjoy its rotation, it's satisfying when I play well, I just wish the devs would acknowledge that the balance is rough right now, and at least reassure us that they plan on doing something about it.... could probably use some more oGCD's in my opinion, but I don't see that happening.
Haven't levelled MNK to 90 yet, but damn I actually do enjoy the new rework. I do miss the positionals, but they've been toning them down a lot with all the melee jobs and I expect them to be completely removed soon anyway. We even have an entire fight without them (P2S).
DRG feels great with it's changes too. I enjoy having 2 charges on Life Surge.
At the risk of sounding controversial, I enjoy lvl 90 GNB. Though, putting Bloodfest on a 120s CD killed a bit of the gauge management that came with the third cartridge.
DRK still needs gameplay and identity improvements. It shouldn't all be held together by TBN.
I would say right now my biggest issue with balance is something no one talks about, and its how jobs preform pre-lv 90.
ARR/HW/SB content feels so BAD to be synced down to on so many jobs, you can tell they're not designing jobs to be fun to play before current expansion level and its making dailies really drag for me.
It wasn't always like this either, a lot of jobs that used to feel just fine unsync'd had all of their complexities removed and shoved back in at lv 70/80/90 and it results in the begining half of the game feeling terrible.
Its not something they even consider when making new jobs, or balancing existing ones, everything is balanced solely around week 1 of high end raiding, which cool thats important but damn SE, leveling some of your jobs is an absolute slog.
If I was a new player starting out and wasn't already invested in it, theres no way I could make it past HW for gameplay.
OH MY GOD LEVELING JOBS IN LOW LEVEL CONTENT IS GARBAGE. They balance the game around level cap and the only class that keeps it's progression is Blue Mage.
Agreed, they need to lower the level at which jobs start to come together to maybe level 60. But ideal level would be 50 if they could even teach new players properly.I would say right now my biggest issue with balance is something no one talks about, and its how jobs preform pre-lv 90.
ARR/HW/SB content feels so BAD to be synced down to on so many jobs, you can tell they're not designing jobs to be fun to play before current expansion level and its making dailies really drag for me.
It wasn't always like this either, a lot of jobs that used to feel just fine unsync'd had all of their complexities removed and shoved back in at lv 70/80/90 and it results in the begining half of the game feeling terrible.
Its not something they even consider when making new jobs, or balancing existing ones, everything is balanced solely around week 1 of high end raiding, which cool thats important but damn SE, leveling some of your jobs is an absolute slog.
If I was a new player starting out and wasn't already invested in it, theres no way I could make it past HW for gameplay.
I think part of the problem with level syncing is that there's no rhyme or reason to when actions get added in the leveling progression. I'd rather have a "complete" kit earlier in the leveling process instead of always getting a new button each expansion:
If it were up to me, each job's kit would be more or less there at Lv.70. You get the standard boilerplate core for the role and job in the Lv.1-50 range. Then Lv.51-60 and Lv.61-70 each add a coherent chunk of flavor -- PLD's magic rotation should come within the space of one expac, WHM's lilies should come within the space of one expac, and so on. Maybe this can continue for yet another expansion, but I'd start to worry about space on hotbars.
So, from Lv.71 onward, the focus shifts to dungeons and trials, adding more varied mechanics (more memorable instances such as the original Copperbell slime mold, for example), and removing reliance on telegraphed AoEs and fixed battle scripts.
I think the problem with that is it runs into the current MNK problem, if you have a mostly complete kit at 60 then just get a few filler buttons and potency upgrades then the job feels boring to level for any level above the “roughly complete rotation” level, I think something like SAM does it mostly best, the rotation isn’t even close to complete at 50 but you can still do enough to generate a midare which is kinda the core of SAM’s damage rotation outside its bloated level 90 burst
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