Sure it's a shared resource but it is something that you build up while attacking (and other things) that you can use at different tiers to get a stronger effect. If it were individually spent it would be pretty much the same thing.
the problem is... there are players who play 18 jobs... it doesnt make sense for these players to voice changes for the 19. job since they dont play it anyway. not all jobs have to be for all people



It feels bad because you press the button to make some npc show up and beyond dying you can’t affect it after that. For all its faults, primal rend at least allows the player some agency, which given the dark knight story quests is rather ironic.

1. -> Compared to past expansions mostly every job can fit into the 2 minute meta at the expanse of diversity and uniqueness. Short term it is a strategy that can be used for 1 expansion since it was never done before, but long term jobs should get abilities and burst windows that can align with the 2 minute meta while making jobs feel unique. An example of this would be to make jobs work around 30 , 40 or 60 second burst windows. Not only either 60 seconds or 2 minutes for a simpler alignment - most fights are heavily in favor of 100% up time so there's no need to worry about drifting cooldowns, and even so, designing the encounters around this is possible.
2. -> Stormblood.
3.-> FF XIV should be doing this as it allows for a more direct feedback channel between balance and job design teams and the community. Rewards could vary from mounts, free game time, gil, titles, glamours, dyes.
I will leave a few ideas for DRK that I have seen as it seems to be the most controversial tank by a large margin ( the problem child of tanks ):
-> Delirium allows a special combo to be executed off of Bloodspiller, with 2 new actions. Quietus removed, Bloodspiller has AoE damage.
-> Delirium and Blood weapon are on a 40 second CD.
-> Scourge is a new GCD action that does high AoE damage with fall off after the first enemy hit. 20 sec CD. If Darkside is active, heals you for 400 potency for the first enemy hit, and 100 potency for all remaining enemies.
-> Living Shadow increases the potency of all GCDs by 150 potency and of all oGCDs by 50 potency. Esteem is not summoned, instead you get a RPR like effect ( a combination between Esteem's aura and darkside / grit effects ). You also gain 15% skill and spell speed.
-> TBN lasts 8 seconds. Dark Arts effect gained by breaking TBN now also make the next Edge/Flood of Shadow heal for potency equal to damage dealt.
-> Dark Mind's damage reduction put into Oblation at lvl 82. Oblation lasts 12 seconds.
-> Salted Earth reduces damage dealt by enemies standing inside it by 10%, if 3 or more enemies are inside it.



On topic of jobs, its probably fair to say at this point that the main 3 issues are affecting all jobs are being exacerbated by the stale battle design
1. Lack of complexity/skill expression- since fights are almost all the same in terms of mechanics and time frames, getting good at even blm or drg takes little effort compared to previous expansions
2. Extreme homogenisation- 2m meta stops most jobs from having timers or resources that are not within an increment of 30s. this eliminates faster/slower playstyles making them all the same length of rotation
3. Loss of identity- many jobs have changed for the worst, many lost their playstyles that drew their players in the first place. Only really blm and rdm are still the same as it was in terms of keeping their identity. In earlier expansions, some jobs were better suited for some duties than others, but all were viable to clear which was the important part


Part of it for me is that there's no mix-up of the PVE content. How dungeons/raids/trials were at the start of the expansion it will still be at the end 2.5 years after launch.
While Eureka had its issues, the way you went into it was different with the fate trains, and the actions from Pyros put another layer on it. Same for Bozja with the actions from the start and the "dungeons" being a bit of a different approach.
EW doesn't feel like it has this different approach, the closest is DD-Eureka, but it's very similar to PD/HoH. This could be the PVE content where they experimented a bit, don't need to be a full remake like PVP, but perhaps add some layers like upgradeable abilities (SAM's third Eye can be upgraded to the PVP parry version, RPR's Shadow of Death can be upgraded to Death Warrant) or bring back some old abilities that were removed. The big thing they could also add are the personal PVP limitbreaks (although some would need a bit of a change). This could create a new way for the combat system to function without interfering with normal balance in dungeons/raids/trials.



