Congrats SE.
I think you did a fantastic job with this expansion, as even someone as cynical and jaded as myself has found the latest expansion exciting to play.
I would personally like to commend the additions and adjustments to The Hunt, my favorite aspect of the game.
I would still like to see a level sync implemented for all S ranks but that is a topic for another day.
However, in spite of my enjoyment of the game, some of the combat changes are really making me feel sour.
I feel that tanks and healers were homogenized and simplified in the pursuit of balance and accessibility, and I feel some efforts to that degree were taken too far.
Tanks seem to have lost a lot of identity in regards to skills(E.G. Shield Swipe and Power Slash) and traits(E.G. War's HP, DRK's haste) and while they still exhibit play style differences, they feel a lot more similar to play than I remember in Storm blood.
Additionally, DRK seems to suffer in the balance department.
DRK has lost a lot of it's speed, and MP generation is still a issue that the other tanks don't have.
To be Frank, I also feel the current state of Dark Missionary, Dark Mind and Living Dead are flat out unacceptable.
I don't mind the former two damage migitations being limited to magic only(I'd prefer it honestly in leu of job identity), but they need to have at least some advantage to the other similar cool downs for tanks.
As it is now, DRK is physically weak, and not magically strong.
As for Living dead, I feel a move that out flat out kills you if it's non self-sustainable requirements aren't fulfilled doesn't suit this game, period.
I don't play Healers, but Ilam emphatic to all the complaints I have been hearing.
Designing harder encounters to greater emphasize healing is nice, but I don't feel pruning a lot of DPS options is healthy for the game.
Thoughts fellow eorzeans?
Please discuss.