It's kind of amazing that they found a way to make it even worse in UWU/UCOB when during EW it was already at "are you CERTAIN you don't want to play SMN?"
It's kind of amazing that they found a way to make it even worse in UWU/UCOB when during EW it was already at "are you CERTAIN you don't want to play SMN?"
XIV'x complete disregard and abandonment of the enjoyment and replayability of low level content while both forcing people to replay it in the msq and touting it as enjoyable content is appalling. The leveling experience in this game is awful... might as well have slashed half of it if they insist on making jobs completely unbalanced and awful to play at lower levels.
I appreciate that GW2 doesn't GAF that syncing down a max character makes older content "trivial" but not without consequence.XIV'x complete disregard and abandonment of the enjoyment and replayability of low level content while both forcing people to replay it in the msq and touting it as enjoyable content is appalling. The leveling experience in this game is awful... might as well have slashed half of it if they insist on making jobs completely unbalanced and awful to play at lower levels.
And it also only makes "some" low level content trivial. You still get clapped by a lot of the miniboss enemies solo, despite having access to all of your kit.
I have a learning disability so learning and executing static rotations well in harder fights is difficult for me. playing anything outside of healers felt weird & awkward. but then I started playing black mage and everything suddenly made sense. things clicked from the start and I loved how fluid everything was. having a simple but flexible tool kit that changed depending on the encounter not only made things easier for me but brought depth that made things so fun. I loved getting a feel for the way the job worked on my own such as timers and mp regen ticks and what worked where, and it was easy for me to casually freestyle it effectively. I went from being made fun of by friends for doing so little damage on something like DRG or RDM to them being amazed at how good I was at this job they thought was so hard. and I was so confused because it felt like the easiest dps job in the game to me.
the changes making the job play more like a static rotation scare me. I don't know how much impact they will have but they feel like a step in the wrong direction and eat away at the unique job playstyle. I know im probably not like most players but I hope my experiences show that its not always good to have jobs work similarly.
1.) Final potencies have yet to be seen
2.) Even based on current potencies, is this taking into account BLM's +80% on Astral Fire III (Fire spells) and +30% from Enochian trait (all damage including Fire)? Because there is a lot of "hidden" potency there.
Ok, i like the mp regeneration change and the more power of thunder (no Plan, if the dmg is truly higher now, the power is around double or triple as before, but, the proc did originaly base power + dot + full dot at once).
What i dont like much is the aoe part.
The blm looks to have lost a lot of power in the aoe section.
Flare and high fire is weaker. I dont now, if the fire buff include flare now or not (the first skill excluded it first, and i dont know, if flare count as fire spell).
And, flarestar is stronger as the preview mentioned (weaker as i hoped). But, the 65% dmg lose in aoe looks to hurt hard (ok, as a fire spell comes some boost).
The blm looks ok. But from upgrades do i like Drg and Paladin more.
The finalized patch notes are out and people already had access to the final potencies for a while via certain methods.
The Balance discord knows how to math properly and factor in all those things.
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