In summary: 5.0 releases a very weak, carpal-tunnel inducing, High APM with equally conflicting pressure (cards versus healing), a completely foreign card system that threw away the lore of the cards and capacity and utility to save the party in a pinch for high raid performace and leader board numbers (the random fate aspect was like one of the main hooks of the job), and the buffs took way too long to be implemented.
Added to the overall extreme simplifications, and the role is literally only active when players are new or just phoning it in and going through the motions because of the stark difference in just encounter & job designs, add in like two new jobs and trusts, and that's resulted in a hlr exodus to roles that literally feel like way better designed to keep players interested in playing them. And, TBH, every tank but PLD feels like that as well, IMO.

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