Quote Originally Posted by Kiote View Post
A list of things to fix for these Class Overhauls:

Lancer is supposed to be a Dragoon, not a Dark Knight.

Conjurers do not have enough offensive abilities for Solo.

Reactionary Skill(Phalanx, Haymaker, Fracture and Feint) should not be class specific.

Mages do not have enough spells. Mages should always have more skills than Melees

There is a severe lack of Enfeebling Magic.

Classes are too closely aligned with Jobs. There should be a noticeable difference between the two.

Puglist Elemental Skills will not be effective in Combat against the Majority of Creatures in Game. (Low Damage + Elemental Resistance = Lower Damage)

Archer's Bow should not be an Auto Attack.

Yeah, I totally agree with most all of these, except the first and last. I don't think they've stepped outside of any boundaries so far in their LNC/DRG design. As more lore rolls in, I'd expect it will feel like a more appropriate fit. And, having ARC as my first 50 since launch, I've always wanted an option for ranged auto-attack. It would be great if it's toggleable, but even if it's not, I'm sure simply turning around and not facing the target would stop auto attack, much like a melee would do if needed to quickly stop dmg. ARC, especially since 1.19, needs all the TP it can get at this point.

The rest of the post is spot on, based on what has been currently announced. I am a mage at heart from XI, and primarily play CNJ in XIV, but these reforms to mage classes definitely leaves me unenthusiastic about our future. It's almost as if they just blended all the classes together to have all similar playstyles.. with just different actions. Mage and Melee have always been two completely different "feels" with completely different playstyles, and Dev's are kinda taking away from that by putting all the classes on the same linear setup. Though I have to admit, some of the melee classes seem alot more appealing due to these reforms as well.