SCH should get its own starting class (or get ACN and give SMN a new class); it would give new players a second healer option to start out as and it's not like it keeps any of its old ACN gameplay (for what little it had). ( ಠωಠ)
SCH should get its own starting class (or get ACN and give SMN a new class); it would give new players a second healer option to start out as and it's not like it keeps any of its old ACN gameplay (for what little it had). ( ಠωಠ)
Would like this too. The huge problem is backwards compatibility and fairness. As right now you can level 2 jobs for 1 and removing them is kinda unfair.
Will put you on ignore if you can't form a logical argument but argue nonetheless
I like them because they're string recognition that stops caring after the, "Must Have" phrase. So you can be like, "snae ling BITCH!" and it completes the objective.
(Signature portrait by Amaipetisu)
"I thought that my invincible power would hold the world captive, leaving me in a freedom undisturbed. Thus night and day I worked at the chain with huge fires and cruel hard strokes. When at last the work was done and the links were complete and unbreakable, I found that it held me in its grip." - Rabindranath Tagore
Normal Raids from Stormblood onward are just glorified Trials. Pandaemonium would have been more fun if it had had exploratory stages like Coil and Alexander.
This is completely accurate but it's hard to balance in FFXIV's system because it causes two issues:
- Fighting trash is uninteresting, nobody really enjoys fighting random mobs other than the odd WAR main who thinks Bloodwhetting is peak job design.
- Combat means resources, thus it would cause Savage parties to back out and rebuild resources every wipe to have their best foot forward every time.
Proper raids only work in FFXIV when their availability is limited, like BA and CLL, but those have an entire game mode sorrounding them, and limited availability wouldn't work for how Savage is supposed to operate, that is, that you can keep going as much as time will allow to hone your skills and reach the point you make across, and other than outright changing the name of "Raids", I don't know how to fix it within FFXIV's limitations.
Though one thing I would say is that I don't agree that raids are "glorified trials", it's the inverse, Trials are given much more narrative significance and spectacle, so raids are trials but lame.
Last edited by VeyaAkemi; 03-31-2023 at 01:52 PM.
Summoner should not be a job, but a mechanic for any job akin to a limit break.
If I said this already, needed to be said again
Easy solution: make entering combat with a boss reset resourcesThis is completely accurate but it's hard to balance in FFXIV's system because it causes two issues:
- Fighting trash is uninteresting, nobody really enjoys fighting random mobs other than the odd WAR main who thinks Bloodwhetting is peak job design.
- Combat means resources, thus it would cause Savage parties to back out and rebuild resources every wipe to have their best foot forward every time.
Proper raids only work in FFXIV when their availability is limited, like BA and CLL, but those have an entire game mode sorrounding them, and limited availability wouldn't work for how Savage is supposed to operate, that is, that you can keep going as much as time will allow to hone your skills and reach the point you make across, and other than outright changing the name of "Raids", I don't know how to fix it within FFXIV's limitations.
Though one thing I would say is that I don't agree that raids are "glorified trials", it's the inverse, Trials are given much more narrative significance and spectacle, so raids are trials but lame.
Well I guess that blu mage never hitting level 80 came and went cause now its lvl 80. All jokes I love when people type the blu mage - Never hitting X - lvl cause uh were gonna get lvl 90 blu
You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.
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