My only personal fears and my general wish for White Mage is please let me keep my Asylum and Afflatus Misery pleaseeeee
My only personal fears and my general wish for White Mage is please let me keep my Asylum and Afflatus Misery pleaseeeee


80% is being extremely generous yeah. It's probably closer to 85% given how many complete clowns get carried through savages and ultimates. Probably not a lot of non-raiders out there rocking necromancer to compensate.
Refer back to my earlier statement. The assumption that only savage and ultimate raiders care about the intricacies of PvE combat, and the "other 85%" are completely fine with whatever thoughtless garbage gets shoveled into their mouths as long as it's shiny, is asinine.
I've seen more turbo casuals quit over the job gameplay being mindless and flat out boring than I've seen hardcore raiders, because the former don't even have the encounters to keep them engaged.
I would understand to have less buttons as clean up, to be ready for future expansions or to have it more casual.
But with 1 button now having 2 or even 3 skills, this gets more complicated than ever? Instead of 24 skills we now get 16*2?
Do I now have to know off the top of my head what skill appears if i press a button?
Casuals won't like this and the hard core gamers already complain about not splitted skills, so where's the improvement with evolved mode?
Glad someone else saw this too. I was stunned when I saw the leg-sweep/interjection combination on the Evolved Tank.
I have often used a tank in Duty Dungeons or Deep Dungeons where I needed to use one of these skills on one enemy and the other skill on a second enemy in close proximity or within the same multi-pull, and in different orders. Let's say you are fighting a mimic as a WAR and decide to set off an explosion trap. The trap hits the mimic and a second enemy (and yourself too). If you wait too long the second enemy will begin rejuvenating its health. I stun the second enemy to engage it while delaying its auto-attacks and then I need to interrupt the mimic to stop infatuation. What if I need to interrupt the mimic (who is silver and also stunnable) just before stunning that second enemy who is only stunnable and about to one shot me EO style? Leg Sweep and Interjection are separate skills for a good reason.


Cool, I know 0. Anecdotes!Refer back to my earlier statement. The assumption that only savage and ultimate raiders care about the intricacies of PvE combat, and the "other 85%" are completely fine with whatever thoughtless garbage gets shoveled into their mouths as long as it's shiny, is asinine.
I've seen more turbo casuals quit over the job gameplay being mindless and flat out boring than I've seen hardcore raiders, because the former don't even have the encounters to keep them engaged.
I'm not a fan of removing Synergy Actions (damage buffs and debuffs) outright. I think what your job brings to the party is an important part of not just job identity but job fantasy. Not every one wants to just be doing big numbers, some people have more fun supporting others so they can do bigger numbers. Quite a few jobs are appealing because they provide damage support for the party (AST, DNC, etc) and lets people enjoy the role of being a support, I certainly enjoy providing my allies damage buffs and have played many other MMOs as supporting jobs and classes. I think there is still room for Synergy Actions while avoiding the failings of the 2 minute meta.
The current issue with Synergy Actions is that they all align within a 2 minute cooldown while having short durations, forcing players to squeeze all their bursts into a small window. One solution is to simply have massively long durations like WoW has. A simple but boring solution. I think a better solution would be to have buffs and debuffs last as long or longer than their cooldowns. A buff on a 60s cooldown with a 60-70s duration. This means the buff is active 100% of the time but still requires some upkeep during fights and it doesn't have to be a single button press. DNC do their dance steps, NIN use a certain mudra chain, AST collect certain cards. Use unique upkeep mechanics to keep them interesting and maintain dmg buffs throughout a fight.
I hope they don't give up on buffs and debuffs. It's a different gameplay style that adds job variety and there is a reason support jobs and classes are still a staple in gaming abroad.
I just learned about this today, and I like it for the button reduction.
I play on a 44 key keypad. With two keys assigned to Shift and Space, it leaves me with only 42, forcing me to have two action on shifted keys on my Ninja. If it frees up enough buttons to let me to have all unshifted keys. I'll be happy.
|
|
![]() |
![]() |
![]() |
|
|
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






