Dragoon is next on the chopping block, it's going to be gutted in favor of dragon eye spam like current Reaper. Gotta fill that 2 minute meta with as much spam as possible.
Dragoon is next on the chopping block, it's going to be gutted in favor of dragon eye spam like current Reaper. Gotta fill that 2 minute meta with as much spam as possible.
i hope they dont dumb the classes more downthe thought makes me sad.
I'm all for cutting down button bloat that some jobs have.
Hot take, jobs were never difficult in the first place. Having a ton of buttons to press doesn't make it deep or difficult, just busy. I'd rather the boss do more to make me pay attention than having to watch my hotbars all the time.
Having to be sure you don't accidentally break your combo or waste resources or whatnot while doing mechanics is what makes it difficult. Being on a job like Summoner inherently makes fights easier for you, since the job part plays itself.
On a related note, I saw a video the other day of a guy making a one button macro rotation for Summoner and parsing around 95 with it, so that's hilarious.
Bosses had more to pay attention to before, too. Fortunately, we now have giant 'this is a tankbuster' icons to go along with their always mandatory 'this is a tankbuster' cast bar that they cast after their 'this is a raid wide' from 'this is the center of the room' they helpfully just jumped to.
Can't have fights telegraph things in ways other than 'stuff on the ground', and if we do, we better make sure the ground flashes at the last second just to make sure the players don't wonder if the cast bar and random facing of the boss was indicating something.
Also, they will give you a break and just go afk during mechanics so you don't have to job rotate on em at all.
Tank HP is pretty much only ever a concern when bosses auto attack, which they pretty much don't during mechanics now either. Don't have to watch aggro, MP or for add spawns.
Both the bosses and the jobs have swung in the 'simpler' direction and the effect has compounded. The pendulum is currently beyond what most players 'need' on the side of less skilled players, and 'want' on the side of more skilled ones.
Last edited by Post; 08-15-2023 at 01:26 AM.
I kind of hate they elected that to be the difficulty.
XIV in the end boils down to a game of 'test of your reflexes' to see if you can press your keys in time to get into the 2min meta instead of actively trying to make players think and adapt on the go depending on the situation. So and so that is pretty easy to see people literally spreadsheeting every GCD in a fight.
That causes fights to be really stressful while you're progging, but also really boring when you go for reclears. No in-between, and that's more egregious for healers.
Ironically, if you're looking for this kind of dynamic relationship with fights, PVP does have it. As a DNC in pvp, I find - very - fulfilling that one of the things that separate really good DNCs is good awareness of the person you should be Close Positioning with, to make the best of it. I really wish we could use CP like that in PVE, at least it would give more layers in the optimization field.
This right here is on the right track. The jobs really aren't difficult. I don't even know that I would call most of them overly busy since FFXIV's jank servers required them to make the GCD twelve years long. The handful with an inordinate number of OGCDs can get pretty busy during their burst windows, but that's about it.
Hell, quite frankly, the two-minute burst meta itself is the real problem. The jank job design we've been seeing is just one of its symptoms.
Most jobs are so static from minute to minute that you've little risk of dropping a combo or wasting resources if you even half know what you're doing, though. This is of course more difficult for people that tend to be overwhelmed easily or just tend to panic a little when faced with boss mechanics, but it's for the most part not a big deal otherwise. Bosses being designed to go full tilt during the burst window ends up being more of an annoyance than an increase to difficulty. It accomplishes nothing besides dragging the fight out a bit more, and even that really only affects with groups that aren't coordinated enough to keep their DPS up while performing mechanics for the most part.
Last edited by Absimiliard; 08-15-2023 at 04:49 AM.
Hot take, I'd rather the complexity of the game's combat be more skewed towards execution of rotation, because if you have a simplified rotation and complex bosses, the 'challenge' is entirely on the part of the encounter, which leads to what we have now: the higher level of content you become accustomed to the difficulty of, everything below that starts to feel bland. I hate having to do EX roulette, because as a healer I have an extremely simple rotation, and nothing in there threatens me enough to require using my other buttons in any interesting way. Every pull I can go Krasis Physis Kerachole and then any one of Haima, Soteria, Panhaima or Holos, and the tank's ignoreable for 15 seconds. And then my job's done, and my 'damage rotation' is to use my Phlegmas, and then press Dyskrasia until the button breaks.
Maybe it doesn't affect DPS as much because they still have a rotation to do, but if the choice is 'BRD loses it's DOTs (and equal impact change to all other jobs), but now the savage fights can be even more complex because of the extra cognitive load that's freed up', that's a terrible trade, because when you go into say, EX roulette, your single target 'rotation' is boiled down to Burst Shot spam, and the encounters don't compensate with additional complexity because they're EX roulette fodder
Then you get some players doing 25-50% of the DPS other player can pull on the same job with the same gear and similarly with healers and tanks. The more rotation complexity you add the more personal performance will differ and the more players will want to group with the "good ones" vs the "bad ones"... Everything has its downsides.
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