It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.
I mean let's be real, was there any reason for them to even replace the entire animation? Did they even give one? I feel like they arbitrarily removed the animations even though the old ones were fine, for tanks at least.
8.0 Copium.
Players won't be happy if some jobs perform better or have an advantage in certain encounters
I'm a big fan of 'meta'. Let job selection matter for World Race, Week 1 Savage again.
Usually, people asking for unique gameplay are also asking for jobs within the same role to output similar damage numbers. Which for me feels meh. Making jobs unique should also affect their skill ceiling and their damage output.
But I guess the vast majority of players want/prefer fun gameplay over rewarding gameplay. Combining both fun and rewarding seems to be mission impossible for most games.
Last edited by Yeol; 01-16-2025 at 07:35 PM.
My guess is the devs felt it'd be weird if something like DRK somersaulting and cleaving the enemy with a giant weapon dealt zero damage. But tbh while it would feel strange, I'd still much rather have the old gapclosers than the lame, generic ice-skating shit they were replaced with.
Yeah I don't like Trajectory. I don't like the tinkling noise it makes. Give us back Rough Divide without damage. The animation and sound effect worked for Gunbreaker. It sucks we finally got all of Squall's Limit Breaks as some sort of ability and then we lost one.
The change to not have damage was great. The rotation is a lot better now. But all they needed to do was remove the damage from Rough Divide.
GNB and DRG get to glide along the ground, though DRG gets a translucent dragon head that looks hideous. DRK just sort of teleports and makes a very gentle noise.
I'd like to see it, but I don't see it happening. I see changes happening - and I see them saying "let's make the job unique" - but they've failed on this account for the better part of 9 years now. All they've done is simplify jobs and balance out DPS. There was a time when a well-skilled BLM was an invaluable member of a group because if a BLM could act like a turret, their DPS was phenomenal. Finding a player that could maximize "turret time" by knowing fights and slide stepping was huge. But, their fix was adding Triple Cast, making more spells insta-cast. Honestly, it makes the jobs more playable, but also makes them more homogenous. So many jobs play the same. It would be something else if they felt unique again - other than job specific LB3s...
I made a thread about this exact issue a couple months back and it sadly didn't get much traction. I hate trajectory so much. Please give me back the rough divide animation I don't care either about damage but those new animations are lazy and have got to go.
Honestly? I'd be fine with some jobs inherently doing more damage than others. A spear should do more damage than your bare fists, an axe more than a one-handed sword, et cetera.Players won't be happy if some jobs perform better or have an advantage in certain encounters
I'm a big fan of 'meta'. Let job selection matter for World Race, Week 1 Savage again.
Usually, people asking for unique gameplay are also asking for jobs within the same role to output similar damage numbers. Which for me feels meh. Making jobs unique should also affect their skill ceiling and their damage output.
I just want my jobs to not be the same as everything else. Dragoon is getting its identity muddied by removing Spineshatter and replacing it with a limp dash. It's to the point I'm only using Dragonfire Dive and removed Winged Glide from my hotbar entirely. I'll use Elusive Jump if I need to close a gap, thank you.
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