Could somebody please point me to the many threads where the player base demands more jobs? Yes, the idea behind Pictomancer is quite cool!
But we don't need more jobs. We want more jobs. We NEED better gameplay.
The developers focusing on a new job (though new jobs are fun!) seems like a distraction from addressing much more important structural issues. How about fixing healing so that it is actually required most of the time? How about fixing multiple jobs so that they have more fun and more identity, even if that means that some jobs will be stronger and more complex than others.
It's not out yet ya
I don't mind the style at all, but my issue is that it could use more of an organic animation feel - some of the effects that appeared have a 'stock vector' feel to it.
This splatter effect is the most egregious example. Not only it looks cheap, it's also the same graphic repeated and rotated with different colors.
I feel that in general a texture improvement can make wonders to the cheap looks that Pictomancer have now.
will wait till jobs go live to try them out and see how they do new jobs always need a lot of tweaking to get them right time will tell how well these jobs do and not bitching about them before they even go live.
People are not complaining about mechanics, which we don't know a sliver of yet.
People are complaining by the quality of the visuals we got so far and providing feedback on that - which is a separate thing and perfectly valid, since we got to see some in practice, even without mechanical context.
Well, we can guess a few things pretty accurately with the 2 min meta being around. The job will have a two minute party wide damage up buff since they said it will have supportive elements, it will have it's strongest abilities on a 60s or 120s loop either by cooldown or by resource expenditure, and the standard 3 or 4 attacks will build gauge to be used on the 60s or 120s abilities.People are not complaining about mechanics, which we don't know a sliver of yet.
People are complaining by the quality of the visuals we got so far and providing feedback on that - which is a separate thing and perfectly valid, since we got to see some in practice, even without mechanical context.
im gonna be honest it looks sooo underwhelming for an artist class. like lost ark managed to pull it off and that games on like unreal 3.
like u could make us paint anything but we're painting rocks and lightning bolts like a low lvl red mage or something. the moogle thing just looks like the same as smn using garuda or something.
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