Quote Originally Posted by Zered View Post
No it wouldn't be horrible. They can add different abilities that actual do stuff instead of Single target attack #1, #2, #3, #4,#5,#6. Are we really going to pretend this is engaging gameplay?

In WoW you have an aoe that does slow, an aoe that does pure damage, a quick single target shot, a slow single target shot, a slower but bigger single target shot, mechanics to proc instant casting or mobile casting, crowd control abilities, defensive abilities, debuffs, buffs, utilities like evasion or cleanse or buff steal, etc. You use them all as appropriate as the combat situation changes and as enemies take certain actions.
WoW's closest analogue to DRG are the Arms/Fury Warrior specs, both of which center around hitting the equivalent of Lance Charge then spamming 2-3 single target attacks on cooldown until it's time to do step one again. The "combat situation" changes that very little. Of course there are classes with more going on than that, but the game isn't the universal paragon of deep class design that you're making it out to be.

I totally agree that FFXIV's job design is currently in an awful state, but FFXIV jobs don't need to become WoW classes, they need to return to their own roots. Feedback demanding jobs turn into totally different jobs is a significant factor in what got us here to begin with.


Quote Originally Posted by Zered View Post
You know what's funny? Pvp only has 6 class skills and 6 pvp actions and it is more engaging and dynamic than regular gameplay. Each button does a unique thing. You decide to go in or dip out, block damage, heal up, stall, LB, regular damage, burst damage, etc. So few buttons but so much strategy and engagement. You can dive into a crowd and kill someone and somehow make it out alive by playing your cards right.
That is because you're fighting real people. Those same kits immediately become incredibly boring when you're playing Shatter and hammering 1111111211111111 on a block of ice.

The lesson SE should learn from the success of the PvP kits isn't that jobs should all have four buttons, it's that giving each job unique and engaging gameplay unlike all the other jobs is very fun. That used to be the case in PvE as well.