PLD's performance below 90 is significantly worse, which is frankly unforgivable given that this was supposed to be an "emergency rework" and not just moving potency around. And the overwhelming majority of PvE content is below level 90.How exactly is it "weaker than before"? The entire rework was to fit it better under raid wides, They've gained new defensive capability. Theirs actual meaningful upsides to picking PLD a tank that has been really mediocre defensively and had pretty bad damage.
I'm not maths expert but even if PLD's currently falling behind by a bit they will likely increase it's damage to be on par with the other tanks.
I totally agree that the state of PLD in anything ARR/HW is pretty much a meme, It feels awful to play for sure in that sort of content, They needed to look at PLD at lower levels but it felt ignored. I also think that some parts of the rework really just missed the mark... Goring blade and Fight or flight feel currently really bad, Divine might change was good, Req was good also both shortened down the magic spam but also still let PLD to feel magic and more in control of sustain, I'm generally in the middle about this rework
I was talking about 90 here though, to be clear with you, it's still the most important stuff to balance around, but they do need to rework older content Jobs like BLM, PLD and Healers in general to name a few feel just really underwhelming to play in old content.
The lack of attention to the "low level experience" going into Endwalker was one of the biggest things keeping me off the hype train. I wasn't really active until just after Shadowbringers came out so I had no horse in that race, but after experiencing how rotten level sync felt in Shadowbringers, it blew my mind that they did almost nothing to acknowledge it in Endwalker.
I'm also amazed it's never really brought up in interviews, Q&A's, etc. Are they just rejecting any questions like that?
SMN's reworked levelling experience sucks till DWT, so it's not like this PLD stuff is the first time. Like, why don't Ruby/Topaz/Emerald Ruin have a different spell animation to Ruin 1/3? It's pretty lazy looking. Not to mention how insanely strong SMN is at specific level brackets, it demolishes at 70 so UCOB and UWU DPS checks don't exist. Well, they already didn't exist cos of the number crunch's effect, but this is icing on the cake. But yes, it's all the more reason for a level crunch to happen at some point. Some classes have such large windows between 'learn new thing' levels. IIRC Archer has a gap from 18-30, that's TWELVE levels of sod all. Admittedly, it's early so those levels are comparatively faster, but it's shocking all the same.
Fill the earlier levels with lower level variants of kit. Like why does WHM go till 52 before getting their Gauge, and 74 before it doesn't cost your damage to interact with the damn thing? Why can't Paladin get a lower level version of Holy Spirit/Circle at 40-45?
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