Variant actions or whatever they're called also seem pretty wasted in terms of potential, they could have built on what came before in eureka and StQ, but there's hardly any options there. Mias-I'm sorry, Variant spirit dart hardly compares to lost blood rage or lost seraph strike or even messing around with focus stacks.Part of it for me is that there's no mix-up of the PVE content. How dungeons/raids/trials were at the start of the expansion it will still be at the end 2.5 years after launch.
While Eureka had its issues, the way you went into it was different with the fate trains, and the actions from Pyros put another layer on it. Same for Bozja with the actions from the start and the "dungeons" being a bit of a different approach.
EW doesn't feel like it has this different approach, the closest is DD-Eureka, but it's very similar to PD/HoH. This could be the PVE content where they experimented a bit, don't need to be a full remake like PVP, but perhaps add some layers like upgradeable abilities (SAM's third Eye can be upgraded to the PVP parry version, RPR's Shadow of Death can be upgraded to Death Warrant) or bring back some old abilities that were removed. The big thing they could also add are the personal PVP limitbreaks (although some would need a bit of a change). This could create a new way for the combat system to function without interfering with normal balance in dungeons/raids/trials.


Still remember people pogging out of their gourd about how it was '2040 potency per tick thats so strong doood' not realizing it's PVP style where it's 1:1, that was depressingVariant actions or whatever they're called also seem pretty wasted in terms of potential, they could have built on what came before in eureka and StQ, but there's hardly any options there. Mias-I'm sorry, Variant spirit dart hardly compares to lost blood rage or lost seraph strike or even messing around with focus stacks.
I have said for a while that exploratory content like Bozja is where they can and should go nuts. Like as an example, why is the special armor in Eureka 'lol flat stat buff' and a bit of haste? Why is the Bozja armor 'haste again'? Why can't we have bizarre and interesting stuff like 'Oh you are a GNB and you have 2/5 pieces of the set equipped? Ok, now your No Mercy lasts 25s instead of 20s. You have 4/5 set? Okay, now you can use Hypervelocity after a Double Down AND Sonic Break, as well as Burst Strike'? Just let everyone have wacky OP effects because they're selfcontained, and if everyone is OP then nobody is


This is honestly my dream side-content. Been brewing on an idea of a monster hunter island with forced-spawned bosses that drop gear. This gear will then enhance (say make Barrage hit four times), modify (AoE Esuna, Blood Weapon cost HP per hit but gains a big damage boost) or add new abilities/traits to jobs (a ring that gives mages Divine Magic Mastery for half cost spells and no interruption).Still remember people pogging out of their gourd about how it was '2040 potency per tick thats so strong doood' not realizing it's PVP style where it's 1:1, that was depressing
I have said for a while that exploratory content like Bozja is where they can and should go nuts. Like as an example, why is the special armor in Eureka 'lol flat stat buff' and a bit of haste? Why is the Bozja armor 'haste again'? Why can't we have bizarre and interesting stuff like 'Oh you are a GNB and you have 2/5 pieces of the set equipped? Ok, now your No Mercy lasts 25s instead of 20s. You have 4/5 set? Okay, now you can use Hypervelocity after a Double Down AND Sonic Break, as well as Burst Strike'? Just let everyone have wacky OP effects because they're selfcontained, and if everyone is OP then nobody is
Some side content that is self contained so it doesn't upset the balance, but is more experimental and open.
Probably because there is no current link between stuff and abilities in code and they don't want to create something like this for a stuff only few people will ever get.I have said for a while that exploratory content like Bozja is where they can and should go nuts. Like as an example, why is the special armor in Eureka 'lol flat stat buff' and a bit of haste? Why is the Bozja armor 'haste again'? Why can't we have bizarre and interesting stuff like 'Oh you are a GNB and you have 2/5 pieces of the set equipped? Ok, now your No Mercy lasts 25s instead of 20s. You have 4/5 set? Okay, now you can use Hypervelocity after a Double Down AND Sonic Break, as well as Burst Strike'? Just let everyone have wacky OP effects because they're selfcontained, and if everyone is OP then nobody is
I don't think they wanna implement this at some point : due to stuff differences are only in substat if they got the same ilvl, any changes in ability behaviour would go on base ability instead of some stuff.
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