I agree that job homogenization went too far. I understand why it happened to a degree, because there was a lot of unused, pointless or unintuitive stuff in Heavensward. They cut down on it a lot in Stormblood and they'd mostly got rid of it all by Shadowbringers. Also, when people don't have an ability they complain their job is not balanced ie. people asking for DRK to get heals, PLD to get a gap closer.
But it started to go overboard in Shadowbringers and Endwalker, removing things that are part of the job identity such as:I still find the jobs fun at max level, to be honest, but I find myself having to actually switch between them now whereas I didn't used to need to.
- random AST card management
- making WAR and SAM's conal AoE not a cone
- making PLD about as full of heals as WAR that no longer respected PLD's identity (casting heals and other magic)
- removing Kaiten
- DRK going from having too many ability interactions to having none except for TBN
- I understand why keeping stuff up was scrapped but it was still an enjoyable aspect for some players
Anyway, they are going to look at this issue in 8.0. They should really do this through 7.x, but they said 8.0 so that's what they are doing. If job identity is that big of a sticking point for people they should probably just try the game in 8.0 and see if it changed enough, especially since they have been considering ideas like skill trees.
Don't get me wrong, I enjoy self-healing myself in dungeons, and it did feel a bit frustrating to rely on the healer in the past. But I accepted that was part of the game and that I was doing my job (pull+mit), and they did their job (healing).Jobs may not have mattered that much in dungeons, but now? You might as well remove job icons altogether. Hell, just remove healers as a whole, since they’ve become redundant enough that parties are statistically more efficient without them.
Now I can do all 3 jobs on my own in dungeons (tank, heal, dps). If a healer disconnects I pull anyway. If a tank disconnects, the party continues anyway because tanks don't matter and you can cast Sleep if needed. If a DPS disconnects, you only need 1 DPS anyway to do a decent amount of damage for it to not take ages. If a party member goes AFK, I continue going through the dungeon because they're frankly irrelevant.
The team play was always a part of what made it feel good. You worked together to tackle this dungeon. It was never that it was that hard, but if the healer didn't heal, people died. If the tank didn't mit a pull, it was a wipe. Although there are remnants of that, especially with tanks applying things like Nascent Flash, it's largely eroded in favor of "you can handle everything yourself" - with DPS literally healing themselves with Second Wind, Bloodbath, their own misc ability/attribute they have and why not throw potions into it.
It does seem better in High-End duties now. Even with all of WAR's heals, high-end duties still wreck me currently if the healers aren't looking, so they've restored that aspect somewhat. The autos hurt again. In Endwalker it was at a point where soloing through a few phases of Extreme/Savage was actually possible and it had got ridiculous.
They announced moving away from status effects with the release of Stormblood and introduction of job gauges. I get why, because people who've never played MMORPGs before this one won't understand buffs/debuffs very much, but for those of us that understand them they are fine. But obviously they want to solve it for people that don't understand little status effects and cast bars hence those giant casts in the middle of the screen now. This is where I would like the old design but I understand why they are making it work for people new to MMOs.When what little buffs and debuffs the game has mattered.
The leveling dungeons still demanded a lot of healing from me when I was leveling healers due to their tight sync. So there is an element of item level bloat just making the max level dungeons melt always. They have abandoned some of the unique ideas they used to do with trash as well like in Sunken Temple or Hullbreaker Isle. But I think the issue is more just that lack of variety in Expert roulette. They can make it the hardest dungeon ever but if you get it for 8 months, you become such an "expert" at it that it makes you sick to do it without at least changing job.The dungeons, with each new addition a predictable pattern of three to four bosses. Those bosses, separated by a few groups of trash mobs, further separated by a series of walls ensuring your group can pull just enough (but not too much!) to force one or two Cures out of your healer.
It's obviously to reduce time wasting. If they are to add trash to Savage they should make it very easy, then it creates the feeling of a raid but you get to the boss quick at least. At the moment, the "travel" to the boss happens in a story instance or solo battle, with the Gates to Pandaemonium instance area being an example and the Omega solo battle being another.Remember when raids in FFXIV felt like, you know, raids?


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We will see though.





