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The point is that they've also deliberately chosen to delay those sorts of changes until 8.0. PCT and VPR being outliers is very much intentional.
Also tweaking all the other jobs just to allow one to be easier is a waste of time and resources. PCT doesn't even seem that complicated to begin with.
I'm surprised they decided to keep all the actions separate. When previously the the talk of 'ease to play' one button combos, they suddenly give a bunch of actions, which need to be played in a chain one by one.
I'm not saying it's a bad thing but I just don't understand the reasoning



I’m thinking (hoping!) it only seems a bit complicated because it’s new and different and we haven’t gotten on hands on it yet.
I don’t have the patience to get it to 90 before starting the MSQ, even though unlocking the job will probably be my first action on day 1. MSQ always comes first for me, so I won’t be leveling PCT til after that. I’m sure by then everyone will have an optimal rotation figured out!
It sucks they made the fun spirited job such a mess. I am sure alot of people wanted to play this as a main. Hopefully they listen to make some changes in he future

one you don't pay my sub two will wait till new expac goes live and try out the new jobs myself to see how they are.



How does someone read the tooltips for a job which hasn’t been released yet? Your rant should be in its own thread rather than here.There's no such thing as "complicated" jobs. Only people who can't use their skills properly (which is 85% of casual players who don't bother to read or learn their jobs proper cause they could care less since they don't do endgame anyways). The gameplay style is exactly like popping 1 mudra and using a shuriken, or popping a couple paint pictures in place to then replace with something else entirely after a set, a couple slots, or all slots. Like EVERY single job in the game, it only LOOKS that way. But after a week, I guarantee you someone will have Viper AND Pictomancer posted on reddit or meta discords where players understand basic concepts of the job and overall DPS numbers. If people would just READ their skills (that's where 98% of the issues with players come from. NOT. READING. SKILLS).
*sigh* I guess you're right. It's just, well, I am looking forward to playing Pictomancer and I'm concerned it may be beyond my ability to play well.
I kind of hope that someone is overseeing job design and it isn't just different people deciding what abilities jobs have without communication. I like things to make sense and having a bunch of jobs become even more simplified for reasons™, while at the same time introducing new complex jobs, doesn't. BUT, I'm willing to admit I can be wrong about Pictomancer. This is a case where I could be reacting to both an unclear explanation of the job's mechanics and the issue of starting a job with all the action bars filled rather than working with a job which starts at level one.I doubt the two are related, and something being "overly complicated" is subjective. You may find it to be that way and someone else may find it to be just right. That's why having a mix of everything is important for the health of the game. Everybody can find something that they like.
I am under no illusion that I have Square Enix's ear in this. I just feel there is a big disconnect between a job which is being portrayed as fun and whimsical and having its mechanics seemingly being complex. Even the commenter seemed to be somewhat lost given the layers upon layers of the job's aspects.If you have twenty jobs where ten are complex and the other ten are simple, it doesn't matter whether some are new and some are old. It's the same difference. The job you thought looked neat ended up potentially being a complex one. If that actually ends up being the case you can either rise to the occasion or accept that it isn't your cup of tea. Complaining about changes to an existing job is one thing, but complaining that a wholly new job wasn't designed for your personal preferences is pretty egotistical. *emphasis mine*
I was pretty excited for Viper but it looks like it's just melee Dancer. I hate Dancer, so that sucks, but it is what it is. It may turn out that job just isn't for me and that's fine.
Now, I am going to dive into Pictomancer on Kacho and give the job a honest try. Hell, I've already got a plan in mind to work through the duties in order so I'm not overwhelmed. If it doesn't work out, I'll move on.
Well, when you explain it like that, Pictmancer doesn’t seem any worse than Ninja or Reaper. Maybe, you should start a Youtube channel and teach people how to play jobs. I’m starting to get the feeling that my alarm was more based on how it was explained rather than the actual gameplay. LOLUhh folks thought it looked complex? Lordy... Seemed pretty straightforward to me, "draw" picture, "play" picture. Got a basic 1, 2, 3 + finisher, spend 50 points to switch basic combo to an enhanced combo + finisher. Playing 2 monster pics, unlocks smn button(mog), play 2 more monster pics unlocks smn again(slyph thing). Use weapon when have 2 skill stacks, which unlocks a finisher(instant cast/on the move combo.) Got a party buff, unlocks nuke, can also use basic combo during it to make a skill instant cast. About it really...
Shouldn’t all jobs be playable by an individual if they choose to play that job? I feel there should be a base level of simplicity which allows a player to play at an acceptable level. I also feel the best jobs are easy to play, hard to master.
You don’t pay mine either.
You should have just posted this part. First part is nonsense.
Last edited by Kacho_Nacho; 05-18-2024 at 06:54 AM. Reason: forum character limit workaround


