Note, I have swapped the 2 halves of the original quote around. I just feel it would be better going this route for how I want to structure my post.
Not going to lie, I was expecting more examples, just to have a bit of a better idea of where the bar sits (and I was implying from all expansions). To start with, Paradox on BLM is quite a unique case. I guarantee the multitude of lines that BLM got with Paradox were not expected and not planned around, it has just come from players playing around and, because it isn't much of a DPS loss (maybe even a gain in the right situations, not a BLM main so speculating) it makes it viable. The flexibility of BLM's rotation helps as well. If you were to just look at what the expected usage of it is, all it really was mechanically is an instacast GCD in UI, which can also refresh UI3. In AF, it just replaces a Fire 1 cast. You can see why this is a weird one. When looking at what the intention was, it doesn't add much but a bit of utility in UI, however, you also cannot ignore the increased, (likely unintentional) flexibility added. You can see why this would be hard, if not impossible, to add something with this much potential to any job (and it definately couldn't be done every expansion).
As for WHM, this is a case of an expansion adding something that was missing, however, you can only do that so much as at some point, everything that the job needs will be added, so, what do you do after that? It is interesting you chose HW for WHM.
So, specifically for yourself, it is hard to pin down what you expect to be added and what is considered too little.
Which then leads onto the comments about SMN. Obviously, the summons themselves would be VFX changes, however it is how they interact with Astral Flow and Gemshine that affects the gameplay experience. Assuming all summons are different, you effectively have 2 different rotations between the demi phases which changes every minute. For Gemshine in demi phases, it could be that they have a cast time, but with higher potency, so it is a choice between the ruin or gemshine cast, which can be affected by whether you need to use an oGCD, or movement, which can turn into thinking is there a point where I need to move so that I can use the instacast and the oGCDs at the same time to get more hardcasts off.
However, this is the sort of level all jobs have been getting for each expansion, short of reworks and the odd occasional impactful action. The whole idea behind the exercise of really looking at what jobs got each expansion was to highlight that, nothing really changes much. Just small things added each expansion to get what we have now. SMN has many avenues of expansion as has been detailed, whether you agree that they would be meaningful or impactful is irrelevant, but they are avenues that can be utilised. To go away from SMN for a bit, say we pick another job that hasn't been reworked, like DRG, what would you add to that? I know the job is getting a rework, but it is getting a rework because there is nowhere for the job to go, which is why I have picked it out. This issue isn't solely on DRG either, there are many jobs that have the air of, what can they do without just updating VFX, adding something that feels tacked on, or just straight up reworking the job.



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