I would even be okay with no new jobs (I know it wont happen) so they could have more time to focus on rework of the current jobs.
I would even be okay with no new jobs (I know it wont happen) so they could have more time to focus on rework of the current jobs.
I agree. more jobs into the same mush we have now accomplishes nothing except further dilution.New jobs are "easy" artificial content and the gloss quickly falls off once it is realized how empty they really are. they need to concentrate on fixing what they have now and better the uniqueness and stop watering everything down.
I'd go so far as to say every job should have an advanced job added. The advanced job doesn't change the rotation at all, but reskins it, possibly with new animations. An example could be a Black Mage, specializing in fire/thunder/ice, swapping to a Geomancer, specializing in Earth/Wind/Water.I agree. more jobs into the same mush we have now accomplishes nothing except further dilution.New jobs are "easy" artificial content and the gloss quickly falls off once it is realized how empty they really are. they need to concentrate on fixing what they have now and better the uniqueness and stop watering everything down.
You end up adding variety, can change animations, it literally doubles the animation work on classes, but doesn't require rotational changes so it's mostly about making sure the paired skills are otherwise identical (and I fully expect this to be more work than it seems like it should be.)
That said, the devs can definitely make it so each role can have 6 unique jobs. It would require a lot of work, but it is doable. Though the biggest problem is the devs need to change their encounter and class design philosophy away from busters and towards something like WoW's triage. Tanks and healers have been carbon copies of each other in practice since SB, and the biggest driver of this is the buster meta. Break that meta and suddenly things can slowly dehomogenize. That combined with killing the 2m meta and so forth would work wonders towards fixing the game.
major issue is I do not believe ANYONE on the dev team actually plays a healer.I'd go so far as to say every job should have an advanced job added. The advanced job doesn't change the rotation at all, but reskins it, possibly with new animations. An example could be a Black Mage, specializing in fire/thunder/ice, swapping to a Geomancer, specializing in Earth/Wind/Water.
You end up adding variety, can change animations, it literally doubles the animation work on classes, but doesn't require rotational changes so it's mostly about making sure the paired skills are otherwise identical (and I fully expect this to be more work than it seems like it should be.)
That said, the devs can definitely make it so each role can have 6 unique jobs. It would require a lot of work, but it is doable. Though the biggest problem is the devs need to change their encounter and class design philosophy away from busters and towards something like WoW's triage. Tanks and healers have been carbon copies of each other in practice since SB, and the biggest driver of this is the buster meta. Break that meta and suddenly things can slowly dehomogenize. That combined with killing the 2m meta and so forth would work wonders towards fixing the game.
its not just carbon copy its downright ignoring the job grouping. why they give tanks and dps so much self healing is because they have no clue about the healing jobs... period. they can talk about FF14 having a trinity all they want, but when they do not understand how 1/3 of that trinity should work... thats how we end up where we are today. thats how we end up with todays Warrior.
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