dawntrail's a "finish msq then play other games" expansion again from the looks of it. I'll most likely go straight back to Elden Ring after I finish dawntrail's msq. Could care less about weekly tomes haha.
dawntrail's a "finish msq then play other games" expansion again from the looks of it. I'll most likely go straight back to Elden Ring after I finish dawntrail's msq. Could care less about weekly tomes haha.
This is the first time I have ever gotten the vibe from the not just the community but also the game devs that this is a filler expansion. I have been around since 2.0 for context as to the span of time. I would say your current thinking isn't unwarranted.
So we have to wait another 2.5 years to actually address 2 years of feedback? Well that is rather disheartening to hear. I will also note as a SMN main Solar Bahamut just isn't interesting and I would have preferred a non-bahamut related Demi like Odin or Alexander or swapping out gem phase with Shiva/Ramuh/Levithan. I am not a fan of the reused asset either of the Solar Bahamut attack having the crystals of light circle, it just makes me feel like SMN was a rushed job and second thought of the development team. Overall this has added to my list of not being excited for DT at all and reconsidering my subscription.
You guys are going to get that translator fired for slipping on that comment she made.
Does anyone like that new Bahamut summon ?
To me, it looked like Bahamut on a tight budget cosplaying a fusion of Irelia + Shyvana.
A lot of the changes, and additions that are coming to jobs seem fine, good even, but Dawntrail really should have been the expansion to take some risks with job design.
From what I've seen, they've actually managed to update SMN in a way that does nothing for both new and old smn players.
I'm almost impressed? Definitely didn't have this on my bingo card.
~sigh~
Well, if we take what was said at face value and assume 8.0 is absolutely going to reboot job identity, then we have to ask who is that change serving? Let's say the catalyst for this decision is, in fact, the voices of disappointed players that we see here on the forums as well as in a few other places on occasion. If that's the case, and the goal is to create a future where everyone is happy with the state of their jobs, then would it not make sense to be open and transparent with that community to ensure the changes you are making do actually appeal to the people you're trying to satisfy?I wasn't around for the event(s) I'm about to allude to, but…
If this were up to me, I'd take each job and work out its new tooltips. No worrying about writing code. No worrying about whether new sound and visual effects are needed. As soon as I'm happy with the new tooltips, I'll post them online, and let the feedback roll in for a bit. Then, I wipe my tears, suck it up, and make another pass at the tooltips. Another online posting. Another round of feedback. Another round of tweaks, and then I start the coding.I actually did something like that in a previous life. The difference is that SE has to deal with a far more diverse audience than I did, so they would need to be willing to put their foot down and say, I don't know, "AST is about taking what fate would seem to have in store for you and learning to overcome it. The RNG stays."
The important thing is that this structured proposal-feedback loop is only necessary when your starting point is so… "lost"… that you can't be (or shouldn't be) confident in how to course correct.
But there is also the possibility that they are in fact "lost" with how to proceed with job design anyway. In which case this identity reboot might more be inspired by their own uncertainty with how to maintain the current direction otherwise. Because if we look at the job actions we just saw, what new things have we actually seen? Upgraded animations and finishers all over the place. And that's kind of what Endwalker was as well. They can't do that forever, just add a couple animation upgrades and a new finisher or two. So maybe they're just feeling like the jobs need a reboot so that future changes after 8.0 can actually feel like the jobs are changing and evolving, or that there's actually room to add new things anyway. Because you can't physically fit so many finishers into a rotation. At a certain point, the balloon will pop and it will stop working correctly, which we've already seen a little bit of in Endwalker. Gunbreaker says hi.
Dawntrail has failed to address the problems with Sage's design, and Addersting is still the worst gauge mechanic in all of FFXIV, but it's not too late to improve the state of Sage before 8.0. #FFXIVHEALERSTRIKE
- Reduce the duration of Eukrasian Dosis's damage over time to 15 seconds. Make the DoTs stackable.
- Reduce Phlegma's cooldown to 20 seconds and Psyche's cooldown to 30 seconds.
- Rework how Addersting to be a more fulfilling resource and a part of DPS gameplay.
I think the design looks cool. Especially the sword wings!
Wait, is there something wrong with the colors I haven't noticed?
Why do you say that?
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