Been waiting since the BLM lobotomization to see them confirm this was the direction they were taking every job. Now I have my answer. Guess I won't be picking up this next expansion. Enjoy your 1-2 button rotations, everyone.

Been waiting since the BLM lobotomization to see them confirm this was the direction they were taking every job. Now I have my answer. Guess I won't be picking up this next expansion. Enjoy your 1-2 button rotations, everyone.
Unfortunately, Evolved mode is useless because it won't change 95% of the game. All the core probleme are still here.
The community really need to wake up or he and his team is going to get away AGAIN for two more years.
Outside of the side dodge which is awesome, they really just made EW Summoner again with Bard.
Current bard has it's issues, but this isn't really a fix.

I'm going to pop my forum cherry to be a hater about one job shown during the dev panel. I think the idea of an evolved playstyle is cool. More ways for people to enjoy this game and play how they want is a good thing. XIV is an MMO that needs growth, especially after DT's drop in players, and one way to do that is make the combat more fluid to appeal to action MMO gamers who are willing to try a tab target MMO. My issue is that the DRG showcase reveals that they're letting their own ideas of class fantasy take root and override actual gameplay realities. The left, right, rear positionals are a crazy idea when we have a myriad of bosses (especially in higher end duties) where you are wanting to play in a very specific area for 30 seconds to up 2 minutes or having to participate in mechanics that make it very difficult to hit your other positionals. The difference between these and the 'reborn' system is the gap to hit rear/flank positionals are much simpler, even during times of strict movement. Say for example in Diamond EX during it's dog phase, depending on how his mechanics are playing out, you might not be able to hit one of his positionals under the new system without incuring a penalty that will hurt your team. High Jump is the solution to this, similar to how True North has acted. That being said it is simply a band aid fix for an inherent problem. The idea behind this new DRG is to create a movement heavy melee that embodies the idea of a spear toting knight blitzing around the battlefield at high speeds. The rest of DRG's kit fits this perfectly and by simply reverting this positional requirement to it's current system they can address this issue before it hits live. In fact, I'd go so far as to say that they should remove the positional true north ability of high jump and instead have high jump work it's way into a new resource spender. Watching YoshiP's highlight of the full 'rotation' of Evo DRG just gives the impression they went with the very first idea someone brought up and never bothered to playtest it before doing a live showcase. As someone who has mained DRG since starting the game in ShB launch, the last thing I really want to see is a reality where people who really enjoy evo DRG are excluded from parties because the current duty they wish to undertake does not allow the full range of movement the kit wants you to engage with.
Putting DRG aside though, I think the other changes are interesting. At the end of the day, everything we've seen is an early alpha at worst or a limited public beta showcase at best. Changes will come but I do hope the devs are willing to listen on this system. The last thing XIV needs is a complete overhaul to how it's jobs works and then get tossed aside by the .4 patch because they spread themselves too thin. Evo will require consistent upkeep to maintain a near parity with Reborn mode.
As a Savage raider I'm really not happy with the changes they discussed today. While I'm happy to see the two-minute meta go, I think turning every job into a selfish one that works the same regardless of party makeup is not the play. I also think it's genuinely laughable that they tried to stress that it isn't an "Easy" mode and then proceeded to demonstrate for like an hour how it is in fact an Easy mode. Having only a small handful of buttons that handle all of your actions and dynamically change based on what you're targeting just means that players no longer have to think about what they're doing or memorize their own toolkit.
And that's not even including the absolute insanity of trying to categorize tanks into main and off-tank roles based on who has a shield or not. I think they need significantly more feedback from people who actually play the game, and not the likely echo chamber that they're likely developing it within.
Evolved = dumbed down system with less keybinds for the modern lazy player.
Professional lurker.
So every job will be boring and basic like the reworked BLM and the "press the same button" types like the new SMN and VPR? That's horrible, ngl. I'm quite worried...
Some feedback i have
Macros, can we use a macro to use the situational form of a button? Like, if i use a macro to intervene and ally will that automatically swap to cover? Will we still have macro lag? (Probly not as big of an issue with less ogcds now tbh)
I want to be able to have the option to unmerge buttons like we do now, just a personal preference and i hope they accomodate. I like having many buttons even if others do not
Lastly, i'm personally not sure i like paladin being a main tank, since historically this has been the best offtank in the game frequently. i think they should swap paladin and warrior
Last edited by Reimmi; 04-25-2026 at 06:49 PM.

Not really. The goal is to have complex rotations still, but also with limited button bloat. So more interactive and transformative skills. It will probably be a job-by-job case.
One thing I am hoping is that things look simplified now, but, when it comes to fights, that will be where the kit really comes into it's own. Rather than fights being shaped around the 2 minute meta, the rotation shifts around the boss instead. Each job will have different ways to deal with different mechanics and that will have consequences for the rotation.
Really, we need more information, not only in other jobs so we can compare them, but also how they change the fights themselves.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote








