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  1. #41
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Gruntler View Post
    You should use it more--it's better than the alternative when you have longer movement. You should also not ignore Displacement.

    These are part of RDM's skill expression, and knowing when to use and not use them is part of the way to differentiate between a 12k dps RDM and a 20k dps RDM.
    While it's true that displacement should be used when possible, it's extremely silly to suggest that using engagement over displacement or reprise usage has anything to do with the gap between a 12k and a 20k RDM. A 12k RDM either has absolutely terrible gear, or a fundamental lack of knowledge on the basics of the class, lots of issues with maintaining caster uptime, or all of the above. Engagement or displacement is soooooooo far down the list of things contributing to that level of damage.

    Reprise has a use, but it's still extremely niche. You'll get use out of it here and there, but it's not going to make or break your parse. Displacement, it's one of those "Use it if you can, if not then get it back on cooldown with engagement" things. Engagement is a really great skill, an absolutely necessary QoL addition, one that is indispensable during prog when you are still learning or not yet comfortable with the fight.

    I don't necessarily agree with ElysiumDragon entirely either though. If they got rid of reprise, I'd definitely notice it. All you have to do is run some lvl70 content to see that reprise is a loss you'll take note of, as well as engagement.

    Personally, I think RDM needs to get some truly consequential additions for the next expansion. 5.0's additions were pretty underwhelming in the grand scheme of things. QoL is nice, but I don't want it to be the foundation of the expansion's kit for any job.
    (0)
    Last edited by Katie_Kitty; 01-26-2021 at 08:27 AM.

  2. #42
    Player
    Hierro's Avatar
    Join Date
    Oct 2015
    Posts
    722
    Character
    Ziero Rehw-bidit
    World
    Malboro
    Main Class
    Warrior Lv 100
    stormblood samurai was peak kino. That free-form rotation that seemingly rewarded intuition, incredible speed, along with all the creature comforts of having all its personal utility to cut down enmity, close gaps, or jump away quickly. shadowbringers is alright, but having a strict rotation feels as opposed to a pseudo priority system isn't as nice.
    (0)

  3. #43
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,521
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    The OP brings a difficult point tho... There are a couple of jobs to answer the question, like BLM, RDM, or even WHM (if healer structure remains as it is).

    DNC is a job that is amost "completed", still have space for some improvement, but BLM... I feel that the job has nowhere else to grow mechanically... And it's both good and bad.

    Good because... stable, cohese job. But bad because in the new xpac they would just expect to get basically nothing of significance, given the kit is already completed, unless old abilities and mechanics would see a major change after level 70... but that would bring another bad point since there's aways the possibility of changing for the worst.

    I'm not exactly sure what is Squeenix plan with those jobs in the long run (beyond 7.0). But to keep things "fresh" a job overhaul is due, even when is at its best. The problem though is if XIV takes the same approach as WoW did, that is exhaustingly reworking their classes and mechanics every single expansion.

    But for now, I personally think that unless 6.0 changes big things across the board regarding the game's structure, we will see minimal changes to those jobs, other than more visual improvements or small QoL upgrages.
    (0)

  4. #44
    Player
    Equitable_Remedy's Avatar
    Join Date
    Oct 2020
    Posts
    917
    Character
    Eristede Kell
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Raikai View Post
    ... but BLM... I feel that the job has nowhere else to grow mechanically... And it's both good and bad.

    Good because... stable, cohese job. But bad because in the new xpac they would just expect to get basically nothing of significance, given the kit is already completed...
    Not attributing this view to you specifically, but I think that the idea that classes always need more and more buttons to press each expansion is a pretty common view on the forums and pretty terrible game design.
    (6)

  5. #45
    Player
    BasicBlake's Avatar
    Join Date
    Apr 2020
    Location
    Gridania
    Posts
    504
    Character
    Basic Blake
    World
    Cactuar
    Main Class
    Red Mage Lv 90
    I would say black mage feels fantastic when executed well.
    (1)

  6. #46
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by CKNovel View Post
    DRG doesn't need much improvement, what I see the most is that claw&fang buff needs to be longer.
    Just started playing dragoon more, but I would add that the job needs Sonic Thrust to extend the duration of Disembowel. The other melee jobs have their AOE rotations extend their damage buffs, but dragoon has to manually reapply it. I also think the job has just a little amount of skill bloat, so maybe something like making Lance Charge a passive trait, maybe like how Bootshine has it's automatic crit in the right form and from the right positional. But these are more minor things. Nothing really fundamentally wrong about the job.
    (0)

  7. #47
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,521
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Equitable_Remedy View Post
    Not attributing this view to you specifically, but I think that the idea that classes always need more and more buttons to press each expansion is a pretty common view on the forums and pretty terrible game design.

    I'm all for a ton of utility buttons, or situational spells or things that are useful in niche situations like soloing, but when it comes to the main rotation, I'm for the view that less buttons, but with more engaging and dynamic mechanics, are much more interesting.

    How to keep this kind of design fresh? Basically reworking the kit every 3-4 expansions, given that the design team will be able to keep the quality.
    (0)

  8. #48
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Raikai View Post
    The OP brings a difficult point tho... There are a couple of jobs to answer the question, like BLM, RDM, or even WHM (if healer structure remains as it is).

