Maybe unhinged.
Difficulty aside, the current Summoner is far better than the predecessor DoT simulator, with the current arguably being much closer to what the identity of a 'summoner' just might be.
Maybe unhinged.
Difficulty aside, the current Summoner is far better than the predecessor DoT simulator, with the current arguably being much closer to what the identity of a 'summoner' just might be.
DRK should have had something more interesting done with its Darkside instead of being literally WAR's Surging Tempest. They gutted the job by making it literally WAR but with a greatsword. Delirium is way too similar to Inner Release, Bloodspiller to Fell Cleave and the Bloodgauge to the Beastgauge.
At least on WAR you have some kit cohesion as in you wanna get as much Beastgauge as possible so you do as much Fell Cleave as possible which reduces your Infuriate cooldown, and you can somewhat buff Shake it off with your defensive cooldowns.
DRK on the other hand has just these completely disoriented and self contained cooldowns that just do damage and that's it. They even double downed on that idea in EW by not giving it anything to separate it from WAR more than "DRK is basically WAR but with oGCDs on top" / "WAR is basically DRK but with fewer oGCDs and healing instead of shielding".
I have seen so many cool ideas on the DRK megathread that it will make me quit the game if all we get next expansion is a new oGCD and some upgrades that change nothing.
Man i wish phys range (or just mch) had abilities that had a cast bare :/Is there anything remotely positive in the job system, apart from being able to change on the fly? Your exact rotation is unclear until you look it up online, nobody knows which gear to pursue until someone calculates it. Rotations are so prone to desync that you literally have to use tools to sync your framerate/network to achieve proper performance. Your rotation changes when you scale down, and all jobs have the same positional penalty that exists merely to spice up the otherwise dull rotation. Ranged jobs always have something in their rotation that requires them to stand still for an excessive amount of time or move into melee range, and there's always at least one ability with a cast bar. Please, tell me one thing that is genuinely enjoyable and well designed in the current jobs.
Ironically the first problem led to the 2nd. People pulled this back in HW and SB, which is what led to ShB and EW. The playerbase has caused this, and now must accept the fact that they're the ones responsible for creating this monster.
DoL and DoH jobs are actually OP in combat which is why retainers on those jobs solo content intended for 8 players.
I find the simple mono-button mashing play style of healers to be the answer to a problem I've been having:
It uplifts my melatonin levels to make it acceptable for my brain to engage in dream-seeking meditation.
In other words, FFXIV has a free sleeping aid baked into their game design! Bless our dev-overlords and thank the Twelve!
DRK should be an HP resource based tank (almost a drain tank almost) with emphasis on shielding and a little less lifesteal like cutting out abyssal drain or something (might actually make healers more engaging as well kek)
I see this take a lot, and it makes me conjure up the hypothetical opposite scenario; What if jobs hadn't been homogenized, and the Heavensward-Stormblood meta stuck around? Don't get me wrong, there are a lot of things I miss about FF14's design from that era. I also remember job "balance" being something like
Job A and Job B compete for a slot. Do they have unique advantages that make both attractive in different scenarios? Lmfao keep dreaming, Job A is just superior to B in every way because they made the utility-heavy jobs also the highest damage output ones, and Chopped Liver over here has like one "advantage" that XIV's combat system doesn't care about in the slightest.
Not accusing you of anything, and I'd rather not be uncharitable. This "focusing on balance leads to homogenization!" take has the ring of truth to it. I'd caution that taking the opposite tack also smacks of "why couldn't you plebeian strictly-worse jobs have just accepted the permanent utility-job superiority meta so we could all have fun!"
That's part of the issue. If you look at the metas for both HW and SB, there was always at least 1 job from every role type that was unloved and unwanted, simply because the others did it that much better. Ranged, Casters, Melee, Tanks, Healers...there was always at least one left out in the cold for each type.I see this take a lot, and it makes me conjure up the hypothetical opposite scenario; What if jobs hadn't been homogenized, and the Heavensward-Stormblood meta stuck around? Don't get me wrong, there are a lot of things I miss about FF14's design from that era. I also remember job "balance" being something like
Job A and Job B compete for a slot. Do they have unique advantages that make both attractive in different scenarios? Lmfao keep dreaming, Job A is just superior to B in every way because they made the utility-heavy jobs also the highest damage output ones, and Chopped Liver over here has like one "advantage" that XIV's combat system doesn't care about in the slightest.
Not accusing you of anything, and I'd rather not be uncharitable. This "focusing on balance leads to homogenization!" take has the ring of truth to it. I'd caution that taking the opposite tack also smacks of "why couldn't you plebeian strictly-worse jobs have just accepted the permanent utility-job superiority meta so we could all have fun!"
And instead of bumping those jobs up, SE decided to drag everyone else down. Sure, some things needed adjustments in order to give a more leveled playing field but SE took it to the extreme and just made the gameplay overall less engaging as a resultThat's part of the issue. If you look at the metas for both HW and SB, there was always at least 1 job from every role type that was unloved and unwanted, simply because the others did it that much better. Ranged, Casters, Melee, Tanks, Healers...there was always at least one left out in the cold for each type.
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