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?




Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.




When you continuously delete whole facets of your gameplay engine again and again with absolute peeks like when ShB happened, and you're left with so little to play with, then it only makes sense to me that thinking about bringing bigger, actual meaningful changes again is going to be a colossal work for the simple reason that you'd need to rethink a lot of general systems, intricacies between job design, battle system and encounter design, make sure old content is still playable and relatively decent with those new systems, but also code them and implement them, test them and reiterate the process again and again internally until it's workable. Building whole new things is long and arduous, I should know, I've worked in the game industry for a while.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?
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.
But they only have themselves to blame for it if that's the case, I still maintain that ShB killed their battle system and they painted themselves into a corner with it. The only systematic reaction they seem to have to bring changes or fix things is to delete what they flagged problematic. They've been at it for so long that if they want to start and proceed differently, it's getting harder and harder as we go. But at some point they'll have to do it, and like for climate change in a way, the sooner the easier. Procrastinating isn't gonna do us any good there.
Last edited by Valence; 05-18-2024 at 06:53 PM.



I'll see you again in 2.5 years
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They'd better just totally redo half the jobs in 8.0 or even earlier in DT patches:So apparently we'll have to wait for 3 more years until we get a single consideration for actual job flavor?
Is this for real? You couldn't do that for this expansion?
Meanwhile everything is simplified in order to remove any failure state (notably gauge costs for bursts among other things).
* Replace SCH's Seraphism with Alexander/Eden or even Omega/Athena stuff.
* Replace SMN's Solar Bahamut with a Shiva Diamond Dust trance.
* Get rid of DRK's Living Shadow, not sure why DRK is a pet job.
* Get rid of WAR's self-sustain, wtf.
* Redo AST so that they play slot machine cards for their *own* damage instead of ruining the entire job fantasy for the sake of "consistency."
* Give WHM back Stone/Aero dammit.
* Give SAM Kaiten back, and fix the colors in the moon/snow sen symbols.
* Give Viper more of an identity than haste-Dragoon. Add some treasure hunter or corsair or judge or Zidane runes. Something to give a pretty flat job concept more dimension.
* Give Pictomancer more interesting things to paint. I'm really not digging hammer+landscape and then a weird creature gambler mini-game that should have been AST's gimmick.
* Reorganize RDM's flow so that it's not piling on finishers; also upgrade fire and stone to visuals that match the new aero and thunder.
Last edited by SeverianLyonesse; 05-18-2024 at 05:31 AM.
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.
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.
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