    DNC is a job that is amost "completed", still have space for some improvement, but BLM... I feel that the job has nowhere else to grow mechanically... And it's both good and bad.

    Good because... stable, cohese job. But bad because in the new xpac they would just expect to get basically nothing of significance, given the kit is already completed, unless old abilities and mechanics would see a major change after level 70... but that would bring another bad point since there's aways the possibility of changing for the worst.

    I'm not exactly sure what is Squeenix plan with those jobs in the long run (beyond 7.0). But to keep things "fresh" a job overhaul is due, even when is at its best. The problem though is if XIV takes the same approach as WoW did, that is exhaustingly reworking their classes and mechanics every single expansion.

    But for now, I personally think that unless 6.0 changes big things across the board regarding the game's structure, we will see minimal changes to those jobs, other than more visual improvements or small QoL upgrages.
    RDM isn't perfect the way it is though. In fact it's a pretty incomplete job all things considered. Red Mage needs to round out its kit by expanding on its melee abilities first and foremost. Ideally, I'd also like some additional utility tools but that's secondary. It needs more substance basically. Give us something that matters in 6.0 and I'll be happy.

    BLM is fine though.
    (2)

  9. #49
    Player
    LeonKeyh's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    655
    Character
    Leon Keyh
    World
    Cactuar
    Main Class
    Dragoon Lv 90
    I only started in May and haven't done much max level content outside of DR (once) and expert dungeons. I instead decided to level all of the jobs. This is how I feel (each tier is ordered by how much I enjoy the job, not necessarily how "perfect" it is):


    Best Tier (Not perfect, but close)

    DRG - First class I leveled, my favorite DPS class. Rotation evolves very nicely and I love the idea behind "Raiden Thrust" as a bonus for proper positionals.

    RDM - A great "chill" class. Straightforward rotation with a fun melee burst window

    DNC - The best of the ranged DPS, fulfilling job without much overhead. Another great "chill" class.

    BLM - Don't typically enjoy casters, but the rotation on this feels great and fulfilling


    Good Tier

    MNK - I only played after the 5.4 rework. Really enjoy the MNK's combo system and the positionals and rotation make it fun to play (in most circumstances). Some weird abilities here too, I'm guessing just artifacts of the system prior to 5.4

    SAM - Arguably belongs in "best", but some strange ability bloat (at least for 'normal' content) drops it a little bit which is strange for an expansion class. I wouldn't argue against someone saying it's "perfect" though.

    NIN - I pondered whether or not to put this down a tier. The mudra system is really cool and burst windows are fun, but between the burst windows just feels like "filler" (I realize that's pretty much all classes, but it seems really obvious on NIN for some reason).


    Needs work

    BRD - Preface: I boosted bard. I didn't enjoy it at low levels and decided to boost it. It took a little bit to get the rotation down, but when I did I enjoyed what I was doing. But, it feels like you're only getting out 60% of what you put in. It feels overly complex for how it performs, especially whenever it's put up against the DNC.

    SMN - I feel like I've played better DoT classes and better pet classes. SMN feels, to me, like 2 halves of 2 different classes slapped together. I enjoyed the demi-bahamut/phoenix additions to the rotations, but that feels like ANOTHER class being shoved into this. I definitely think there's an identity issue here that might have been difficult to fix because of the loose connection with SCH. I feel like the addition of Sage is going to allow them to do a large SCH rework and by proxy, SMN to match it.

    MCH - MCH is ok. The burst windows with Wildfire and Hypercharge are fun, and the Queen/turret is kind of cool. It just doesn't feel fulfilling between those burst windows outside of the occasional big number from a reassemble Drill/Anchor.


    Even with the "best" tier stuff though, there's definitely room for improvement.
    I think if you chase something that is "perfect", you'll never actually enjoy the good stuff that is here.

    Even the "worst" tier stuff is fun to play. I just started an alt since I capped all normal jobs, and there's nothing that I wouldn't play again.
    (3)

  10. #50
    Player
    Cithaerias_pyropina's Avatar
    Join Date
    Jan 2020
    Location
    Warrior
    Posts
    365
    Character
    Qynden Peltier
    World
    Cactuar
    Main Class
    Warrior Lv 100
    Quote Originally Posted by LeonKeyh View Post
    I feel like the addition of Sage is going to allow them to do a large SCH rework and by proxy, SMN to match it.
    Hopefully that means they finally separate Summoner and Scholar once and for all as pre-30 no longer has any bearing on Scholar now that they gave each job their own version of Arcanist's spells. It would finally allow Arcanist to transition smoothly into Summoner without holding it back due to it still being tied to Scholar. It would also allow Scholar to gain it's own abilities and spells pre-30 that aren't related to Arcanist's spells or abilties, (which would allow Astro and Scholar to regain their versions of Esuna; Exalted Detriment and Leeches) which also gives way to a more easy to work on rework, and potentially gives Scholar actual fairy magic to use instead of the stuff it rehashes from Arcanist. It could also mean Scholar gets a mechanic completely different from Aetherflow. And it wouldn't break lore as Scholar has no quests pre-30 or, as far as I know, any mentions in dialogue before level 30.
    (0)

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