Last edited by Jeeqbit; 10-08-2023 at 02:12 AM.
In other news, there is no technical debt from 1.0.
"We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
https://youtu.be/ge32wNPaJKk?t=560
Yoshi P has said that Dawntrail will feel like "FFXIV-2." There's no telling what exactly that means, or even if that means anything in regards to combat and job design, and I honestly doubt it would be something as intense as a large scale design rework. Having said that, though, Dawntrail is also kind of the best time to do a redesign of how jobs play. The game is visually being updated, we're starting a new chapter in the story, and players will eventually have the ability to start from 6.1 for free, leading into Dawntrail's story. What better time to do a fresh reboot on the flow of combat?
Imagine even that jobs have their current kits up to level 90, but you swap over to a new system at level 91 and up, where you start with a smaller kit, yet one with a lot more interactivity, not unlike the general feel of PVP, though designed for PVE rather, and a new system of gaining new abilities unrelated to level that can be expanded on for future expansions. Perhaps something that can be fully accessed from level 91 from that point onward, so any new actions gained in future expansions can be accessed when synched.
Last edited by ty_taurus; 10-07-2023 at 06:14 PM.
Ignoring the fact that they don't have the staff for it... It'd be awful. Even if they were well staffed, a big part of job design is designing jobs around the fact that other jobs exist. Doing something like this would be like starting from scratch all over again.
All jobs will likely get their own rework eventually though. It's inevitable. The only question that remains is what design philosophy will they use. Yoshi's statement on relics makes me fear that because of the past successes of the game he will continue trying to chase those down by pumping the numbers up in any way possible.
Honestly, I'd be kind of ok with it. A full rework from the ground up is the only chance we get for healers to actually get fixed at this point.
I honestly feel like a mass rework(especially tanks and healers) is the best course, and Yoship has stated that he believes a significant amount of them will have new rotations and actions, but I can't really say if they would 100% come out better or worse than they are. What I CAN say is I'm keeping my expectations are below sea level so that if they do actually unbutcher DRK and make the most of the jobs feel better to play than now I can go into the expansion a very happy man.
If they just triple down on it, and Dawntrail is just Endwalker 2 with the jobs, I'm probably just going to give up.
Last edited by Zairava; 10-07-2023 at 08:27 PM. Reason: The usual. re-read edits
Let's just hope that his "FFXIV-2" isn't close to the statements he made about his vision for the future of the MMORPG in the May 2019 interview that was brought up in one of the recent forum threads.Yoshi P has said that Dawntrail will feel like "FFXIV-2." There's no telling what exactly that means, or even if that means anything in regards to combat and job design, and I honestly doubt it would be something as intense as a large scale design rework. Having said that, though, Dawntrail is also kind of the best time to do a redesign of how jobs play. The game is visually being updated, we're starting a new chapter in the story, and players will eventually have the ability to start from 6.1 for free, leading into Dawntrail's story. What better time to do a fresh reboot on the flow of combat?
Imagine even that jobs have their current kits up to level 90, but you swap over to a new system at level 91 and up, where you start with a smaller kit, yet one with a lot more interactivity, not unlike the general feel of PVP, though designed for PVE rather, and a new system of gaining new abilities unrelated to level that can be expanded on for future expansions. Perhaps something that can be fully accessed from level 91 from that point onward, so any new actions gained in future expansions can be accessed when synched.
https://ffxiv.jeuxonline.info/actual...ir-mmo#english
I mean they couldn't murder AST any more than they already have....
Edit: This was a joke SE, please don't prove me wrong.
For me, I think the job design team went really wrong when they decided to try and design jobs so that if you like one of them, you should like all of them. The homogenization that people have been complaining about for years stems from the people that don't play the jobs who are mad that the job isn't fun for them...and it should have stayed that way.
No, just because you don't like monk that means they should rework and remove all of the unique positional gameplay. No, you probably won't like Black Mage as is just because you kind of like Red Mage. Things like that.
Honestly, if they came out in fan fest and said "We are sorry with the direction we went with job design and will be focusing on making the jobs unique from each other". I would be very cautiously optimistic, leaning towards optimism.
I mean we have what? like 20 jobs or something in the game? Realistically the chance of someone liking every single one should be very low. So why try and design jobs so that everyone likes all of them? It's a fairy tales way of thinking. Personally I cannot fucking stand playing monk or machinist. They just don't click in my head as fun like how I love Red Mage and Warrior. But I would never think to complain saying "why are they like this? I want it like this so that I can play too". The jobs are enjoyed by people who like the rotation of monk with the different 3 hit combo each time or machinist's fast ogcd buttons.
At most, you should be able to like one job in each role enough that you can get through whatever content you wanted to play it in. 1 tank, 1 healer, 1 melee, 1 caster, and 1 Phyrs. This is already hard enough since all the tanks and healers play the exact fucking same. And hey if you like to play all the jobs in a role or multiple roles then good on you, you're a good noodle and here is a sticker. But these people should be the exception and not the norm.
100% Agree.For me, I think the job design team went really wrong when they decided to try and design jobs so that if you like one of them, you should like all of them. The homogenization that people have been complaining about for years stems from the people that don't play the jobs who are mad that the job isn't fun for them...and it should have stayed that way.
Funnily I see a lot of tank players say PLD plays better now, but it was just changed to be more in line with the other tanks lol, obviously PLD was changed more to fit in line with raid buffs ect.
I feel like a good example for me is I didn't really like how kaiten (and cone aoes) felt on samurai personally I liked its kit outside of that but I'm not a hardcore DPS player lol, but I don't think samurai was for me... Yeah I like it more now but I know most people who mained samurai really don't, I don't feel good when the job is made more fun for people who don't usually play that job. Jobs should have unique identities and its fine if one is less popular then the other, some jobs are just not meant for you.
I honestly don't think this would be that bad - provided they are actually going to attempt to do a good job.
I think certain jobs like RDM/BLM/MNK/DNC are best left alone cuz they play nicely (potency changes are okay tho), but a huge chunk of jobs are in a pretty bad state identity and playstyle wise. All healers badly need a rework. BRD desperately needs a rework. MCH needs a rework to be the big damage job it should be (caster MCH like PvP PLEASE). SAM needs Kaiten back. Tanks have no job identity and functionally all play the same.
I don't know enough about NIN to say anything. It's my least played job.
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