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  1. #21
    Player
    Vrankyl's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    603
    Character
    Tsenno Se'senovoto
    World
    Mateus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Valence View Post
    I actually think bringing PvP into PvE would literally save PvE, but that cannot happen with only changes on the job's side else we just end up playing pvp on dummies, which is incredibly boring (see Shatter).
    PvP is engaging because it's not all about spitting out damage on a target that barely interacts while dancing around dodging mechanics totally unrelated to what your job is doing.
    PvE would need a serious rework to bring actual variables to its gameplay that do interact with the jobs in meaningful and unique ways.
    That is indeed the problem. In order for evolved mode to work PvE fights need to be faster more chaotic (and honestly the GCD dropped down to at least 1.5 sec if not 1 sec like WoW and GW2). Unfortunately, because Reborn will be sticking around and will be able to complete content too I find this highly unlikely to be something that happens.
    (0)

  2. #22
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    506
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    I do not think Evolved Mode is really about job identity.

    I think it is more about keeping some job flavor.

    For example, if we say Dragoon has dragon flavor or directional attacks like flank or rear, Monk also has positionals. So what really separates Monk from Dragoon? Is it only the rotation?

    To me, rotation alone is not enough.

    This is the same issue with Warrior and Dark Knight. They can end up feeling too similar, with only rotation changes separating them, while the skills and general structure still feel very close.

    That is the part that concerns me.
    (1)

  3. #23
    Player
    HammAndCheese's Avatar
    Join Date
    Aug 2025
    Location
    Limsa
    Posts
    169
    Character
    Hammy Fields
    World
    Sargatanas
    Main Class
    White Mage Lv 100
    Quote Originally Posted by BabyYoda View Post
    I do not think Evolved Mode is really about job identity.

    I think it is more about keeping some job flavor.

    For example, if we say Dragoon has dragon flavor or directional attacks like flank or rear, Monk also has positionals. So what really separates Monk from Dragoon? Is it only the rotation?

    To me, rotation alone is not enough.

    This is the same issue with Warrior and Dark Knight. They can end up feeling too similar, with only rotation changes separating them, while the skills and general structure still feel very close.

    That is the part that concerns me.
    I see your point but I don't think positionals define any of the melee's unique flavor, because they all have them. A dragoons flavor is their jumps, a monk their forms, Ninja their mudras, etc. It is yet to be seen how the melees differ from each other but based off of new dragoon they've put more focus on jumps for dragoon, and one even ignores the next positional, similar to true north but just a single action, and they had 3 stacks of it iirc. I agree in not wanting them to all feel all the same but I don't think any of them are going to lose their positionals, melee need something to have to pay attention to. I'm just basing this next point off of how PvP jobs were formed (same dev) but I'm pretty confident that all the jobs will feel pretty unique in how they function and they won't feel too similar while also showcasing more of their flavor and job identity. It's still pretty wait and see but your base concern is also mine, I don't want all the jobs to feel the exact same when playing.
    (1)

  4. #24
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    506
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    Quote Originally Posted by HammAndCheese View Post
    I see your point but I don't think positionals define any of the melee's unique flavor, because they all have them. A dragoons flavor is their jumps, a monk their forms, Ninja their mudras, etc. It is yet to be seen how the melees differ from each other but based off of new dragoon they've put more focus on jumps for dragoon, and one even ignores the next positional, similar to true north but just a single action, and they had 3 stacks of it iirc. I agree in not wanting them to all feel all the same but I don't think any of them are going to lose their positionals, melee need something to have to pay attention to. I'm just basing this next point off of how PvP jobs were formed (same dev) but I'm pretty confident that all the jobs will feel pretty unique in how they function and they won't feel too similar while also showcasing more of their flavor and job identity. It's still pretty wait and see but your base concern is also mine, I don't want all the jobs to feel the exact same when playing.
    I agree with you that positionals alone do not define melee identity.

    Maybe my example was not the clearest. What I meant is that flavor by itself is not enough if the actual gameplay structure still feels too similar.

    Dragoon having more focus on jumps is a good direction. Monk having forms and Ninja having mudras are also good examples of job identity when they actually affect how the job plays.

    I was also hoping for something deeper around how each melee job interacts with the enemy’s defenses. Not just “all melee have positionals,” but different ways for each job to break or pressure the enemy’s armor/defense in order to activate certain skills or rewards.

    That kind of system would make melee identity feel more gameplay-driven, not only based on positionals or visual flavor.

    I do not think they showed something like that yet, but maybe we will see more in the next keynote or future job previews.

    My concern is mainly when identity becomes only visual or thematic, while the gameplay underneath still feels too close between jobs.

