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  1. #81
    Player
    Ninaran's Avatar
    Join Date
    Feb 2026
    Location
    Limsa Lominsa
    Posts
    28
    Character
    G'milo Tia
    World
    Phantom
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Ankhira View Post
    I also just noticed I see no assize in the demo... I'm sad
    Aw no, really? That is my favorite ability for WHM.
    (1)

  2. #82
    Player
    Ankhira's Avatar
    Join Date
    Mar 2025
    Posts
    211
    Character
    Ankhira Autumnsong
    World
    Zodiark
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ninaran View Post
    Aw no, really? That is my favorite ability for WHM.
    Yeppp It might still be there in reborn mode at least..
    (0)
    That was fun! I'm going to take a 21 hour nap now~

  3. #83
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,605
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Ninaran View Post
    Aw no, really? That is my favorite ability for WHM.
    Quote Originally Posted by Ankhira View Post
    Yeppp It might still be there in reborn mode at least..
    Holy Sanctuary (the damage refund) appears to deal damage and also heal, so I guess they baked Assize's functionality into that somewhat. It's also an AOE around the enemy rather than yourself, so it's more controllable in something like Deep Dungeon
    (0)
    #FFXIVHEALERSTRIKE
    Healers feel like they've fallen behind the times, designed for a game that no longer exists. I believe SE can update Healer designs to better fit the modern raiding environment they're now creating, offering optimizations for players to master, while still remaining accessible to new players to the role, all while enhancing Job Identity of each Healer by creating a unique gameplay loop for each individual Job in the role. A 'Role Reborn', if you will. https://forum.square-enix.com/ffxiv/threads/504892 is my attempt to prove this belief is not only 'possible', but a very achievable goal for SE

  4. #84
    Player
    ZephyrMenodora's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    2,441
    Character
    Zephyr Menodora
    World
    Zalera
    Main Class
    White Mage Lv 100
    I'm curious if some jobs will end up losing some animations in the culling of buttons. Even if they replace Assize's effect somewhere else....the movement is just...gone?

    I'm curious to see how much is lost between all the jobs I play or how it ends up feeling aesthetically as well as functionally.

    I'm already a bit alarmed at losing some casting animations as someone who plays, well, casters.
    (0)

  5. #85
    Player
    VeyaAkemi's Avatar
    Join Date
    Nov 2022
    Posts
    1,161
    Character
    Veya Akemi
    World
    Marilith
    Main Class
    Viper Lv 100
    Quote Originally Posted by ZephyrMenodora View Post
    I'm curious if some jobs will end up losing some animations in the culling of buttons. Even if they replace Assize's effect somewhere else....the movement is just...gone?
    This is honestly my biggest concern and I don't love the idea of losing out on Afflatus Misery even if the exact same effect still exists, and my current *hope* is that the skill glamour system they announced will account for this in terms of feeling, that is, allow us to skin Afflatus Misery over Totally-Not-Afflatus Misery.
    (5)

  6. #86
    Player
    Sunhwapark's Avatar
    Join Date
    Oct 2017
    Posts
    665
    Character
    Dear Boy
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    I do like the idea of skill skins, I am wondering why they hadn't done them sooner.
    I remember there being quite a few in Aion when I played that a lot.

    Hmm, now I am a bit worried they might try and re-sell us something like Aero III's staff twirling animation.
    (0)

  7. #87
    Player
    Aidorouge's Avatar
    Join Date
    Apr 2024
    Posts
    802
    Character
    Buzam Aidorouge
    World
    Excalibur
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Supersnow845 View Post
    I’m not saying you are wrong but I really don’t trust the devs to made 23 evolved jobs, retain the 21 reborn jobs and specifically tailor encounters to always ensure the reborn jobs are just worse enough to always want to pick the evolved jobs but to not make the reborn jobs unplayable that doesn’t amount to anything other than a slight damage nerf

    Like I used SCH because everyone knows spreadlo’s effect on the game meta but like what about current mechanics where cure 3 has a niche? Anytime you split the party cure 3 has a niche as it’s WHM’s only distance AOE heal. As soon as cure 3 makes a mechanic easier then 3% nerf on damage becomes a small price to pay
    They've always made jobs dance to the tune of encounters though, so unless they're radically changing fights too, then its the same cadence but two different approaches to it. The fact that the next 2 jobs don't even have reborn kits would suggest they aren't planning to keep reborn mode around forever, or we don't know how they'll retool skills along with giving us new ones from 101-110. Cure 3 may not even exist in Evercold, or it has its effects/range changed, reborn versus evolved, so everything we know now may not apply anymore.

    It's less about making reborn jobs unplayable and more about not going out of their way to accommodate them after a certain point, or how evolved might be objectively better in certain future encounters (while reborn remains neutral, neither a boon or a bane) or that other types of content may benefit more from evolved. Right now we're only thinking in terms of raiding, but what about Deep Dungeons or Field Operations, what if evolved allows easier play or unexpected synergy than reborn ever did?

    We know they're changing open world content too, where depending on what they do with that, reborn kits may be functional but not necessarily optimal in Evercold's open world. Skill syncing is also changing, where they already plan to give evolved jobs a different road to getting all their signature skills by 50, whereas reborn jobs may not see any variance from what they have now. Even something as simple as "evolved DPS jobs get AOEs before reborn ones" is technically a "did more DPS in our testing" because we don't know the what, where, and when of their mystery metrics. And arguably, making reborn jobs continue to wait for their AOEs in that example is still "functional but not optimal" because those jobs have been doing that lower level content as they are for years, so in their eyes at least, there's nothing wrong with this picture.

    I'm also curious how this is going to affect NPCs. Are Duty Support/Squadrons/Trusts also being changed to evolved or kept as they are? Even as things stand all of them are using different kits from each other with DS using current reborn kits but no AOEs, Squads are still using skills from before Shadowbringers, and Trusts use varied reborn kits with some uniqueness. We also know they're going to allow people to use NPCs while partied with other people (even if its just duos with 2 NPCs) so all the more reason they may revise NPC kits, and what would be more ideal for their limited AI than a evolved kit with fewer skills to keep track of yet still impactful enough to allow effective, if still slow, progress?
    (0)
    Last edited by Aidorouge; 04-28-2026 at 08:44 PM.

  8. #88
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    4,224
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    It’s also interesting how showcases of PLD, DRG, and BRD are at worst a sidegrade to current iteration(?) seeminly, but when it comes to WHM, they put far more emphasis on “We have made this easier…”
    (0)

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