

I was playing Everquest this weekend and I forgot how fun my Magician was, and it has a very simple but rewarding loop of just a few spells. Aside from the pet aspect which has its own depth, one of the damage spells I have has a chance to buff my next damage spell or reduce the damage of my next spell. I can wait out the debuff timer easy enough and have to use another spell within the buff timer. On top of that I have a trait called gift of mana, that can proc anytime I cast that reduces the mana of my next cast to 1, so I can cast a very expensive shield on my pet with that up without worrying about mana pool. Things like this will never exist in XIV because they might cause one job to be 100 or so DPS ahead of another, so any kit interactions like this are just impossible due to raid DPS being the most important factor when designing jobs, not fun or style.





Magician was pretty fun in that game. Necro, too. I haven't been back in a bit so I'll be curious to see if charming is still the way Enchanters contribute damage or not. I remember when it was a funny thing to put our DoT on something and use our direct damage spell because damage wasn't our role. We were able to be full support, which was nice.I was playing Everquest this weekend and I forgot how fun my Magician was, and it has a very simple but rewarding loop of just a few spells. Aside from the pet aspect which has its own depth, one of the damage spells I have has a chance to buff my next damage spell or reduce the damage of my next spell. I can wait out the debuff timer easy enough and have to use another spell within the buff timer. On top of that I have a trait called gift of mana, that can proc anytime I cast that reduces the mana of my next cast to 1, so I can cast a very expensive shield on my pet with that up without worrying about mana pool. Things like this will never exist in XIV because they might cause one job to be 100 or so DPS ahead of another, so any kit interactions like this are just impossible due to raid DPS being the most important factor when designing jobs, not fun or style.


My Enchanter is level 60, so I am no where near being in groups or anything with current players. Honestly I am having fun just running through old content and doing things myself even if it's dead, the mercenary system does allow for very careful soloing although most people just multi-box a full party.Magician was pretty fun in that game. Necro, too. I haven't been back in a bit so I'll be curious to see if charming is still the way Enchanters contribute damage or not. I remember when it was a funny thing to put our DoT on something and use our direct damage spell because damage wasn't our role. We were able to be full support, which was nice.



I don't raid, so l don't care. I press my ast buff if l remember. Boss dies eventually anyway for me
Being punished with powercreep for playing a job that was supposed to play around it thanks to crying streamers unfairly getting their job buffed, no not anymore.
There is no content in the game where Warrior isn't better than Drk now.
Last edited by GoatOfWar; 01-30-2024 at 08:40 AM.
I don't hate that raidbuff, and burst timers have been standardized. To me, it's just a design constraint, and constraints in design are not bad -- they can be quite good actually, but they are only as good as how they are used. And as someone whose favorite job, BRD, was ""fixed"" through raidbuff, and burst standardization, I would not want to go back. However, I put 'fixed' in big quotation marks because it was only kinda fixed in terms of balance, and not job feel, and that leads me to believe that problem does not lie in the constraint, but in how the constraint was used. The 2 minute constraint was used to achieve balance, and not to explore thematically unique rotation ideas for jobs. If tight constraints can give us the pvp version of jobs, then they can totally allow equally or more fun pve jobs.
That's because the 2 minute constraint and thematically unique rotations are mutually exclusive designs. Everything has to revolve around the buff window or you end up with a 6.0 paladin situation where it literally can't compete, but if everything needs to be a divisor of 120 seconds all jobs consequently become uninspired bland slop, almost interchangeable with each other.
part of what could have probably solved a lot of the buff window issues would have been similar buffs overwriting each other instead of stacking. There would have been fair amount less of the "mash all your stuff in this small window" going on and more coordination on an overall cycling.That's because the 2 minute constraint and thematically unique rotations are mutually exclusive designs. Everything has to revolve around the buff window or you end up with a 6.0 paladin situation where it literally can't compete, but if everything needs to be a divisor of 120 seconds all jobs consequently become uninspired bland slop, almost interchangeable with each other.
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