What do you think about the animation change?
What do you think about the animation change?
It's okay, not a dragon slide like DRG or a "dark teleportation" like DRK.
I wish they would have kept the older animation without damages (maybe a debuff instead).
Animation wise, I'm not excited over it nor disappointed.
The dashes are fine for needing to move out of AoEs, but we all know those dashes are going to be used to cleave the group... in addition the damage dealing gap closers CAN co-exist with the non-damage dashes, it's just that the devs refuse to let them co-exist, and I would rather the dash just be a simple add-on that co-existed with the damage dealing gap closer...
I like it, doing gap closers during burst was always my least favorite part, having a dash means I can actually use them primarily for movement, which is nice. Animation wise, it looks fine, I'm plenty happy with it, same with DRKs one.
I'm not fond of it if the new dashes imply that the old ones are gone. For me holding dashes rather than using them in every damage window and optimising their cooldown was actually rather enjoyable.
Yes, in a vacuum it isn't ideal, but if the result from losing a fraction of a dash's damage results in higher uptime then it was enjoyable optimisation for me to figure it out. By making the dashes damageless, they removed that aspect.
On a bit of a tangent, if excessive weaving was so much of an issue, why make Continuation for virtually everything? Why not let you stockpile multiple Ready-to-X buffs? And on DRK, why add Salt and Darkness and two charges of Shadowbringer? Why not make Edge of Shadow scale up MP cost and potency by about 66% (5000mp) to reduce casts?
I'm honestly a bit bitter. Especially for Plunge because that was the first tank dash ever made, it was iconic.
It's serviceable.
Don't understand why they wouldn't incorporate the gunblade itself into the dash, using the force of the explosion to propel the character forward, double down does the same thing in it's anim, propelling the char into the air with the force of the blast. Sure it's not realistic to have an explosion go off a meter behind you, but in game it'd be fitting and thematic.
It's bit uninspired, could at least have included that Lightning snap she uses in the first hour of the game to make it a bit more unique looking but I don't mind not having to use up all my gap closers in the already weaving busy opener.
I just hope dungeon pulls won't become annoying like it...
This is my biggest grip with FFXIV, they don't go the extra mile which is disappointing.It's serviceable.
Don't understand why they wouldn't incorporate the gunblade itself into the dash, using the force of the explosion to propel the character forward, double down does the same thing in it's anim, propelling the char into the air with the force of the blast. Sure it's not realistic to have an explosion go off a meter behind you, but in game it'd be fitting and thematic.
Just to illustrate this better, remember when NIN was introduced and they had their own jump animation? Meanwhile, DRG, the job that trademark is literally jumping is stuck with default "I can't jump if my life depends on it" animation.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.