We have enough sword jobs. Let's get some more interesting weapons.
We have enough sword jobs. Let's get some more interesting weapons.
Error 3102 Club, Order of the 52nd Hour
In fact, we lack a double sword job, which is kinda surprising in a Final Fantasy game.
But so far we have: Sword&Shield, Greatsword, Japanese Sword, Magic sword, Explosive sword.
Recently I've seen a surge of players wishing for a whip based job after Yoshida mentionned "New jobs never played in the franchise before".
Considering the slow removal of pets, Beastmaster based on pets is a no go. They could as well pick a job inspired by Castlevania and build a sort of "Hunter" from it.
just play DRK as offtank.. or ask the devs to bring back DPS Stances for Tanks, thus reintroducing Stance Dancing and spice up Tank Gameplay in the long run ^^
Most dungeons only have 1 tank, this is not a solution. Even changing stance to DPS here isnt, as this just increases the chance of a tank not actualy tanking and still believing they are doing whet they should do (because the feature is there).
A seperate job would be better here. And on that, they could make it similar to summoner and scholar in which they are very similar, and even level together, but have a diffirent kit.
that is why SE also could bring Back DPS Stances, if you have enough Enmity Build Up you could switch to DPS Stance and burst the Boss alongside your fellow DPS, that's how I did back in the day, it felt good and it worked.Most dungeons only have 1 tank, this is not a solution. Even changing stance to DPS here isnt, as this just increases the chance of a tank not actualy tanking and still believing they are doing whet they should do (because the feature is there).
A seperate job would be better here. And on that, they could make it similar to summoner and scholar in which they are very similar, and even level together, but have a diffirent kit.
Except that a tank's DPS rotation was the same as their tanking rotation, so nothing really changed.
"DPS stance" was, for all but PLD (who was uniquely taxed by a 2-GCD cost to "stance-dance" and therefore especially avoided using tank stance at all and just had the other tank pull), just a matter of canceling your Tank stance and... doing what you were already doing. Once you left tank stance, you didn't go back unless you were, well, bad (especially, at judging your required opening enmity margin).
There have never particularly been separate stances in this game. The closest we got to any meaningful sort of "stance-dancing" was early-Stormblood Warrior, and it got gutted right quick. You just lost a GCD of throughput to put your tank stance on, and 20+% of the throughput of each GCD until you dropped it back off. That was the whole of "stance-dancing".
Don't get me wrong; I like stance-dancing in games that have it and have made something interesting of it. XIV just hasn't ever been one of those games.
That is still a Tank job in the end because the DPS stance was just a phase for Tank jobs to focus on high DPS during certain phases and then switch back to Tank stance to regain any emity lost. The key here is "satisfaction" with what they are playing as both in gameplay and job theme design.
Pretending a Tank job is a DPS job won't change the role of being the meat shield (aka Tank Job) of the fight and center of attention in majoirty of the game. Especially when progress through content will have moments when they are forced to play a Tank again to progress since that content is accounting for your Job's role.
Trying to pretend another job is a DPS job or substitute a DPS job with a Tank Job or a Healer job is not the satisfaction that people are looking for.
It is like the people who try to pretend their Paladin Job is the Samurai Tank job they wanted in FF14 by slapping on a Katana like skin and Samurai armor set. They are not gaining the satisfaction they seek from that experience, only pretending/substituting that gameplay experience they seek with something that is not while constantly being reminded that it is not the Job they want to play since certain content will constantly remind of that fact.
What people are looking for with a Greatsword DPS Job is just what it is, a dedicated DPS job focus purely on playing the DPS role and everything about it is focus on dishing out DPS while also not being the center of attention/meat shield in the fight for all the contents they play. Even have the LB be DPS focused.
Last edited by EdwinLi; 06-01-2022 at 10:00 AM.
THIS RIGHT HERE!!!!! 100%That is still a Tank job in the end because the DPS stance was just a phase for Tank jobs to focus on high DPS during certain phases and then switch back to Tank stance to regain any emity lost. The key here is "satisfaction" with what they are playing as both in gameplay and job theme design.
Pretending a Tank job is a DPS job won't change the role of being the meat shield (aka Tank Job) of the fight and center of attention in majoirty of the game. Especially when progress through content will have moments when they are forced to play a Tank again to progress since that content is accounting for your Job's role.
Trying to pretend another job is a DPS job or substitute a DPS job with a Tank Job or a Healer job is not the satisfaction that people are looking for.
It is like the people who try to pretend their Paladin Job is the Samurai Tank job they wanted in FF14 by slapping on a Katana like skin and Samurai armor set. They are not gaining the satisfaction they seek from that experience, only pretending/substituting that gameplay experience they seek with something that is not while constantly being reminded that it is not the Job they want to play since certain content will constantly remind of that fact.
What people are looking for with a Greatsword DPS Job is just what it is, a dedicated DPS job focus purely on playing the DPS role and everything about it is focus on dishing out DPS while also not being the center of attention/meat shield in the fight for all the contents they play. Even have the LB be DPS focused.
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