All of my wishes come down to the 2m meta and how boring its made most jobs. More to do between the 2 minutes please.
For BLM, something has always irked me about Thunder but i cant think of why and i have no suggestions.
All of my wishes come down to the 2m meta and how boring its made most jobs. More to do between the 2 minutes please.
For BLM, something has always irked me about Thunder but i cant think of why and i have no suggestions.
For pictomancer. I just want to have an ability to paint a party member to fight by my side for 15 seconds lol.
This should be pretty obvious (also "multiple" not "many" is the quote):
1. Foot Graze is requires targets that can and should be bound.
2. Leg Graze requires targetable mobs whose speed is relevant.
3. Head Graze requires mechanics that it can target.
4. Peloton can be used on pulls but cannot be executed during a raid fight.
5. Warden's Paean requires dispellable debuffs that the healers cannot make time to clear.
6. Arm's Length requires a relevant mechanic.
7. Repelling Shot can be useful for positioning, but it's fight-dependent and is affected by your ability to anticipate where to stand in advance.
I wouldn't consider any of these to be "bloat" to be removed (well maybe foot graze/leg graze consolidation), but it shows the difference between "class buttons" and "active buttons." I'd also challenge any "push this cooldown for a flat damage attack" to be enriched with decisioning or flavor.
Last edited by HappyHubris; 05-10-2024 at 02:10 AM.
This is highly personal preference, though. For example I prefer DRK and WAR to GNB and PAL due to the latter having more abilities to squeeze into my "comfortable keys." BRD is great because I can fit almost everything into four rows of 1-6 / Shift 1-6 / `-F6 / Ctrl 1-6 and Q, E, ,Shft-Q, Shft E.
Honestly, the EW AoE rotations were way more interesting on BRD, as you had to juggle DoT application with AoE skills dynamically. The EW AoEs are extremely boring in comparison.I want bard aoe rotations to "feel" better. There's too much dependency on rng, and I'd prefer if it were closer to 2.0's wide volley>rain of death>quick knock (which still had rng proc problems). Where so many other jobs are straight forward and fart out damage like they just had taco bell, bard has to weave and if/then their way to having decent dps--and even when done well, the pay off is mediocre.
I'm hoping that most actions just get upgraded as has been the pattern since Stormblood, but if bard gets left another sloppy rotation, I might wind up playing more of other jobs than what I considered my "main" for years. I think I played more sage than anything during EW. :/
BRD is all about weaving and if/then, and it would be a shame to further iron that out of the class. There are plenty of jobs that have very simple AoE.
Yeah I would like to see more of these abilities woven into the general rotation instead of a burst window. DRK really comes to mind...
I don't like the way that execution is being pushed into the 2 minute burst with some jobs having long stretches of simpler maintenance.
I think I would be in favor of trading positionals for attacks that have forced movement on melee dps. Like melees could get attacks that were like En Avant, but you deal damage to everything in your path.
You could try playing a tank then. No positionals, you play in melee range, and you occasional constraints around your movement like not cleaving your party. There are a lot of people who play melee and enjoy the role specifically for the current gameplay considerations, so that's not a welcome take.
All of the jobs you mentioned have between 30-33 abilities. If your personal preference is to have keybinds that make it more difficult for you to play certain jobs, that's on you, not the job.This is highly personal preference, though. For example I prefer DRK and WAR to GNB and PAL due to the latter having more abilities to squeeze into my "comfortable keys." BRD is great because I can fit almost everything into four rows of 1-6 / Shift 1-6 / `-F6 / Ctrl 1-6 and Q, E, ,Shft-Q, Shft E.
Go back a page or two and reread so as not to waste our time. We just went through how a raw number of job keybinds is less important than the number of frequently pressed buttons for a given job.
Players can compensate for poorly designed jobs with duplicative abilities, but if they choose not to that's on the developer, not the players.
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