IMO:
Cover just needs to be removed. It has long out lived it's very niche welcome. It doesn't need to be "reworked". Paladin doesn't need to be the lopsided tank with so much utility it hampers DPS. I haven't acknowledged the existence of Cover in quite some time (6 years) and I don't even have it placed on my hotbar. Intervention is hands down...BETTER then Cover ever wished it could be.
Let it die....instead of trying to re-invent it some how to some lackluster use.
Let's look at Monk for a second.
Anatman
Six Sided Star
These 2 skills are SHINING examples of niche...and they were tweaked so that "we would use them more". And yet....I almost never use anatman unless under extreme circumstances. I never use six sided star as I have thunderclap to move about the arena instead of running.
Monk took literal YEARS to be course corrected...YEARS! I get it...balance is hard...development is tight and costly...and hindsight...is always 20/20.
I feel Paladin has taken a page directly from Monk rework...and streamlined it's playstyle...rotation...DoT management (only scorn to worry about now). It's no longer that incredibly optimized tank...that had 12 different rotations, 6 openers, and I for one...am glad. I got my first P8S ph1 clear on PLD, and that makes me happy. DRG, AST, and possibly BLM are pretty much their apex of "what can we add". They have come to a point in the game...where they can NO LONGER add any more bloat to skills and abilities. SMN is a PRIME example of the direction it's going to go....trait up skills....Cannot assign to hotbar...and an incredibly flexible rotation. Just having to change where I place Ifirit due to the mechanics is challenging enough.
ARR the game had one direction....make it work...and it did for that era.
Heavensward took what they did in ARR...and amplified it....this would begin the problems.
Stormblood....we begin to see the problems rise to the top....button bloat...meta comps...wildly unbalanced jobs....job identity issues...adding more of what worked back then, but not now....the list goes on
Shadowbringers....Breaking point and "course corretion". Beginning of a more simplified combat expectation. Jobs being reworked and revamped. High end content now dictates much of job design (if it can complete high end content, it's balanced approach)
Endwalker.... reached the point of where Savage and Ultimate is now....streamlined. WAY more skills added...that were flat out "trait up". A few outliers still left need looked at DRG, AST, WHM...but the game is going in a better direction. Shadowbringers job style and combat is now adopted as the standard moving forward into 7.0
Again....IMO


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