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  1. #1
    Player
    Vulpixi's Avatar
    Join Date
    Jun 2023
    Posts
    3
    Character
    Azarel Wychglade
    World
    Sagittarius
    Main Class
    Lancer Lv 37

    Your Opinion on the Current State of Job Identity/Balance in 6.4?

    Hey there everyone, I'm pretty new to the game (the forums too) and I've been hearing a lot of talk about FFXIV's Jobs like Summoner getting reworked, tanks getting nerfed, skills getting removed, healers getting homogenized and all that stuff.

    However, everything I've heard on that front is a year+ old and a lot has happened since then, including some buffs; but I've heard nobody talk about it, so I figured I'd ask you.

    What's your opinion on job identity right now? how's your main job doing? do you think Square is going in the right direction or do you still miss how your class(s) were in a past iteration of FFXIV? let me know
    (3)
    Last edited by Vulpixi; 06-10-2023 at 12:26 AM.

  2. #2
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Never really cared for lots o buttons, especially if they can be brought down into one (like a lot of jobs could be)- personally am enjoying PvP kits more than normal kits (on average) due to identity and lack of button bloat feeling. I am aware some people like lots of abilities, I just don't personally need it. Partly I enjoy the PvP kits because each job feels different and brings something interesting to the table.

    I actually quite enjoy SMN at level 90 and think it's my favorite "Summoner" of all the summoners. I think ARR's mechanics were very good, it just was a bad "summoner". Current Summoner before you get the special bloodpact aetherial rite whatchamecallits around level 86 is really simple though.. I feel they should bring that mechanic much earlier and do something with perhaps a new primal flavored skill that replaces physik (which is so useless it's not worth putting on your bar or remembering you have it).

    Paladin is quite fun to play which I would have considered my main, but queue are like 5 mins for me even for old content on DD and so I've been enjoying catch up on SMN as I can go in blind and not ruin the party (I never go in blind as the tank, too much potential fun killing for others).

    Before EW had suggested they go through each job and attempt to add as much non-savage/ultimate like flavor as possible (roleplay gameplay), mostly exploratory and fluff, to add some feeling of differences, but since EW and all jobs getting a more similar vibe.. feels like they can hopefully capture combat 'differences' in the next expansion. (The quick and dirty example is why does Dragoon take fall damage, or in zones with flying it would be logical if they could manipulate their jump to jump farther (by holding down the spacebar before and during 'flights')).

    I play each job a bit, but not so repetitively that things are too painful when similar, but one that stood out to me as 'but y tho' was when each tank got essentially a Fel Cleave phase. We all became part warrior lol. More recently they made the dragoon jump no longer a jump, I'm sure it would have some balance implications for some content (if minor that's fine, imo) but I thought adding a % max hp shield and movement speed boost could have been a more fun way to give dragoon's the ability to manage they're actually jumping to a location.

    Certainly there are still differences but it seems like there is a minimum of 2 steps forward to similarity for each 1 step of difference.

    I would probably say the most concerned job, even though I don't main it, is healers- they do have to heal when content is brand new and people don't know / don't have good gear.. but it quickly becomes less important in a lot of content. Given what they get to do outside of healing is like 3 abilities... that's a bit unfortunate lol. My suggestion rather than having to change a bunch of systems on their head (impacting all the other roles) is to split the healers between offensive and defensive support actions and then add many skills to that effect with less healing skills (still can heal, still helpful when needed, but a lot of other things to do too). For example Scholar prior to losing all their attack skills and rotations and healing fairy power would be more in line with an offensive healer. Defensive support would still have damage too, it's just the theme / target. So players who like being a battle healer vs a team player. Astrologian being defensive, improving their card systems, etc.
    (13)
    Last edited by Shougun; 06-10-2023 at 02:07 AM.

  3. #3
    Player
    Join Date
    Oct 2021
    Posts
    959
    Scholar:
    (54)

  4. #4
    Player Mithron's Avatar
    Join Date
    Dec 2016
    Location
    Ul'dah
    Posts
    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    Game was at its peak in HW. Game is at its lowest point post 1.0 in EW.