Unlikely to be more complex than ninja, might end up being more complex than reaper, but reaper is fake complex. 8 million lines of text on all their tooltips but the easiest melee dps rotation by far and probably the 2nd easiest dps overall, only beating out smn.Well, when you explain it like that, Pictmancer doesn’t seem any worse than Ninja or Reaper. Maybe, you should start a Youtube channel and teach people how to play jobs. I’m starting to get the feeling that my alarm was more based on how it was explained rather than the actual gameplay. LOL.




I don't think it's that complicated, but there is a lot of moving pieces that you can use in a very freeform manner. From what I have gathered from rewatching closely the PLL, this is what I came up with in my understanding (please keep in mind that there could be inaccuracies or small mistakes):
- Base filler: 3 steps combo of 1.5s half casts, when you complete one, you get 25 paint gauge and a little blue orb. Spending the little blue orb makes a big AoE. It's blue because by default you're on light/astral aether hue: the base combo is a series of casts going fire > wind > water with the orb finisher holy.
You can spend 50 gauge to shift the aether hue from light to dark/umbral, which turns the base 3 steps combo into longer casts with more power. Ice > Earth > Thunder and the orb finisher black comet.
- AoE mirrors for the base combo.
- You have 3 base picture concepts: creature, weapon and landscape. They're instant on the GCD with fast recast, when you use one it preps itself on its spot the canvas, ready to be used. The creature goes left tile, weapon middle, and landscape right tile. The creature has a secondary little canvas just above itself.
- Creature canvas: you have 3 charges of an instant fast recast ability consuming the left canvas on a 40s recast. The first use drops mog poms on the target and you get a pom sticker on the secondary canvas just above. It unlocks a new creature concept with mid cast that replaces the first one: moogle wings, you use it to put on the canvas again. When you use the ability cast, it casts mog wings (wind attack) and you get a wings sticker on the secondary canvas just above. It also unlocks a special attack where you can summon the mog that fires a big lazor on the side. It unlocks a new creature concept again with a long cast that replaces the second one: a paw with claws, you use it to put on the canvas again. When you use the ability cast, it casts a claw attack, and you get a claw sticker on the secondary canvas, putting it with 3 stickers. You can now paint a fangs/maw replacing the third concept to put on the canvas, it's a long cast. When you use the ability cast it consumes the 3 stickers and unlocks maduin to be used like the moogle lazor.
- Weapon canvas: you have 2 charges of a fast recast instant attack of 3 steps with a hammer (mobility combo), on a 60s timer.
- Landscape canvas: one charge of your party buff (20s duration). When you use it (instant) it unlocks a special attack, and gives you a free aether hue change for a potent dark umbral spell combo. It also drops an area of effect (magic grass) on the ground, and it has a 30s duration within which each attack you do consumes a stack (you have 5) as it translates into something on the area as well (makes the grass shine).
- You have an en avant 20s recast dash.
- You have a long cast of doom that makes a rainbow and gives a free orb, no cooldown, so I guess not efficient to use except for the opener to get a starting orb instead of going through the combo? it has an AoE equivalent.
Some secondary abilities shown in the job trailer didnt seem to be showcased live (what looked like a personal shield, etc)
I like its uniqueness at first glance.
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