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  1. #21
    Player
    RaionKansen's Avatar
    Join Date
    Aug 2022
    Location
    Ul'dah
    Posts
    46
    Character
    Raion Kansen
    World
    Behemoth
    Main Class
    Samurai Lv 100
    Ill just go down the list with my personal opinions:

    DPS
    All Melee DPS: Fine where they are. I'm a Sam main so I might be bias, but I don't really care when other jobs do like 1% more dps in some encounters on logs
    Black Mage: Gud
    Machinist: Finally close to where it belongs
    Bard: Needs something special like a combat peleton on llike a 90s CD exclusive to bard
    DNC: Fine as is although I never touched dancer after getting it to 90
    Summoner: I don't have an answer for this, but you shouldn't be able to functionally one button macro SMN. Feels bland. Needs more integration with summoning primals in a certain order + maybe you could pick to glamour some primals.
    Red Mage: Pays the VerRaise Tax and I think it should stay that way unless they make it so you cant.

    Tanks: Remove Damage from Gap Close
    Warrior: I'm kinda salty its doing the most damage atm while having some of the best mit and its party mit only being topped by PLD because PLD has Divine Veil + Passage
    Paladin: I hate Goring blade the way it currently is. I like the atonement combo changes. Clemency sucks when compared to Oblation and Equilibrium
    Gunbreaker: Aurora feels kinda useless. Otherwise, I'm bias towards liking how GNB is overall although I do kinda wish SKS didnt make the job into an optimization nightmare.
    Dark Knight: Feels like there's not much reason to play it after the GNB and WAR potency buffs

    Healers:
    Astrologian: I don't know what AST needs but I dropped it as soon as I hit 90 because unlike all the other healers you are punished by the random RNG that is Astrodyne and Lord/Lady of Crowns
    Sage: This job is so strong and convenient to play I think it actually makes me worse at other healers.
    White Mage: heavily struggles in the mit department compared to AST
    Scholar: I don't know how Aetherflow and Energy Drain still exist when Addersgal and Addersting is such an insanely better alternative. I don't have any reason to ever play Scholar the way it currently is

    Additional Mini-Rant about healers:
    Everyone complaining about healings thinking that adding more dots would improve the job don't really know what they want or what they're asking for.
    You would just pog out during the announcement and then after a couple days feel like healing is no different and if anything is worse because you have to spend more GCD time re-apply dots which may conflict with mechanics and cause drifting.
    The entire approach to encounters and damage would have to change for them to rework healers unless they just give healers combo actions and a rotation that magically heals up the party with some oGCD cooldowns for mits or topping up individuals
    (5)

  2. #22
    Player
    AstrumRemi's Avatar
    Join Date
    Oct 2022
    Location
    Limsa-Lominsa
    Posts
    2
    Character
    Remilia Astera
    World
    Sagittarius
    Main Class
    Summoner Lv 100

    I don't Like the state of job identity

    All of the jobs just feel the same, just covered with a different layer of paint. I really wished every job was truly different and had its own unique advantages and disadvantages.
    (4)

  3. #23
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by RaionKansen View Post
    Additional Mini-Rant about healers:
    Everyone complaining about healings thinking that adding more dots would improve the job don't really know what they want or what they're asking for.
    You would just pog out during the announcement and then after a couple days feel like healing is no different and if anything is worse because you have to spend more GCD time re-apply dots which may conflict with mechanics and cause drifting.
    The entire approach to encounters and damage would have to change for them to rework healers unless they just give healers combo actions and a rotation that magically heals up the party with some oGCD cooldowns for mits or topping up individuals
    I assume you're referring to old SCH love, in which case.. what is wrong with that? It is proof of concept it worked and those players like it, though the fairy obviously did a lot of lifting for healing (and is basically addressing your last bit too, magically healing up the party by simply existing lol).

    In a way it feels like the people you're addressing with 'more dots' have then essentially addressed all your concerns, in which case I have no idea what you're addressing.. xD.

    There are certainly a lot of issues with healing but there is no change that can be done without a lot of 'something' changing. Can't have gear, player skills, tank skills, and nerfs all pointing to healing be invalidated and make healers interesting for that content. Now it seems to me the obvious and easiest way to address healers therefore is just to give them 'more dots' (among other new actions), essentially give up the fight on 'heailing' and go into the other themes. Warrior healer is proven to be appreciated, shows SCH (and SGE to an element), so there is one side. The other side, that obviously warrior healer misses and where a lot of players who are like 'healing is useless' is the supportive players... So.. let them help the group by being supportive but still avoid that green hp go brr as a majority activity, as honestly healing in this game is just probably never going to be hyper* valuable outside of very hard content and of that really only 'new' hard content (so a small portion of the game). *Naturally if no healer the game would have some changes, but like.. you'd just see blue healers and maybe a few more RDM and SMN to solve it (not saying you can do current hard content without a healer, but you can definitely do it in current expansion MSQ / 'old' content that isn't savage and above).