    So I agree with your main point. I also do not want all jobs to feel the exact same when playing. I just hope Evolved Mode gives jobs different gameplay logic, not only stronger flavor.
    (2)

  5. #25
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,370
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by StarryVera View Post
    Except they aren't? BRD is actively losing utility, tying effects to damage limits use and forces them to be used at awful times because you have to keep the GCD rolling to do anything, and if you are overcapping and not collecting all 3 coda you are trolling by choosing to do less damage (the only thing that matters in this game). If the effects were separate from the songs, sure, but they sure as hell aren't from what we saw.
    I kinda feel like that unfortunately goes back to feed into the excel spreadsheet planning of every savage fight in XIV: find the rotation that works best for a fight and memorize it to death, much like you'd memorize when you use your mitigations, or when you can use your instant casts for uptime.

    Boring, but a lot of raiders like this so...

    Quote Originally Posted by Vrankyl View Post
    That is indeed the problem. In order for evolved mode to work PvE fights need to be faster more chaotic (and honestly the GCD dropped down to at least 1.5 sec if not 1 sec like WoW and GW2). Unfortunately, because Reborn will be sticking around and will be able to complete content too I find this highly unlikely to be something that happens.
    I don't think they need to get necessarily faster or even more chaotic (even though more randomness would definitely be appreciated). If there is still no variables beyond damage that the jobs can interact with, then it's still gonna result in everything being designed as a hammer to hit the exact same nail on the head.

    I don't want to suddenly have the GCD go to spastic levels of carpal tunnel to even emulate some manner of complexity. If people want that they already have jobs on a 2s GCD or less, or jobs literally spamming OGCDs like VPR on top of it. But it doesn't even start addressing the real issues.
    (0)
    Secretly had a crush on Mao

  6. #26
    Player
    Vrankyl's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    603
    Character
    Tsenno Se'senovoto
    World
    Mateus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Valence View Post
    I kinda feel like that unfortunately goes back to feed into the excel spreadsheet planning of every savage fight in XIV: find the rotation that works best for a fight and memorize it to death, much like you'd memorize when you use your mitigations, or when you can use your instant casts for uptime.

    Boring, but a lot of raiders like this so...



    I don't think they need to get necessarily faster or even more chaotic (even though more randomness would definitely be appreciated). If there is still no variables beyond damage that the jobs can interact with, then it's still gonna result in everything being designed as a hammer to hit the exact same nail on the head.

    I don't want to suddenly have the GCD go to spastic levels of carpal tunnel to even emulate some manner of complexity. If people want that they already have jobs on a 2s GCD or less, or jobs literally spamming OGCDs like VPR on top of it. But it doesn't even start addressing the real issues.
    A 1 second global cool down is hardly spastic. In fact it is pretty much industry standard. FF14 has always had a pain point of combat being ungodly slow. Iirc the MMO with the next slowest GCD is Runescape at 1.5 seconds. If anything, this is the time to bring FF14 in line with other MMOs.
    (0)

  7. #27
    Player
    Khutulun's Avatar
    Join Date
    Jul 2024
    Location
    Gridania
    Posts
    68
    Character
    Khutulun Goro
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    I am really unsure about Evolved right now. I need to see more jobs within the same role so I can actually compare them. Seeing one MT, one melee DPS, one ranged DPS, and one healer honestly told me really little in terms of how class identity may be helped.
    (2)

  8. #28
    Player
    DBriggs304's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    758
    Character
    Fu Soya
    World
    Excalibur
    Main Class
    Red Mage Lv 55
    It is simply dumbing down for the Switch.
    (1)

  9. #29
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,613
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by BabyYoda View Post
    This is the same issue with Warrior and Dark Knight. They can end up feeling too similar, with only rotation changes separating them, while the skills and general structure still feel very close.
    These two used to feel pretty different from one another, a long time ago. Then SE turned DRK into WAR2, which itself was turned into PLD2 a few patches earlier.

    Point is, I'm not entirely convinced that we 'need' Evolved Mode as a system, to have individuality in the Jobs
    (2)
    #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

  10. #30
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,318
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by BabyYoda View Post
    I agree with you that positionals alone do not define melee identity.

    Maybe my example was not the clearest. What I meant is that flavor by itself is not enough if the actual gameplay structure still feels too similar.

    Dragoon having more focus on jumps is a good direction. Monk having forms and Ninja having mudras are also good examples of job identity when they actually affect how the job plays.
    This is the important part, they need to actually play differently.
    I could not care less how many jumps Dragoon has if they're all just fire-and-forget damage oGCDs. When the only differentiating factor is how the jobs look visually while going through the same motions we have a problem.


    Quote Originally Posted by ForsakenRoe View Post
    These two used to feel pretty different from one another, a long time ago. Then SE turned DRK into WAR2, which itself was turned into PLD2 a few patches earlier.

    Point is, I'm not entirely convinced that we 'need' Evolved Mode as a system, to have individuality in the Jobs
    I think not even the devs are convinced we "need" Evolved mode, which is one of the two reasons they're keeping the old system around for now.
    (3)
    Last edited by Absurdity; 05-01-2026 at 04:16 PM.

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