I think this is one of the worst ideas... THE worst idea they came out over the last 6 months.
I'm all for giving classes more sense of uniqueness, that was definitely necessary.
But THIS way?
They should have taken this chance to give the game a bigger "FF-esque" feeling. They did an excellent job on that regard with 1.18 and 1.19, why not continuing the fantastic direction making this game feel even more FF-esque?
Spell names, spell tiers... I could even accept the single tier thing (it's ok for offensive magic, complicated to balance when it come to healing, but I could be ok with it all) but what about this terrible, ugly, homogeneization?
Each class gets ONLY 15 actions? EVERY class gets the same number?
What kind of crap is that?
Use 15 as an INDICATIVE number and give classes numbers that try to stay as much as possible close to that.
Why giving developers these boundaries, these limits? It's like they want to put themselves in chain, being FORCED to give every class 15 actions.
And the traits? What if a class feels fun, balanced and complete with just 13 actions and 9 traits? (after the removal of tiers).
No problem, we'll give it 2 useless traits and 2 useless actions, nobody will use them and they will be crap but hey, it's needed to reach the 15/11 numbers!
Wanna talk about Conjurers? They had SIX elemental spells and SIX debuffs, now they're getting just 3 elements... And Thaumaturges, all of a sudden and for no reason, after being the masters of life and death (light and dark spells) get 3 conjurer spells...
Maybe I need to cool my mind off a bit, but several days have passed already and that action list (even the couple of JOBs action, look like... nothing fantastic or that makes you want to scream: "hey! can't wait to try that!" or "can't wait to play with those!") with fixed numbers for ALL classes is just the biggest crap decision I read since the afterlaunch of the game.
Really... makes you wonder if they're trying to drive people away only to make them come back with 2.0.
After so many successful things achieved by Yoshi-P's team, despite high and lows, I totally didn't see this coming...
Someone help me cool down pleaseI was so excited and now I Feel this uncommensurable feeling of disappointment...
I see people crying over enfeebs but the problem is who the fuck really cares you can hardly see the effects of them anyhow, only the DoT spells was good @ one time but they was OP so they got nerfed, and slow barley does anything to ifrit. I kept slow on ifrit an whole fight and he still parses the same DMG on the tank lol
I really don't like what they are doing with Conjurer and Thaumaturge. I wish they would leave the classes alone and give Conjurer the ability to change between White Mage AND Black Mage, Thaumaturge should have a different job tied to it, something like Red Mage or Time Mage, anything that isn't a job the Conjurer should have.
That's definitely what they should have done, why linking each class to a single job anwyay? Pugil could have become THF and MNK for example, Archer could have become RNG and BRD, Conjurer could have become WHM and BLM...I really don't like what they are doing with Conjurer and Thaumaturge. I wish they would leave the classes alone and give Conjurer the ability to change between White Mage AND Black Mage, Thaumaturge should have a different job tied to it, something like Red Mage or Time Mage, anything that isn't a job the Conjurer should have.
But alas we're getting this... crap.
They could have easily sorted it with CNJ getting both WHM and BLM, but noooo they had to destroy both CNJ and THM.
And what is this 15 actions limit for each class seriously? CNJ and THM lost half of their spells, even if you don't take into account the multiple tiers.
Seriously... worst update since launch.
The initial idea of making classes more unique and standing out from each other, limiting the way you can equip actions from other classes with (almost) the same efficiency... those were all very good points and we could all agree something had to be done, but NOT this damnit!![]()
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... But Flood was the most awesome AM in 11 lol D:
These changes are just so strange and unpredicted I wish Yoshi-P would give us more information. We cannot give constructive criticism when we are all going WTFBBQ!?
I'm clinging to hope though, I'm giddy that we may end up seeing jobs like Time Mage down the line, and that while we only have a few abilities to 50, I'm wondering what we will get 50-100(?) to make up for it.
My concern is classes/jobs will be too trimmed down. For example, there were plenty of jobs in FFTactics, but they didnt really have many abilities. Whereas in 11 a lot of jobs were combined into 1 job which made it a bit more fun.
If I could get Time mage, i would gladly wait for bind/slow etc.
Please give me time mage SE, I miss it so
As for offensive water spells, not sure what the thought behind it is, but I imagine it could be that they've given water spells healing properties as others have suggested.
So no enfeebling spells?
Guess Pugilists are about to become pretty popular then having weapons with built-in debuffs. XD
Alchemist too if the debuff potions stay.
Just thought of something.
If cure magic does become water based, how will this effect the current elemental wheel?
AFAIK the elemental wheel is:
Lightning > Water > Earth > Lightning
Fire > Ice > Wind > Fire
So if there are no water based nukes, how will this affect the elemental wheel? Is it going to be completely redone?
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