
Originally Posted by
shiraneko
I recently started playing wow, both retail and HC classic, and I agree, especially "I wish these features could be in XIV because I would enjoy it more here". I think this is one of the problems that adds to XIV feeling more and more dull. As someone who started in Stormblood, I saw the gradual culling of these gimmicky utility skills of ARR/HW, to the streamlined SHB/EW where there's only damage and damage reduction skills. These utility skills made up a big part of the class fantasy and distinctiveness. Since I started as a healer, skills such as fluid aura, time dilation, and even the act of casting protect gave me a warm feeling as a healer lol. The act of casting buffs like protect and power word fortitude still add to the class fantasy imo.
In wow I thought it was cool how there's many different kinds of interactions you can have with raid bosses that aren't just dmg/dmg reduc. Like a raid boss named Painsmith sending rolling boulders of death down the arena, but people came up with the strat to glide off the arena and glide back to dodge them. Actual non dmg interactions like more interrupts, CCs mattering. Mechanics that give the players more control like tank boss positioning rather than scripted movements, WoW-style player placed perma puddles, and HP triggers rather than scripted time triggers (that aren't just tied to phase enrages).
Yes, sometimes I feel like I'm just playing the same job with different skill skins when I switch to other jobs in the same role.
Itemization has been reduced down so much that it's just the illusion of choice. Crit>DH>Det with minor 1% dps variations and mp economy. Complete reset each raid tier that even your ultimate and relic weapons don't matter on the same tier they're on let alone the next one. Each new raid tier just feels like I'm stepping on a roller coaster ride where everything's decided for me rather than playing an rpg with the fun of picking items/stats/attributes. I hope Yoship takes a cue from WoW with the plentiful choices of pre-raid gear from various sources, gear from the previous tier being bis in many cases, and set bonuses.
Jobs should have skills that create their class fantasy, whether it's a gimmicky utility skill or combat skill. It's ok for jobs to be different from each other. It's ok that some jobs do better in certain situations than others. Especially in 14 where you can switch to any job at any time and not have to level an alt, imo it should give them even more reason to build raids around different job variations.