I echo the same sentiment of hoping that the pvp DRG stuff gets brought over to the pve version, the limit break for that fulfills the "dragoon" job fantasy far better than most things in the current kit rn IMO
I'm praying that DRG doesn't become a reskinned RPR, and I'm hoping that its timings get more sane because right now they are just so awkward (nastrond only being able to cast like three times while it's up).
My unrealistic expectations is that I'd love for AST to become, straight up, a deckbuilder with each arcana being a specific buff that you can randomly get and hold onto for a limited hand (maybe 3 cards?), and SMN getting the ability to augment its 3-gem cast via effects from later primals. For instance, getting the option to apply Ramuh or Ravana to all gems for that bout of rotation and resetting when they're used up. My even more unrealistic expectation is that healer DPS is more than spamming one button until your hand falls off lol. SGE is already actually a good example of how they can make that work - having buttons like toxicon that are reliant on your healing/shield effects in real time more closely ties in the healing/dps duality.
depending on whether they've reworked how clothing physics worked, we might actually get this.
Cap aoe skills in pvp to 5 targets
Because I don't actively participate in savage and ultimate encounters, I can only speak from a preferential standpoint. It's easy for me to say, "Just take the raid buffs away." But I really don't know how this would affect the raid scene. However, I really like the idea that the kind of support any particular job/role brings to the party is heavily based on what is innate to that job/role. That's why I say tanks bring mitigation, ranged/magical DPS bring DPS support, and melee DPS have strong self-buffs, but I know in the back of my head that it is not that simple due to current encounter design.I've had thoughts in the past in that you don't necessarily need to remove the raid wide buffs, just change them to only affect the damage of the user, and not just by a flat % buff. It is more that, you buff your allies and they provide the resources for the user.
Take Brotherhood and Arcane Circle. Take away the 5/3% damage increase and you are left with buffs that only increase the damage of the user, but rely on the other members of the party to make full use of. In the case of Monk, any GCD has a chance to provide a Chakra and for Reaper, getting a stack of Immortal Sacrifice.
This was all in my thoughts overall that, in order to get away from the 2 minute meta completely and push jobs into different playstyles, you need to have each job be selfish, but the above idea was a way to still allow parties to rely on team mates to help them do more damage, whilst not needing to be reliant on having to fit them into 2 minute buff windows (or any buff windows except the user).
Alternatives are, rather than having full selfish, make it more of a 50/50 split. Say, SAM/DRG/VPR are the selfish melees and MNK/RPR/NIN are more party damage orientated (so they still have party wide damage increases).
I also know that I do not like the 2-minute meta and how it forces not only job design, but also how the job plays. It also greatly limits the creativity the dev team can put into any of the game's jobs. But perhaps this is favorable to the dev team, because if they have a basic template to go off of then it makes their jobs easier. Unfortunately, as we have seen, this comes at the cost of unique, enjoyable, and engaging gameplay. As such, this direction needs to be corrected/avoided.
The game as advertised is supposed to function off of the holy trinity infrastructure. This means that players must rely on each other to obtain their clears. The dev team has deviated from this to the point that they either need to abolish roles entirely, or course correct back into allowing players to rely on other players. Current design is absolutely unacceptable in terms of the concept of job roles.
Last edited by Gemina; 04-29-2024 at 10:23 AM.
Most unrealistic? These won't be super original but...
- Tank self sustain nerfed into oblivion
- Sage being reworked to heal almost exclusively via kardia, more ways to apply kardia, and a super in-depth damage rotation
- Scholar's fairy being its main healing throughput source with the scholar themselves being the main shield-er. Also DoT's/debuffs are back
- WHM gets afflatus spells under 50
- Every job is more or less feature complete by 50
- Every new job is getting weapons for old ultimates
- Virtually all raid buffs are removed save those that are integral to a job's identity (tech step, bard songs, trick attack)
- Dungeons are no longer hallways. Also hard mode dungeons are back (leveling dungeons brought to max level with different/harder mobs and more mechanics. Similar difficulty to Ivalice Raids)
- 24 Man raids are actually hard and fun again
- Kaiten is back in some form or another
- Red Mage's resource management is made slightly more difficult
- Filler rotations are now more interactive and not just 1-2-3 over and over and over
- AST's rework is actually unique and fun, not just a WHM reskin.
[Mid-core difficulty]: Especially when it comes to raiding!
A way for casual players to dip into a bit higher difficuiltiy content
w/o it beeing too demanding in both time and effort.
More focus on fun/creative mech!
☆SCH/AST/DNC/VPR/SMN☆
Multiple focus targets and the ability to pre-link individual skills to specific focus targets ;p
Lazy dragoon ftw.
I'm there with you man, buff baby-sitting isn't cool, high skill gameplay, it's just annoying, especially when there's no "do I / don't I use it" decision making, it's just mandatory. They were brave enough to change Enochian, maybe it will continue.I honestly hate how the majority of melee plays in this game.
So my unrealistic expectation is that it resembles something out of World of Warcraft in that it's based on procs instead of focusing on a buff that constant needs to be refreshed either by you pressing the buttons to do so or it's rotation refreshing it. I can't stand babysitting buffs, but that's me. I know I don't speak for everyone.
Last edited by Zaniel; 04-29-2024 at 11:49 AM.
the DRG rework being a prank
and also more positionals for all melee
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