I'm only gonna cherry pick and say sneak attack and trick attack on THF was a thing in 11 where you had to be behind the enemy, but thats besides the point xD. I only speak from the Zilart days. I have no idea if its different now days.
Yeah but THFs were rarely invited to parties outside of using them for their Treasure Hunter trait. (*≧▽≦)ノシ))
Plus Trick Attack did more damage while you were behind a partymember, not an enemy, so that's an even crazier positional requirement. (◍´͈ꈊ`͈◍)
People like you are why I used to love this game and have now barely played it over the last 4 years. SB monk was one of my favorite classes to play in any game and it was gutted in ShB then further gutted in EW. I thought the positional concept was amazing and this along with the speed and apm of monk made it fun, no other class can compare for me and the current version of the game is barely keeping my attention due to this.
The concept isn’t gatekeeping anyone, they got rid of monk positionals and still nobody plays it. Go check out a parsing site, it’s always in the bottom 3 for total number of parses despite being very strong. Samurai has positionals and they’re constantly in the top 4 for number of parses.
The class is based on procs, maybe that’s why. I think your energy would be better used finding a class you do enjoy and stop trying to fundamentally change a class others enjoy.
I cannot even pretend I enjoy DR anymore. I'm doing boring dungeon or trial content that's way too easy, on a job that's synched down so I only have a couple of abilities. Even at higher levels all I need to do is press 1 2 3 and do my AoE buff every 2 minutes. There is zero interplay and jobs all feel too similar or have nothing to do (looking at you tanks and healers).
The game should be player friendly but it should also be friendly to those that want to stick around, those who want more complexity in jobs and frankly a lot of people are kind of fed up with things being made easier and easier, If the game properly was to actually properly thrive they need to do different things then just making jobs easier, retaining players is also very important, a lot of people have been feeling burnout from EW's current design double downing on SHB's design.
Every single player game studio with that design would have gone bankrupt but in XIV bringing a fraction of gameplay we used to have back gets decried as gatekeeping.
Procs are arguably the core of Dancer's gameplay and identity. No chance.
If anything, I want more layers of procs, I want Fan Dance III to sometimes proc Fan Dance IV, and my burst phase to have a ton of double weaving.
Here's my two gil. I'm not a dancer main and I know how it felt whenever the job I loved got bulldozed down and replaced with an office park: Not fun. I wouldn't wish that on anyone.
So instead I will try to explain how procs most likely work, based on how they've worked in every other MMO I've ever played.
See procs work on a proc per minute cycle which ensures that your proc will go off so many times over a sixty second period. So if a proc goes off less than it should in the first thirty seconds it'll be weighted to go off more in the next thirty and vice versa. This is done to provide stabilish damage per minute without any droughts or feasts to skew numbers in either direction.
Considering dancers seem to be pretty stable on the boards I'd bet my fruit punch they use a PPM system.
Dancer is just Gambler with a dancing theme.
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