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  1. #1
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,520
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by fulminating View Post
    The reason I'm c/hoping it will be closer to monk with a full expansion rework than paladin is that enochian and greased lightning occupied the same sort of design concept among the several spinning plates they had pre rework. I'd like to believe the dps would be given more flesh later down the line, but we all know about summoner. Can't do anything but wait and see - it doesn't yet feel finished to me, but again summoner.
    I mean even MNK’s (admittedly very good) proper rework it got in 6.0 only lasted till 7.0. Who’s to say that they won’t give BLM a good 6.0 MNK style rework only to lobotomise it again in 9.0.

    Sure that’s a long way down the line and I doubt I’ll be playing by then but MNK was really the only bright spot in the rework space since 5.0 (PLD I feel like it has arguments either way, I fall on the side of preferring old PLD but it’s one of the few reworks I can see legit arguments for why new is better) and they somehow still ruined it in 7.0
    (6)
    Last edited by Supersnow845; 04-27-2025 at 12:52 AM.
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  2. #2
    Player
    Komaru_Tatoro's Avatar
    Join Date
    Jul 2015
    Posts
    87
    Character
    Komaru Oyabi
    World
    Hyperion
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by TheInsomniac13 View Post
    I keep seeing the argument the watering down of Jobs is to draw in more new players... I do not see it, In the past if I saw anything about FF14 it talked about how amazing the story is if I go now on forums or reviews a majority of them talk about how bad the current state of gameplay is, so I doubt that this will draw in new players.
    Meanwhile old loyal players they already had feel now betrayed for there jobs getting gutted in order to appeal to potential illusive new player that may or may not stay.

    All this do´s is boost player counts in the short term while sacrificing long term sustainability.
    I for one will now renew my playtime and have given up on the game since the Dves made clear they Ignore the EN Forums while getting a very moderated view of the JP ones.
    Generally its the word of mouth and story that attracts new player. As for these new player picking a job, usually its base of from aesthetic and then once they play the job, its how their game play. It's about retaining new players once they try out the job.
    Hard rotation tend to sway away players that cant handle complexity.

    Sadly, there's just way too many jobs to balance now. So when fight design are made, sometime some jobs (job's specific skills that dont jive with mechanic, eg rdm can't do 2min burst because its consider as range and mechanic happen to have range resolve their mechanic from afar etc) are overlooked when mechanics are made in mind for the basic party comp (4 melee [tank/melee dps] + 4 range [healer/range dps]).

    The issue with old loyal player is that blm players are much less compare to other jobs. thus probably the dev would like to take the risk to evolve the job to be more new player friendly while hoping the old loyal blm player stays. (didn't happen the way they wanted at 7.0 launch...)


    Quote Originally Posted by Voidmage View Post

    Flare star has become a really nice feeling attack and I think it could potentially be a good compromise for the faster cast times.
    Instead of long casts I actually like us “supercharging” a strong attack and personally would like more of it through the ice phase which I was forever annoyed at how unwanted it was.
    For instance, imagine ice phase actually charging up flare for aoes or the ability to overcharge thunder in some form.
    I think that could be nice for BLM and give it back the feeling of power and skill expression.

    I was really disappointed with the changes but I am surprised myself at how little I miss the timer honestly.
    The problem is really mostly that the sceiling of the job is at the bottom right now imo.
    I like that idea of "supercharging". We all know in a blm rotation, we dont really like the ice phase because how weak it is. the introduction of xeno then ice paradox made the ice phase a little better to digest. but then they made the big mp gain base of from casting ice spell instead of ui and timer; it then forces the rotation to retain atleast 2 ice spell to regen all 10k mp.
    I hope they can expand on your supercharge idea, and perhaps give us like a upgraded bliz3 (BlizStar??) after using up 6 umbral hearts or the likes. thus atleast every 3rd ice phase, the bliz3 is souped up to be more powerful and more satisfying to use.
    (1)

  3. #3
    Player
    TheInsomniac13's Avatar
    Join Date
    Mar 2025
    Posts
    91
    Character
    Fufuka Fuka
    World
    Cerberus
    Main Class
    White Mage Lv 100
    As it stands right now the game do´s not feel like you are playing it anymore. Boss Health is just a timer which ticks down, tracking how long you have to play his pattern of Dance Dance revolution till the "fight" ends.
    Rotations are pitifully simple, the only reactionary decision making left in the game is for a Healer if you have party members that bath in every single mechanic for the lols and when I started out this game, I thought it rather simple but saw potential on how dungeon and boss encounters could evolve but sadly while progressing though the expansions I had to learn that the game went the exact oposed direction.

    Insted of giving dungeons and encounters interesting twists it´s the same over and over again. For mobs pull wall to wall and burn them down all at once. For Boss keep pressing your dedicated buttons and play it´s DDR.
    (4)

  4. #4
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,902
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I mean even MNK’s (admittedly very good) proper rework it got in 6.0 only lasted till 7.0. Who’s to say that they won’t give BLM a good 6.0 MNK style rework only to lobotomise it again in 9.0.

    Sure that’s a long way down the line and I doubt I’ll be playing by then but MNK was really the only bright spot in the rework space since 5.0 (PLD I feel like it has arguments either way, I fall on the side of preferring old PLD but it’s one of the few reworks I can see legit arguments for why new is better) and they somehow still ruined it in 7.0
    The only good thing about the paladin rework as having divine veil just be more functional and bulwark, sheltron changes (though i visually miss pressing it and seeing my character block you only get that with random/bulwark now). All the other "rework" changes felt like a spit in the face as someone who's stuck by the job.

    They didn't even try to make goring blade a "interesting button" I can understand maybe making it less strict but changing it into a Generic 60s burst button when we have magic attacks for burst made no sense other then they were lazy and didn't care about how old paladin players feel. Goring blade and atonement used to compliment each other as skills as atonement felt nicer when it wasn't as spammy (At least to me), they've tried to fix that with adding a few visual differences but honestly the new sword attack animations look outright bad and unfitting, atonement felt satisfying.

    Fight or flight is a Pointless cooldown, the entire point in having both FOF and Req was that they were separate bursts, you might as well merge both at this point the only reason its not is because they got to keep the illusion it's still there!
    (3)
    Last edited by Rithy255; 04-29-2025 at 11:31 AM.