Small one, but I prefer the animation for Rage of Halone over Royal Authority on PLD.
Rage feels like i'm doing serious damage hacking away, while Royal is just a fancy SPEEN in the air.


Small one, but I prefer the animation for Rage of Halone over Royal Authority on PLD.
Rage feels like i'm doing serious damage hacking away, while Royal is just a fancy SPEEN in the air.
The menacing aura of every Lalafell.
Posting in DPS section but feel free to mention other jobs! I'm curious if anyone else has job abilities they'd redesign visually. Whether it's to better match the job's theme, give it more oomph or otherwise.
Personally I'd like BLM's Flare to be revisited to be flashier. I also hate hate HATE BRD's Rain of Death. Like... they're black spears with weird green and red mist (?). Just make it more like Ladonsbite and I'll be so happy. I also wouldn't mind BRD's other attacks be more musically inclined but that's just me. I also don't understand why WHM's Holy III has reddish orange in its icon. The spell itself is blue and pink, and with the rest of the spells' icons the reddish orange sticks out.
- I agree with BLM's Flare. Also in PVP, "Superflare" is kind of a let down visually speaking;
- BRD's Bloodletter. It's a reactive ability and yet the animation looks like it has a cast time or delay;
- MCH's Flamethrower to use the 'gadget gun' instead of your regular weapon;
- MCH's Chainsaw looks really underwhelming. Could keep the same logic of flying disks, but more oomph;
Last edited by Raikai; 05-01-2022 at 09:02 PM.


Wildfire. It's always been my least-favorite animation, and it doesn't match the tooltip description of what it does. Instead, there should be some indication of the enemy being coated in a slow-burning pitch. Detonator as a follow up is incredibly lackluster and again, doesn't really have a "wildfire" appearance.
Instead, it would make more sense if Flamethrower had some sort of interaction with it. As it is now, it just feels like a leftover skill with no visual impact.
Bards core rotation's character animations (refulgent arrow, burst shot, the dots all use the same animation on the player model), not the visual effects / particles, it's just your character standing straight and narrow gently pulling back a bow while all these outlandish effects go off in front of them. It's like they tacked on some great particle effects to the most boring animation ever.
Even the casters chant spells with more force, throwing their backs into it, arms flailing and extending, while their robes flow from the force of the spell. Nevermind the machinist excessively jumping around pulling a trigger on a gun.
Monk's base combo GCDs are abysmal. Almost none of them actually make you feel like you're hitting something, they're lacking in both visual and auditory feedback. So many games get fist weapons right but FFXIV completely failed in that regard.
To be fair, that visual element is not likely to change without dynamic animations. Anything that hits anything else directly is going to make a lack of aim or ragdoll effect that much more noticeable. That's why greatsword animations can get away with a ton that barehanded animations cannot.
The auditory feedback could be relatively easily improved upon, though.
You can somewhat make the argument that NIN is close to barehanded, but it still delivers with visual and auditory feedback. You feel like you're actually hitting something and not flailing your arms in the air with the exact same terrible animation for half of your GCDs. I've always wanted to like Monk but its lack of visuals and audio made it very difficult for me to get into, despite really liking the idea of fast GCDs and overall theme of Monk across games.To be fair, that visual element is not likely to change without dynamic animations. Anything that hits anything else directly is going to make a lack of aim or ragdoll effect that much more noticeable. That's why greatsword animations can get away with a ton that barehanded animations cannot.
The auditory feedback could be relatively easily improved upon, though.
NIN uses slicing attacks, though. The whole idea of slicing THROUGH an enemy is that they do not present much resistance (else you couldn't slash THROUGH them). The animation for hitting someone with slashing attacks, fundamentally, has to be very similar to having not struck anything (or, only air). That's not the case for barehanded strikes, which require far more feedback to feel realistic.
White Mage's Dia.
For a level 46 DoT to suddenly downgrade at level 72 and cost 200 more MP for the same amount of damage, the animation better be worth that extra 200 MP cost.
I'll add in another vote for Monk, I was hoping for new animations for the basic GCD combo since they were reworking it anyway, but all we got was an update to AotD.
This has been fixed as of 6.1, Aero 2 was reduced to 50 potency for damage and DoT.
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