This is what's making me pull my hair out. People praise evolved jobs for "being different", seemingly just going by faith instead of actually looking at the footage.
The first thing you notice is that the showcase intentionally has long pauses between each "demonstration". So every time you see gameplay the jobs have had enough time to generate resources and for everything to come off cooldown, so the devs can press all the shiny buttons and make the gameplay look significantly more "involved" than it actually is. It's kinda like if I showed you current 7.5 Dark Knight gameplay but only the opener, and then waited until the opener was ready again.
The second thing you will notice when you actually look at the footage is that there is barely any difference in ability usage compared to now.
I'm just going to copy observations I've posted in other threads here.
This means, you have a "mini burst" that you need to do every 30 seconds, consisting of 3 positionals (left flank, right flank and back), with a follow-up oGCD after each of them.Your filler is still just a 4 step combo, but now you press the same button. It generates nothing, it interacts with nothing.
You have a "gauge" that just fills by existing every 10 seconds.
You spend that gauge on either the left side attack or the right side attack, each giving you a "continuation style" oGCD afterwards.
You need to do both to unlock the 3rd attack which seemingly gives you another glowing GCD follow-up.
You have an oGCD jump on a 3 stack system and 20 second cooldown that lets you ignore positionals and fills your other gauge. (And it does literally nothing until it's "full" after 3 jumps.)
That gauge lets you go into your burst, which is just Stardiver into another 4 step combo on a single button and it unlocks the PvP jump.
You have a "main burst" every minute where you do your Stardiver combo.
In-between those you just spam your 1 filler combo button.
And then you also have Sky High after your burst every minute. Obviously has potential but only if fights allow for it, in most scenarios it will probably just end up being a "quirky" big damage weaponskill.
So how exactly does this look "different" from what we currently do gameplay-wise?



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