

Do away with them altogether. They're all just simply filler and serve to create a raid scene where job diversity is too strict as it is now.



Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker
Mechanics are Aesthetics. Graphics don't make interesting gameplay.



removing the res wont open up job diversity it just makes jobs simpler(unless they are replaced with a "this job damage up debuff on the boss")
but PLD,Warrior,Ast,Sch,Mnk/Nin,Bard and Drg are basically stuck in with what they bring with there current iteration since they bring so much more then every other class/of there role
Last edited by Duskane; 10-14-2018 at 09:50 PM.



Personally, I like the premise, concept and idea behind the system... my DRK job could use a couple of those PLD skills and I'm still infuriated that Psyche was removed from BLM for 4.0; thus, placing me at the mercy of those few healers who cannot properly perform their jobs.
I'm eager to see how the system will be revamped in 5.0.


Not entirely. By removing the Res debuff s you open up to other jobs that you wouldn’t normally take(SAM, BLM) and do a check on the current meta jobs come 5.0 so that they aren’t underselling the rest.removing the res wont open up job diversity it just makes jobs simpler(unless they are replaced with a "this job damage up debuff on the boss")
but PLD,Warrior,Ast,Sch,Mnk/Nin,Bard and Drg are basically stuck in with what they bring with there current iteration since they bring so much more then every other class/of there role



Adding them to the Ranged DPS and all of the tanks accomplishes the same thing. Either or works. I'm for keeping them and adding them to all the classes that need them as it still has benefits in certain fights where you can exploit AoE debuffing with them. Think of a jagd doll-like mechanic from A4S, where they're each taken by a DPS, but instead of taking the adds to be eaten, you're pulling them together sometimes to avoid getting them hit by certain mechanics. It benefits Multi-dotting as well where applicable, though this only would really apply to BRD, admittedly.
Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker
Mechanics are Aesthetics. Graphics don't make interesting gameplay.



Theres really nothing wrong with Taking a Samurai or BLM now.
They will always have a stigma about them since they are greedy DPS,
So they will always be "underselling" unless they are given party wide buffs like the "meta" DPS that ruin the purpose of the job or make them extremely busted and "meta" shifts in favor of them .
Given that so called selfish DPS, that are designed around pDPS instead of rDPS contribution, can be just as effective if played well.
It's ironic that they're excluded from the meta by other players who want classes with buffs in order to boost their own pDPS.
Seems they're the selfish ones.
The recent update turned them into what I expected them to be from their announcement. You level a tank to 15? Bam, provoke. No questions asked. Fights are balanced around protect? Sure, every healer gets protect, no problem.
When it was released and we could only juggle 5 abilities in the name of "choice" and "customisation" I was very disappointed, especially because there were some mandatory skills in there leading to dumb protect macros. As it stands now, having the role action pool just being for things you actually need to do your job in a general sense is a fantastic change. The only issue now is what's in there. Do we need Break? Are they going to make a fight this expansion where it's useful? I feel they could replace that with something else.
But overall I like how it's sitting right now.
I'd hope they dont balance fights under tge assumption everyone has every role action available.
Even with 10 slots, its not viable for controller isers to use them all, i ceetainly dont have break on my xhotbars.
Protect is an issue in itself, its not necessary at all, the defence boost is minescule and make no noticable difference in casual content (non savage) and even if it did, its a pointless skill that only exists for the sake of it.
It needs to go, rebalance the latest trials if necessary, but it doesnt serve a purpose besides causing irrational anxiety when its not active.
Give it back to WHM with a buff, they need mitigation before level 66.
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