Would certainly like to see some button compression.Maybe but the problem is that the pve kits we have are too bloated and too long winded already. The only way to make them more suited to the whole thing would literally be to have them as pvp toolkits, really. Lost Actions while interesting don't add anything to address that problem. If anything Lost Actions suffer from the same issue in that they're just complementary to the base pve sets, come on top of it without truly changing the way a rotation is played, and when you're not literally running delubrum bosses, you're left like in deep dungeons, or even fates or on the overworld, with kits that just do not belong to the same game. If anything, really, the outlier is... standard pve design and trial bosses, which belong to a different genre/game.
You see, i am always saying the jobs are button bloated, there is no real reason to have seperate AOE skills that do the exact same as your sigle target skills but look different, there are now a lot of abilities that do damage +40% damage to nearby enemies insead of having an alternate AOE version.
If this were the case for all abilities there was more room for self sustain or crowd control abilities in the toolkit.
When i comes to deep dungeons, how is someone without and Interrupt able to deal with Mimiks? You are guaranteed to get hit by Infatuation Accursed Pox.
Last edited by Arohk; 03-04-2025 at 01:12 AM.
Agreed.You see, i am always saying the jobs are button bloated, there is no real reason to have seperate AOE skills that do the exact same as your sigle target skills but look different, there are now a lot of abilities that do damage +40% damage to nearby enemies insead of having an alternate AOE version.
If this were the case for all abilities there was more room for self sustain or crowd control abilities in the toolkit.
When i comes to deep dungeons, how is someone without and Interrupt able to deal with Mimiks? You are guaranteed to get hit by Infatuation Accursed Pox.
This of course reflects a bigger issue in PvE and the job kits. The player subset that drives job design is the high-end raiding community. They lobbied for the two-minute rotation. They are the ones who live and die on the damage they inflict as a % of a theoretical maximum. This has produced job homogenization and a dungeon design where the devs counter player ability with faster mechanics, and in which the safe spots have gotten progressively smaller. I have never come across such unimaginative PvE, and it's doubly infuriating that it basically came out of the demands of the noisy players.
We don't need ten different buttons to inflict damage on the boss, unless one believes the zenith of PvE design is hitting those buttons in the correct order over and over again. Dynamic fights in which the player has to react to mechanics in ways other than running to a safe spot are far more interesting.
What makes all this doubly bizarre is the devs really like emphasizing crowd control and DoT in PvP, where it is far less interesting since it is now players who are getting mired in molasses.
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