It wouldn't at all surprise me if SE took it the extra mile and went to a 90 second meta or 1min meta in 7.0The.
2min.
Meta.
Must.
Die.
I keep trying to think about dozens of ways to improve the complexity of my favorite jobs while still making them accessible, but there's very little to think in the way of player skill expression if everything needs to fit in a collective burst window.
The challenge is not putting your brains to think. XIV just, quoting Zenos, wants to give a "test of your reflexes" - and your memory, at that, to press your keys at the right time, or else? You guessed it - won't fit in the next 2min burst window, possibly for the rest of the encounter. No wonder why many people regard PVP as a good form of skill expression, because in fact, it is the main thing over there, even though we have 1/4 of the number of actions available in pve.
The more I think about this, the more I keep getting frustrated at the way XIV structures combat.
am rdm, am happy
Agree the only thing they changed it going from multiple buttons of dps to just 1-2 (and we actually lost a "dps" stance(cleric stance) role ability that would actually have made leveling/MSQ duties less tedious and slow >_>)If it were true that healers were only given dps spells for solo play they'd still have them.
However, they do still spend most of their time doing damage despite 95% of their spells being heals.
Again, they were designed from the ground up to do damage. You were never spamcasting heals in FF. Healers have always dealt damage most of the time, and they still do. That's the way the entire game has been designed.
The amount of damage spells they have doesn't change the way they are intended to be played. But having those extra damage spells would make them infinitely more engaging.
We have always dealt damage way more often than we had to heal, the only difference is that they dumbed down the way this damage is applied more and more with each expansion.
if I remember correctly it was also kind of needed to dps as a healer in Alex savage at least back then if you dint want to hit enrage it was kind of expected for you to also dps when you could in general.
2 minute meta straight up ruinied the combat in this game. What they did to Monk is unforgivable and can someone please tell me why is Cover still a thing. Get that Clemency outta here too, it's also muck.
I'm a little confused by this...
Your first sentence amounts to "simplifications bad". (The comment on Monks is a bit nebulous, in that optimal EW Monk play isn't really any less complex once it's going than was optimal Monk play in Shadowbringers, and certainly has more going on than did late Shadowbringer's Monk.)
But then you end that with wanting to see the game simplified, rather than outlying utilities (Cover, Clemency) again being given any suitable context?
I miss Warrior's cone AoE. It felt unique, and made playing it a little more involved since you needed to face the enemies you wanted to effect. Now it's just the same AoE combo that every other tank has.
Honestly had they put half of the raid buffs on 1 minute and the other half of two minutes most people, myself largely included, wouldn't have THAT much of a problem. Less than ideal mind you but still. I had a ninja in my asphodelos static and none of us minded the raid buff situation because we had to line up with trick every minute. As soon as that changed in 6.1 is when people started having a problem with the 2 min meta.
This sort of line of thinking is really standard in this community for some reason.I'm a little confused by this...
Your first sentence amounts to "simplifications bad". (The comment on Monks is a bit nebulous, in that optimal EW Monk play isn't really any less complex once it's going than was optimal Monk play in Shadowbringers, and certainly has more going on than did late Shadowbringer's Monk.)
But then you end that with wanting to see the game simplified, rather than outlying utilities (Cover, Clemency) again being given any suitable context?
NIN main, and NIN feels great to play. The class is very well designed - opener/burst/rotation feel great, the aesthetics hit right (Goka Mekkyaku and Fleeting Raiju are some of my favorite ability animations in the game), and the mudra system captures the Naruto ninjutsu vibe without being too fiddly. NIN is killing it.
It reminds me of the old "Let's buff Piety, Tenacity, and Direct Hit so they're all real choices and each role would have its own best stat. But, let's also remove Skill/Spell Speed from the game, since it's just an annoyance," or "Consolidated combos would remove all the complexity of jobs, because you'd just hit the one button over and over!" all while shutting down any discussion of branching actual, real decisions (where what's optimal would rely on context and foresight) or combo actions being separately usable with actual synergies instead of just being finger-traps.
So many here seem to prefer a pretense of complexity over any actual depth in practice. Le sigh.
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