The hotbars in this game need work just as much as the jobs, lol. Unable to reverse order the vertical bars so I ended up having the most broken custom bar config ever on PC.
Hope 1: More easy jobs with simple rotations! I am a dumb dumb and my hands are bad so some jobs seem to be forever beyond what I can pull off.
Hope 2: Complex jobs with high skill ceilings deserve love too for the people who find that playstyle rewarding.
Once you get used to the way it plays it actually ends up being rather self-explanatory. You always want to do trick attack exactly as it comes up, all your cooldowns are 20, 60 or 120 seconds (with the exception of Bunshin) so your trick attack windows are always rather similar since your cooldowns just naturally align that way.I don't know but after seeing a friend level jump into ninja, god help anyone with trying to understand the job from 70+ with no prior exposure to how the abilities work. That job is the only one that I can think of that has such a bad punishment for messing up a rotation. Specifically the Jutsu.
Sure, it's gonna be tough with no experience before 70+ but that's basically the case for any job. If you use a 70 boost then you're responsible for taking the time to learn the job you just boosted.
I remember how fast I was able to pull off my weaponskills and mudras in Stormblood, it was so much fun. We also had this skill where we could prevent enmity on someone. I didn't use it much and I don't know how useful it was but I thought it was a pretty neat skill. Then Shadowbringers came in and dialed that shit back a bit - combos were not as fast as before, and that skill was completely removed.
The new skills we have now are fine, but I very much prefer 4.0 Ninja.
Mudras were oGCDs. Personally, I much prefer them being GCDs as it gives Ninja proper range utility that all the other melee struggle with.
You were likely running Skill Speed then since Ninja's weapon skills remain exactly the same. They only overhauled the mudra system. As for your aggro abilities. Both would be completely pointless now due to how they changed enmity. In Stormblood, tanks needed to actually build it up. Now they simply turn on Tank Stance and bam, easy aggro. Shadewalker and Smokescreen no longer serve a purpose.I remember how fast I was able to pull off my weaponskills and mudras in Stormblood, it was so much fun. We also had this skill where we could prevent enmity on someone. I didn't use it much and I don't know how useful it was but I thought it was a pretty neat skill. Then Shadowbringers came in and dialed that shit back a bit - combos were not as fast as before, and that skill was completely removed.
The new skills we have now are fine, but I very much prefer 4.0 Ninja.
Last edited by ForteNightshade; 01-24-2021 at 06:34 PM.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
It's not just the ranged utility. I often ran into the issue with oGCD mudras that my key presses were too fast which resulted in quite a few trick attack fails or I would have to stare at my hotbar to see whether or not the game actually registered that I pressed the mudra, this has pretty much been fixed since the change to GCD mudras.
Having them on the GCD might feel a bit clunky but so did having to tripple weave oGCDs for a suiton, so no change there.
Last edited by Absurdity; 01-24-2021 at 07:16 PM.
I believe all jobs should be easy and accessible for normal gameplay, and have the difficulty upped for more difficult content, like Extreme/ Unreal/ Ultimate Trials and Savage Raids. On the note, there should also be a Hall of the Novice type place where you can learn the best way to do harder content.
That's already the case, no? If you talk basic job rotation, the only thing to do is to read your spells and abilities. There is nohing hard in approching any job. For instance, I am a terrible melee player, but I have a broad understanding of how each melee DPS jobs plays, and I'm sure I'd play well enough for a dungeon / normal raid. But then, nothing is remotely challenging the player's skills in normal content either.
I agree that the game doesn't push you to understand your job's core rotation at all. Each level cap job quest should have some sort of solo instance where it checks you do understand your kit The Shadowbringer role quest could have been a great opportunity to do so too (instead of requesting healers to Sleep mobs, and never use that spell again in the game).
My personal "hopes" for 6.X are :
- A strong focus on healing. Make sure all of them are balanced, fun to play at all skill levels, and in harmony with the game design (which currently isn't the case). Bringing a fourth healer might help. It did help for the tanks, but I understand it made tanks a bit too similar so that should be avoided.
- And then, reconsidering all jobs individual identities, issues and performances.
My personal preferences are SMN and AST, I'd like to get rid of ghosting / bugs on the former (applies to SCH too), and the card system a bit more engaging for the latter.
That instead of adding new jobs that they will struggle with balancing with the other 15+ current ones they focus on finding a better balance between what's required from casuals to clear MSQ content and making jobs less homogeneous.
But I know instead they will add 2 jobs just for sake of exciting people, and keep doing this "balancing" that Shadowbringers started so the casual who complained can use any job they want for the savage content they don't do.
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