Quote Originally Posted by TheDustyOne View Post
I don't really care if this rotation solves the problem of Paladin not being bursty enough every 2 minutes, that's a separate discussion, what I do care about though is that the job I loved is now effectively removed from the game in favour of something I find dull. As far as I'm concerned, if the feel of a job isn't something I like, I don't want to play it, regardless of its performance in DPS charts. It's why I haven't enjoyed Samurai since they removed Kaiten, or why I don't enjoy Scholar as much without the DoTs we lost since the healer reworks in Shadowbringers.

At least the defensive changes are nice, I'm happy to see Bulwark back, Divine Veil change was long overdue and Holy Sheltron is finally useful for those DoT busters. That said I still have criticisms, why bother having separate buttons for Sheltron and Intervention if they generally do the same thing? Have Intervention give me a 15% mit if I use it on myself or 10% on another player, that way we only need one of those buttons. Hell, we wouldn't have needed Bulwark if Intervention worked like that since Holy Sheltron could've been that unique 90s mitigation instead. Paladin already has fairly cramped hotbar space, so having to put Bulwark in is getting excessive.

Cover is still too niche in my opinion, giving it some mitigation like in Stormblood or removing the Oath cost would be far more helpful. Instead I find myself throwing around Interventions in its place since the mitigation and regen does a better job of looking after the party. Cover only gets use if a party member would die without it.

I'm thinking of going with Gunbreaker instead for this expansion. I don't like how Paladins rotation plays now.
It's honestly some of the most slapdash, lazy shit I've ever seen come out of CBU3. I know we'll never get any straight answers, but I honestly wonder what went into changes that are this half-assed - was it time constraints and they had to push out what they could? Was it lack of testing? Was it the people spearheading the process just, to be blunt, suck at their jobs? I mean, "lazy" might be off-base but... fuck, man, I'm running out of excuses to cover them with. This isn't the first example of this kind of threadbare design in Endwalker, this has been a fucking *pattern.*

At a surface level, the changes seem okay, but the very moment you start putting this into an example/sim rotation or gameplay examples, you realize that this marginally improved a few things that weren't really an issue before (PLD's DPS was acceptable, if not good) while leaving untouched things that are core design/gameflow issues like you've mentioned - spells being on SpS instead of SkS, too many GCDs per cycle leading to us having to drop one, etc. I'd also add in the frankly impressive amount of incompetence that's involved in addressing the "can't block bleeds" issue in Sheltron and *simultaneously* reintroduce that issue with Bulwark, instead of just copying Camouflage and giving it 10% DR and mathing out what amount of bonus block chance it should give to provide the intended ~15% DR over its duration.

Divine Veil is also clearly being punished for Passage still existing (or, rather, Shake It Off was boosted since WAR doesn't have Passage), yet Passage wasn't changed in any way that would make it more practically useful for a typical DF/PF group.

I can't speak for JP, but I've seen *plenty* of fantastic outlines for a rework of the class here and elsewhere. Like... if your in-house people suck, just fucking copy the homework your dedicated players are doing for you and then tweak it here and there to fit what the game requires it to be. I'd be amazed if NA/EU is the only place that's produced high quality "class rework" concepts, though.