People's problem is probably that they play similar enough to the point they can be setup the same.
Much of that flavor eroded. PLD's 30% mit used to be 40%. In DT, they gave each of the 30% mits a different effect (shields, healing, regen, etc). But rather than this making them unique, it has homogenized them more. You used to be able to say "DRK is the magic shield tank, PLD is the raw mit/block tank, WAR is the HP and self-heal tank, GNB is a jack of all trades" but now they are all a jack of all trades with a mixture of shields, regens, self-heals and raw mit.jobs do need certain tools in order to function. Tank defensives for example, Yes, they all have the same number, all with their own flavour (excluding Rampart)
WAR's version also has an effect on themselves, whereas PLD's are separated (I honestly expected them to merge Intervention into Sheltron in the 6.3 revamp and was surprised it wasn't). While GNB's is not separated, it also has Aurora which they can choose to use on either themselves or the target, similar to how DRK has two utility abilities it can use on any target.PLD can Holy Sheltron themselves and Intervention someone else in quick succession, GNB and WAR cannot do that.
I would say that the unique things are liked - for example a lot of people liked how DRK was in HW or SB. The problem is that unique things are liked too much - to the point people want their job to have that unique thing too. So after SE complies and gives the unique thing to all jobs, it ceases to be unique.Even when tanks do get more unique things, it isn't liked.
It's less a criticism and more answering OP's question and explaining why other people feel this way. I don't personally care that much and think that SE has mostly just removed redundant abilities and listened to feedback.So the question is, why have you chosen to make criticisms at (what I consider) such a broad level.
However, in addition to those things, SE has simplified the rotations to make them hard to mess up. To a large degree, this has been good because it's removed annoying and redundant things, but they could be a little more interesting in some cases. Managing resources on DRK used to be genuinely challenging and get you thinking strategically, but it really isn't anymore for example; you just press all your abilities on cooldown and that's it.
If you played then, why do you need examples? It's tedious doing a millionth trip down memory lane trying to remember stuff from 10 years ago, especially if you can do it yourself. A lot of wikis have History tabs to see action history in the past, and old youtube videos exist to see them in action. Chances are, others write about "how jobs used to be" in the job/battle forums all the time.But, I think the biggest thing is, how would you (or anyone else) change it? I often hear about how ARR/HW/SB done it better, but let's hear some examples.
I don't know about those abilities, but I can give a great example of a job that always felt different despite having all the standard healing actions: AST. The card game always set it apart, even despite all its iterations of it. The criticism of AST became that the cards were no longer unique, so SE made them unique again. But now the criticism is that the cards have no RNG and there is no Royal Road or Lord/Lady system to put bad RNG cards into, and the effects end up being the usual healing oGCDs most healers have for the most part.how would you change Sacred Soil and Kerachole so that they are different enough for you?
The RNG and Royal Road or Lord/Lady system made it fun and dynamic, at least for me, because I had to constantly figure out what to do with the cards I was dealt. Now I know what cards I will be dealt, and I'll do virtually the same thing every time, which is dump them on the tank and dps cards on the DPS, in the same order every single time now.



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