Nothing really wrong with this, but it's a preference thing. I like the consistency.Square rehashes an overdone formula
Mm, I disagree that they are the same mechanics. But that depends how you break it down as well. If you break down past the animations to stack, spread or move then sure, you are never going to enjoy the game.with Bosses redoing the same mechanics
I disagree with this. Level 90 dungeons are harder than the earliest dungeons. In level 90 dungeons, they are willing to do mechanics that don't telegraph with red circles and instead ask you to observe your environment a lot to work out where lasers will fire, where tentacles will hit, where the wind will blow aoes to and give you doom if you get hit etc.that never changes in Difficulty
But no matter how hard they make them, they follow a script and do mechanics in the same order always. You farm them several times a week and become a literal "expert" at them, so they feel easier than they are to, say, a first timer who will usually rack up vulns and die to stuff.
That's mostly the issue, yes. I actually never minded doing old dungeons again in roulette, actually. What makes them boring to me is when the item level sync isn't good so the mechanics don't even matter.extremely dull if you have to repeat that content ever.
I think the other thing that makes them boring is when they are current content and you are repeating them several times a week. We used to get 2 new expert dungeons every 4 months. Now one of them is always there for twice that timeframe. I think merging Expert and Level 90 roulettes would help.
I don't agree about tanks. They are fine. Some DPS play like tanks, such as Machinist. There are more distracting DPS with a lot to do while also trying to do mechanics, such as Ninja, but I don't personally think jobs need to be distracting like this so it's really just always going to be an opinion people have.Cut the Harmonica in Half and that's Tank. Replace the instrument with a 1 finger hole flute and that's how I describe Healer
Healers I agree, that is the role you can choose when you are sleepy and want to do a dungeon while half asleep because you only spam 1 button. I don't personally mind this necessarily and it is good that we aren't punished for trying to heal, because then people might not heal due to the temptation of progressing their rotation.
But the healer role could use just a tiny bit more, such as a red mage style system to rotate 2 attacks to balance things, or to add a very long buff that enables a second combo attack, and then build up to a bigger attack. Doesn't need that much. Just 1 or 2 more things so it's not just spamming 1 attack.
On Scholar, Energy Drain is good and all but if we had something else other than that it would be nice. Maybe 2 Aetherflow slots could be spent on some sort of Super Energy Drain? Maybe we could dump the Faerie gauge on an attack by the faerie. Just something extra that isn't Energy Drain spam.
It's pretty obvious why. Just look at the character page. We used to have half as many jobs as we have now. They appear to be making 2 of every job play the same to make it the same amount of work to manage ie. GNB/PLD, WAR/DRK, SAM/MNK, SCH/SGE, WHM/AST to a degree (excluding the card bit), probably RPR/DRG in 7.0, can we predict Ninja and Viper will play the same?- Square erases Job Flare/Flavor/Depth, because... I have no idea...
I mean, tanks and healers are more similar than they used to be, but they always were similar generally, even in Heavensward. If you go back far enough, White Mage used to have shield capabilities just like Scholar, so combined with all the standard cures, esunas, area heals, rez, they were sorta the same even then... tanks always had a 20% mit, a 30-40% mit, an invuln, a stun, a stance, a ranged enmity attack, etc.If you told me Tank/Healer were 2 roles with not 4 Jobs but 4 Skill-trees, I wouldn't argue it at this point.
I would like to be able to do more at least utility-wise. More situational things like Rescue, True North, Arm's Length, Reprisal, Cover, Nascent Flash, Shake It Off, Bloodbath, Swiftcast, Spineshatter, Elusive Jump, Aetherial Manipulation, Shukuchi, etc. But it would be nice if things like this were unique to the job. The problem is how these things used to all be the identity of certain jobs and now they are role-based, so you are expressing skill at the role rather than the job. Among the gap closers you can at least see a clear difference in the approach to gap closing between DRG, BLM and NIN, whereas the others are role-based.there's a clear desire for players to do more on their beloved Jobs if they don't do that.