Yep unfortunately the team is making the same mistake with classes blizzard did around wodPLD is my favorite tank because of its core rotation and because its cooldowns fit perfectly into that rotation.
It's concerning that they're going to drastically change the rotation, but even if they do a good job with the new rotation, I hope they keep the job's dependence on cooldowns minimal.
I'm guessing they're going to completely remove the DoT aspect of the kit and dumb down the rotation to the point of being completely unenjoyable - they seem to be hellbent on homogenization and lowering skill floors at the cost of skill ceilings.
dumbing down classes and making them homogenized generator-spender classes and boring as hell
Good luck.It's the only job left in the game (other than Black Mage, although that particular developer pet goes without saying) that has genuine thought and care put into its design.
Reworking it would be a clear and unambiguous sign to the players of every non-BLM job that they aren't allowed to be different or have fun.
No-one asked for the WAR or SAM changes either. Hell, people were a lot more vocal about not wanting them than for PLD from what I can tell, and they still just went ahead with them anyway.
So far they've shown they don't really care what the players of the job think. Only what those who don't play a job think. Guess there's a reason why everything is evolving to be a homogenized blob.
I miss shadowbringers so much now, Honestly SHB warrior was really great, I loved PLD the direction they took it in EW was good, (getting strong sustain and more magic, still could use some small improvements but it was a great direction) but because of burst meta now current PLD can't even exist, Jobs like warrior got even more simple... every job plays into 120 windows, Builder spender jobs aren't bad, but it's bad when every tank is going to (likely) be a builder spender now, it's just not fun or good game design.
I've said this again and again I'm all for game balance, But game balance doesn't matter if every job practically plays the same and performs the same function, might aswell just make jobs reskins at that point.
I'm worried, Still hoping the changes aren't going to be that bad... but yeah, recent statements looks like it's going to be something massive...
still is entirely questionable why PLD is even getting this major of a rework, looking around, not many playing PLD was asking for the class to get a major rework, but if anything, they were mostly asking for the class to have more of a consistent Defensive profile and one more self mitigation tool.
a lot of this move came from the devs looking how PLD performed in world races and week 1's-4's and noticed that a lot of tank mains having to move away from playing PLD due to its low damage output.
take a look at every EW raid tier so far as a refrence:
- 6.05: everyone knew that PLD blade's combo was super weak and for some reason it wasn't buffed in time for the savage tier released only for it to be buffed 2 weeks after the tier was released.
- DSRU: literally the class having to map out an entire rotation that is super killtime dependant on each phase for a fraction of damage that WAR, DRK, or even GNB has to do with much less effort needed,
- 6.2: big melee friendly raid hitboxes diminishes balancing between melee jobs and ranged jobs, this downright doesn't stack favorably well for PLD against the other tanks which includes GNB which for some reason they decide to buff the filler upon making bloodfest 2 mins.
not to mention they basically have entirely neglected buffing PLD's melee in favor of buffs only to expaciation, Req, and magic burst. like right now, expaction does the same damage as RA and atonements which has honestly failed to solve any long running issues.
Well I guess we can say summoner was the first to change, and paladin is somewhere in the middle. I expect all other jobs that are not meeting the 2 min burst window are gonna change in time as well.
I think the thing is they could have easily weakened FOF or your melee damage a bit (or something), then buff your general magic rotation more, if they wanted to make Plds fit into bursts a lot more, even if they wanted to make PLD a "burst job" they could have kept its core rotation and skills, I know it sucks either way that they don't want any job to be sustained but at least PLD would play the same.
PLD Drift: They could have just given PLD a Job trait that would synch spell speed with skill speed, this way you wouldn't drift (I'm pretty sure anyway), Theirs also other ways to make current PLD fit under 60/120 windows without completely reworking the Job, So I don't really find the "drift issue" worthy enough of reworking the job, Down time drift might be a Issue with PLD, but I personally found recovery from down time pretty fun myself, thinking on the spot to accommodate your rotation is nice, theirs ways of recovering on PLD.
PLD "BLOAT": I've seen people also say that as PLD's got a lot of actions that they should generally rework it because of that.. Thing is you can generally fix that I found 3 abilities they could "remove", Firstly Shield bash, no one ever uses it (maybe in very niche situations), Holy Circle, rework Holy Spirit to cleave (like confit and other spells), make the animation more big and look better as a bonus, Intervention, Just allow PLD to use Holy Shelltron on allies, give it a 1 second CD so they can use two on you and the other tank for tank busters, practically the same but better, Holy shelltron on allies will mitigate 15%-20% damage instead of blocking, ez we cut down 3 abilities, we could likely cut out more if bloat was a "serious issue" for PLD.
Most my complaints are always going to be on PLD's defensives, I feel like they hold down the job a bit (I know defensives aren't as important as damage, but if a healer had bad healing I'm sure they would complain lol). I'm hoping they do make changes to its defensive kit, but I don't really see it.
Last edited by Rithy255; 11-12-2022 at 04:04 PM. Reason: missing words.
I worked this out ages ago, but PLD needs ~8% GCD reduction (from base) to fit everything into a 60 second rotation.PLD Drift: They could have just given PLD a Job trait that would synch spell speed with skill speed, this way you wouldn't drift (I'm pretty sure anyway), Theirs also other ways to make current PLD fit under 60/120 windows without completely reworking the Job, So I don't really find the "drift issue" worthy enough of reworking the job, Down time drift might be a Issue with PLD, but I personally found recovery from down time pretty fun myself, thinking on the spot to accommodate your rotation is nice, theirs ways of recovering on PLD.
Bit too late now.
People dunking on PLD at the launch of 6.2 already sent the message.
They are already committed to it.
I'm sure they could find a way to fit it into 60 seconds without completely reworking it, is the main point to be fair I'm no numbers or gcd expert (I think that spell speed is a issue, or plays apart into pld drift).
To be fair it might be easier copying another tank and just going with that but I don't really find that a good solution as PLD's actually got a very different and good rotation, the issue is how it synchs up with other buffs.
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