


			
			
				Honestly I felt like this when we went from 60-70, then i got to 70 and I had plenty of buttons to push and buffs to manage.I haven't passed judgement yet as far as being "bad", but with some jobs the amount of abilities that were culled is jarring. I have a hard time even completely filling my Machinist Cross Hotbar with skills when it was packed before. I don't mind the simplification of things in some regards, but in others I feel like they stripped so much that we are traveling the path of "everything just does the same thing with different animations". It's next-level homogenization.
WHERE IS THIS KETTLE EVERYONE KEEPS INTRODUCING ME TO?
That is kinda how I felt leveling up Red Mage. It feels completely unfinished and sometimes even boring. Then you get your full rotation and your finishes at 70 and it's all glory from there.I haven't passed judgement yet as far as being "bad", but with some jobs the amount of abilities that were culled is jarring. I have a hard time even completely filling my Machinist Cross Hotbar with skills when it was packed before. I don't mind the simplification of things in some regards, but in others I feel like they stripped so much that we are traveling the path of "everything just does the same thing with different animations". It's next-level homogenization.



			
			
				You shouldn't "wake up" to a different set of abilities. It should be a natural progression, like your character is learning, not like he/she has dementia.

			
			
				I'm pretty happy with the DRG changes so far. Chaining Disembowel and Chaos Thrust from True Thrust instead of Impulse Drive feels a lot better, and I will happily dance upon Heavy Thrust's grave. They also changed Blood for Blood to Lance Charge, getting rid of the increased damage taken debuff. Only changes I'm disappointed about is Spineshatter Dive no longer procing Mirage Dive and Elusive Jump losing its aggro dumping mechanic. Granted, I'm thinking entirely about the Lv 70 DRG quest for the latter, so if the fight compensates for no longer being able to dump aggro onto the guy you're doing the fight with, I won't have a problem with it.


			
			
				I am not seeing the changes as being doom and gloom as many are, but I do feel they unnecessarily changed things. The we have to change stuff every patch to keep it fresh is honestly a negative in my eyes at least in terms of battle system.
As for oversimplification, It is almost always a major negative over time in a mmo, it becomes a cancer that eat away at all the jobs. It is considered by many to be one of the major issues in Current WoW the classes all those their souls more or less. SE needs to not fall into that trap. Some complexity/micro managing is a good thing/required for a good game in the end, I am waiting to get to endgame to pass judgement on the current system as a whole.
ATM Whm is playing more or less then same, lost some things but overall still feels the same to me. But players in my guild are echoing sch is drastically changed for the worse. Worse healer and horrible dps compared to before. Ast ppl seem mixed about.

			
			
				SQ evidently already embraced the holy trinity to ward against complexity and choice:I am not seeing the changes as being doom and gloom as many are, but I do feel they unnecessarily changed things. The we have to change stuff every patch to keep it fresh is honestly a negative in my eyes at least in terms of battle system.
As for oversimplification, It is almost always a major negative over time in a mmo, it becomes a cancer that eat away at all the jobs. It is considered by many to be one of the major issues in Current WoW the classes all those their souls more or less. SE needs to not fall into that trap. Some complexity/micro managing is a good thing/required for a good game in the end, I am waiting to get to endgame to pass judgement on the current system as a whole.
ATM Whm is playing more or less then same, lost some things but overall still feels the same to me. But players in my guild are echoing sch is drastically changed for the worse. Worse healer and horrible dps compared to before. Ast ppl seem mixed about.
- Lowest common denominator scope
 - Homogenization
 - Streamlining/simplification
 
A few examples:
- For me GNB plays like all other tanks with slight alterations here and there without anything noteworthy
 - DNC is a RNG-class: press a tiny amount of buttons hoping to hit the 50% chance to unlock your other abilities
 - SCH losing Selene, which offered a support choice, and now you have 2 faries both offering the same boring theme of "heals, shield, mitigation"
 - AST went from having strong cards for different situations to "Here have your 6% or 3% damage buff"
 
The trinity system does not limit complexity nor choice. The proof of this can be seen by looking at the launch of both WoW and FFXIV:ARR and both of their first expansions.
None of these are a result of the trinity system. I won't disagree that these changes are bad decisions, however.A few examples:
- For me GNB plays like all other tanks with slight alterations here and there without anything noteworthy
 - DNC is a RNG-class: press a tiny amount of buttons hoping to hit the 50% chance to unlock your other abilities
 - SCH losing Selene, which offered a support choice, and now you have 2 faries both offering the same boring theme of "heals, shield, mitigation"
 - AST went from having strong cards for different situations to "Here have your 6% or 3% damage buff"
 
I personally find it strange in that their way to make all jobs as balanced as each other is to effectively neuter them while simutaniously making each class in a job role feel far to similar to each other. Having some depth isn't exactly a bad thing, but classes like the Dancer really showed me a prime example of how not to make a new class, it's bad enough in that you only really use 5 skills in single target combat, but when 3 of them are down to a 50% RNG chance (with 1 of them also being a 50% chance to activate from a previous skill having a 50% chance to activate) it just gets old really quick, sure the class it self has some fancy animations and skill effects, but when I'm effectively pressing 1,2,1,2,1,2 for some period while waiting for a proc...
I kind of feel sad that I've gone from my Ast and back to my Whm because of how the Ast has been killed off in form of any complexity with its cards, such a small buff (6% damage) does not feel satisfying to dish out, especially when that's literally all you can offer, not even an increased timer, or share it with the squad for a half effect, what we get instead is a 3 minute cooldown skill that also offers 6%, basically I just felt like a watered down WHM in the only difference being the way it heals, but yet the bigger aoe heals are all tied down to pre-casting them to get any usage out of them, and while I would be fine with that if the rest of the ast complexity existed with its cards for more rewarding play, it shamefully doesnt anymore so I'd rather just go with the sure thing and play whm.


			
			
				I don’t want to lose class identity but I am pro pruning. I know that is an unpopular opinion but I have quit this game in the past because I found it physically unpleasant to play.
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