    If your kit is really only helpful for a small portion of the game (up for argument depending on your play style, if you're exclusively hard new content then.. /shrug), I think that describes healers upset over anything else- and any change will require many system changes.. I honestly feel it will take more system changes to make healing valuable than it would be to just give healers more group responsibilities outside of purely adding green health bars. Of course making healing valuable is actually an option, I'm just not sure where your confidence on giving healers more things to do isn't a valid solution (which is an open invitation to state why, not facetious)- given that a lot of complaints are nothing to do but oGCD heal and press one or two buttons for damage (which probably means they're not doing the hard content when they talk about that issue).
    (4)
    Last edited by Shougun; 06-10-2023 at 08:22 AM.

  4. #24
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,286
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Kansene View Post
    Lots of buttons just aren't interesting. 3-part combos that are just increasing potencies of damage. Big GCD damage. Big oGCD damage. Big AoE oGCD damage and so on.
    Combos are really only interesting when you get to choose through split paths. So yeah, most combos are really bland.

    I get that XIV has a ver on-leash job design, but they certainly didn't have to double down on that by making the 120s meta what it is today.

    For almost every job playstyle, what we are challenged with is not our ability to think, but our reflexes. Can a RDM press a 6 step combo in the correct order? Can we hit every OGCD as it comes off cooldown so everything aligns in the 2min marks?
    (7)

  5. #25
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,831
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raikai View Post
    For almost every job playstyle, what we are challenged with is not our ability to think, but our reflexes. Can a RDM press a 6 step combo in the correct order? Can we hit every OGCD as it comes off cooldown so everything aligns in the 2min marks?
    And even that feels very, very constrained if there's no means (or need) to adjust for recovery / to salvage the larger rotation -- which then brings us back to the (lacking) capacity for decision-making within our kits.
    (2)

  6. #26
    Player
    Tanis_Ebonhart's Avatar
    Join Date
    Sep 2021
    Posts
    646
    Character
    Klee Zunners
    World
    Midgardsormr
    Main Class
    Monk Lv 88
    I like the jobs that have less buttons to worry about. Let's me stay more focused on mechanics and having fun.
    (3)

  7. #27
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,848
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by AstrumRemi View Post
    All of the jobs just feel the same, just covered with a different layer of paint. I really wished every job was truly different and had its own unique advantages and disadvantages.
    More or less yeah.
    Not saying it's exactly the same right now, but it's really close to the point where every job is almost just a reskin of each other and the only difference is rotational (hardly in a lot of cases) and visually.
    (1)

  8. #28
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,286
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Rithy255 View Post
    More or less yeah.
    Not saying it's exactly the same right now, but it's really close to the point where every job is almost just a reskin of each other and the only difference is rotational (hardly in a lot of cases) and visually.
    Basically the only things that makes jobs distinct nowadays are aesthetics and the obligatory job gimmick they have, but in the bigger picture everything is just meant to align to the 2min burst. Ironically, even the few actions that are not on the 2min recast time are meant to be used on cooldown or else they won't align to the 2min burst.

    Honestly, I feel that no matter how many ideas the playerbase writes on posts like this... If the 2min meta remains, job design will always have to orbit it. And being chained to that severely limits the designs we get and in the end of the day all they will have to offer is going to be a gimmick.
    (0)

  9. #29
    Player Soge01's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    2,406
    Character
    Waira Amarilla
    World
    Faerie
    Main Class
    Black Mage Lv 100
    PvP has better job identity representation than PvE and that's just plain sad.
    (14)

  10. #30
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,286
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Soge01 View Post
    PvP has better job identity representation than PvE and that's just plain sad.
    I agree! And pvp actions are way less numerous than their pve counterpart, but still more engaging, because you have to think strategically when to use your tools rather than putting them on a set script.

    I pvp mostly as a Dancer, and one thing that really thrills me is that to play optimally you dynamically swap Closed Position based on the situation, or even to save someone that is about to die with Curing Waltz. It's a shame that the only real good PVP we have right now is CC. Besides the messy situation with ranked, the casual is really fun to play, but it certainly gets old to play over and over the same mode.
    (3)

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