Reprisal, with the original animation and sound, on DRK, as a counter-attack ability. It doesn't need to provide a mitigation debuff, and it doesn't need a parry proc. Just have the recast reduce based off of incoming party damage.
Gauge/Resource management being a thing. Be that Warrior's crit gain from keeping high gauge and the tools to manipulate it or Dark Knight's interplay between Blood and MP. These have all mostly just been reduced to the "better press Fell Cleave" gauge and the "better press Bloodspiller" gauge.
Aggro management, i don't care what form it takes, just give me something to manage that's not pressing one straightforward defensive and then 1, 2, 3 for the whole fight.
Just more to manage outside of "DPS" would be great. So I can agree even if I don't think aggro management will come back
personally I don't want to play boring 1, 2, 3 DPS I want to play Tank the issue is tanks are so boring now and their defensive is so high that you don't even manage defensives (apart from kitchen sink in high end) or spam ur one op defensive usually in casual content, or just press stuff without thinking.
I think current design fails to understand that tanks and healers in general don't want to just be boring dps, they want to actually manage things outside of that.
Basically just a return to older encounter design, with smaller hitboxes and more emphasis on tanks actually positioning the boss correctly for the DPS to do their job effectively.Just more to manage outside of "DPS" would be great. So I can agree even if I don't think aggro management will come back
personally I don't want to play boring 1, 2, 3 DPS I want to play Tank the issue is tanks are so boring now and their defensive is so high that you don't even manage defensives (apart from kitchen sink in high end) or spam ur one op defensive usually in casual content, or just press stuff without thinking.
I think current design fails to understand that tanks and healers in general don't want to just be boring dps, they want to actually manage things outside of that.
And if we're feeling generous return some of that older job design as well, when tank defensives weren't as abundant and you might actually want to tank swap simply because the 2nd tank still has all of theirs.
Man I remember back when Deltascape was new and we'd have to tank swap in Exdeath normal because of the TB+debuff stack. I was a new player at the time and with that being my introduction to current normal raid tiers there was no feeling like it for me at the time, it was fun as hell. Now we're lucky if we see 2 or 3 TB's per fight, even less in dungeon bosses. It's kinda sad.Basically just a return to older encounter design, with smaller hitboxes and more emphasis on tanks actually positioning the boss correctly for the DPS to do their job effectively.
And if we're feeling generous return some of that older job design as well, when tank defensives weren't as abundant and you might actually want to tank swap simply because the 2nd tank still has all of theirs.
It's not just encounter design that's important I personally feel like it needs to be 50/50 with encounter and job design. I do think yeah first we need to get rid of the massive hit boxes (like really? the thing about melees is your trying to maximise uptime... not when a boss has the hit box of the moon), bosses moving on their own is just really annoying lol.Basically just a return to older encounter design, with smaller hitboxes and more emphasis on tanks actually positioning the boss correctly for the DPS to do their job effectively.
And if we're feeling generous return some of that older job design as well, when tank defensives weren't as abundant and you might actually want to tank swap simply because the 2nd tank still has all of theirs.
Tanks need to actually feel like they're using "tank abilities" such as using defensives properly, even make use of target mits more with mechs that could target party members.
They also need unique playstyles personally this can come through DPS rotations (multiple combos instead of OGCD spam), defensives, different values in what a tank brings ect.
I just wish the game would actually take the time to look at tanks (and healers), because yes damage is fun on these jobs. But what makes it fun is you're doing other stuff while also keeping up your damage, right now tanks are very easy damage wise and don't really have to care about defensives that much anymore.
Oh if it were up to me I would absolutely put the emphasis back on jobs instead of nothing but mechanics vomit, at least back to the balance between the two that we had in Stormblood.It's not just encounter design that's important I personally feel like it needs to be 50/50 with encounter and job design. I do think yeah first we need to get rid of the massive hit boxes (like really? the thing about melees is your trying to maximise uptime... not when a boss has the hit box of the moon), bosses moving on their own is just really annoying lol.
Tanks need to actually feel like they're using "tank abilities" such as using defensives properly, even make use of target mits more with mechs that could target party members.
They also need unique playstyles personally this can come through DPS rotations (multiple combos instead of OGCD spam), defensives, different values in what a tank brings ect.
I just wish the game would actually take the time to look at tanks (and healers), because yes damage is fun on these jobs. But what makes it fun is you're doing other stuff while also keeping up your damage, right now tanks are very easy damage wise and don't really have to care about defensives that much anymore.
But let's be realistic, they spent the last two expansions destroying that balance and putting all their eggs into encounter design, I doubt they will stop at this point. Even if it continues this disaster they call gameplay in Endwalker.
Shb was at least tolerable Tanks actually felt unique with different strengths, Ideally I'd like a mix of SHB/SB but yeah really I doubt that too unless theirs massive outcry about job design... But theirs just more outcry with nothing to do, Being realistic though I doubt they would even fix encounters hit box sizes and all that.Oh if it were up to me I would absolutely put the emphasis back on jobs instead of nothing but mechanics vomit, at least back to the balance between the two that we had in Stormblood.
But let's be realistic, they spent the last two expansions destroying that balance and putting all their eggs into encounter design, I doubt they will stop at this point. Even if it continues this disaster they call gameplay in Endwalker.
I mean theirs part of me that holds on hope that SE will finally listen a little bit with job design, at least reverting parts back to SHB would honestly be a big step in the right direction. DPS are likely the most un effected but they still have complaints, support jobs (tanks/healers) are pretty much just a second thought to DPS now, I'm honestly thinking that two new DPS jobs and if they don't pay attention to tank/healer design next expansion can really hurt the game, tanks/healers are already becoming more rare (even I have been playing dps more despite long q times and usually preferring more support based roles), That trend will carry on heavily for this upcoming expasion, unless they rework the number of jobs in duties I can't really see DPS players being happy with the massive increasing queue times, the only alternative is to play the neglected support roles of the game that aren't even fun anymore.
Last edited by Rithy255; 11-02-2023 at 07:25 AM.
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