Because the animations were clearly an attack. Plunge not doing damage would feel weird considering you literally do an over-the-head swing with an 8 foot sword.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
I think likely due to the fact the animations involve an actual attack. It would honestly look goofy to see a DRK leap at an opponent, slam a huge greatsword down on them and there's absolutely no damage, tactile feedback, or anything.
I like the plunge animation much more, but I could easily see why they replaced them.That's a fair point. Personally, this is the same game where we can ride through the air on pigs flying by their ears, so I don't find it that immersion breaking if what looks like an attack doesn't do damage if the end result is more visually appealing.
Perhaps they could have adjusted the old animations, or at least crafted the new ones to look similar but less like an attack to keep their flavor. Anything would be preferable to just pasting the same MNK copycat dash to multiple other jobs.
The most baffling one is the DRG one, didn't FFXI have jumps that did no dmg? So why can't we have a no dmg jump?
Someone can correct me if I'm wrong, but I seem to recall it being shown the same way in the EW job trailer - probably "job trailer movie magic."
I loved Rough Divides animation, both as a gap closer and when weaving during burst. Why do they keep sucking all the fun out the game
The fact that DRG lost a jump really fucking piss me offI was watching the job action trailer and it looks like the devs are moving away from damage dealing gap closers. At least for faster paced jobs.
DRG seems to have lost spineshatter dive, DRK has lost plunge and GNB has lost rough divide and they have all been replaced by a new gap closer that looks similar to MNKs thunderclap. RPR’s ingress/egress seem unaffected, NIN’s shukuchi seems to have been changed into more of a backstep since I never saw them turn around (although this could just be job trailer movie magic) and Viper seems to be following the same trend as the others. Samurai didn’t show off theirs but they are already dps neutral due to kenki usage so it’s probably not changed.
I say only for fast paced jobs because PLD and WAR seem to have kept intervene and onslaught as they were.
100% agree. I'm extremely salty about it. The dash that replaces it looks just so weird on a DRG! I don't understand why they took a jump from a job that is supposed to be about jumping and replaced with a weird ground shuffle.
I see that people being against this change do not raid high end content, so I'll explain for tanks.
Due to the nature of some tank buster, you were forced to weave 4 mitigations during a GNB burst that already has barely any space to breathe, otherwise it would put too much of a strain on your healers.
It was also counter intuitive to use something supposed to be for mobility as a damage tool. In fact due to boss design, it was always used as a damage tool rather than a mobility tool.
For casual content, it was okay for GNB to have that much to weave, but not high-end content.
You'll now use the new tool as a mobility tool instead of a damage tool, what should've been from the start. That's not sucking the fun out of a job, spamming a dash every 2 minutes can't be the definition of fun.
If you don't know what to do to fill oGCD windows, use mitigations, your healers will thank you.
what doesn't do damage can get the f out of my hotbar weather it's a tank or dps it's quite easy to press buttons on a controller and to move tooI see that people being against this change do not raid high end content, so I'll explain for tanks.
Due to the nature of some tank buster, you were forced to weave 4 mitigations during a GNB burst that already has barely any space to breathe, otherwise it would put too much of a strain on your healers.
It was also counter intuitive to use something supposed to be for mobility as a damage tool. In fact due to boss design, it was always used as a damage tool rather than a mobility tool.
For casual content, it was okay for GNB to have that much to weave, but not high-end content.
You'll now use the new tool as a mobility tool instead of a damage tool, what should've been from the start. That's not sucking the fun out of a job, spamming a dash every 2 minutes can't be the definition of fun.
If you don't know what to do to fill oGCD windows, use mitigations, your healers will thank you.
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