    Job balance and identity is the worst it's ever been.
    (45)

  5. #5
    Player
    Deo14's Avatar
    Join Date
    Jul 2022
    Location
    In your walls
    Posts
    504
    Character
    Thea Shinri
    World
    Raiden
    Main Class
    Samurai Lv 90
    Job design and job identity are steadily going downhill. Considering that there are no builds and jobs have only one way to play them, unlike other games where each job can have multiple distinct ways to play, then I would say balance is pretty bad too. SE just doesn't have any excuse to have bad balance, everything is predictable and there is minimal amount of variance, yet they still can't do it. All nuances are being removed, skill ceilings and skill floors are often few centimeters apart. Someone supposedly beat p12s with 5 deaths and DNC who forgot to DP, all of that in week 1. So what's the point of balance, when DPS check in current hardest content is so forgiving. Another lazy way to ensure that no job is discriminated because it's bad. What a lazy way of "solving" things.

    Removing Kaiten was so incredibly out of touch, game has 4 job designers and it shows. Plenty of jobs just feel like unloved children.

    Game is still good, but 6.X patches are kind of let down, and job design is just bad in all regards.
    (17)

  6. #6
    Player
    Kansene's Avatar
    Join Date
    Dec 2021
    Posts
    281
    Character
    Rajeko Thunderbright
    World
    Lich
    Main Class
    Scholar Lv 98
    Quote Originally Posted by Shougun View Post
    Never really cared for lots o buttons, especially if they can be brought down into one (like a lot of jobs could be)- personally am enjoying PvP kits more than normal kits (on average) due to identity and lack of button bloat feeling. I am aware some people like lots of abilities, I just don't personally need it. Partly I enjoy the PvP kits because each job feels different and brings something interesting to the table.
    I agree with this.
    I think the PvP kits are way more enjoyable to play in general.

    I feel like the PvE kits exist in kind of a binary state:
    Scenario 1: You're having trouble memorizing a strict, uncompromising 32-button rotation and thus you're underperforming.
    Scenario 2: You've memorized that strict, uncompromising 32-button rotation and thus you'll easily grow bored.

    I am of course simplifying things a lot here, but I feel like that's the crux of it.
    If PvE kits were reduced to "10 really impactful abilities" rather than "24 not impactful abilities" I'd be more interested in PvE gameplay.
    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.
    (10)

  7. #7
    Player
    Xandos's Avatar
    Join Date
    Aug 2012
    Posts
    76
    Character
    Kyra Lee
    World
    Jenova
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Nizzi View Post
    Scholar:
    This 100%. I enjoyed SCH so much more when I had actual choices to make and damage abilities to use. Now I only play it if my group requires a healer and no one else will do it. Current SCH is so braindead boring it is actually unfun for me to play. Luckily SMN is a lot more fun so I can at least keep my ARC levels up.
    (13)

  8. #8
    Player
    Remish's Avatar
    Join Date
    Aug 2020
    Posts
    342
    Character
    All-good Namesaregone
    World
    Balmung
    Main Class
    Marauder Lv 1
    Quote Originally Posted by Mithron View Post
    Game was at its peak in HW. Game is at its lowest point post 1.0 in EW.

    Job balance and identity is the worst it's ever been.
    Bard has always had a job identity crisis.
    (5)

  9. #9
    Player
    Rolder50's Avatar
    Join Date
    Jan 2018
    Posts
    1,615
    Character
    Alarasong Elaha
    World
    Siren
    Main Class
    White Mage Lv 91
    Job identity and gameplay has only been going downhill since Stormblood, maybe HW depending on the job. They just keep homogenizing everything to the point of ridiculousness. When it comes to balance, it's pretty dumb that Ranged are forced to do less damage then Melee because uptime, when uptime is never a factor these days.
    (7)

  10. #10
    Player
    Bunnycake's Avatar
    Join Date
    Nov 2017
    Location
    Shaaloani
    Posts
    835
    Character
    Yuki Yagami
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Nizzi View Post
    Scholar:
    You forgot Selene!
    (5)

    Quote Originally Posted by Allegor View Post
    Hrothgar so done with being second class that they summon their own primal to give them hair.
    Quote Originally Posted by Oizen View Post
    Matsya is an elephant. I cant blame them for not casting the voice to a talking elephant.

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