what i think is a big mistake is how they want to keep everything on the same lvl.... there will be 21 jobs in DT.
enough jobs for everyone one could think. but no, instead they want a everything for everyone... which is impossible.
what i think is a big mistake is how they want to keep everything on the same lvl.... there will be 21 jobs in DT.
enough jobs for everyone one could think. but no, instead they want a everything for everyone... which is impossible.




Could have been worse. Many of us fearing about the DRG changes a lot but they decided to keep jobs mostly the same actually.
I didn't see it that way but it was a win in the sense that it just felt like if you used it well it wasn't always useful because the enemy didn't use that type of attack...much like the same PLL before Endwalker was all about how Addle was getting 5% physical mitigation like it was the greatest thing ever.
It was a bit repetitive. They could have just said these changes were happening to all roles instead of repeating the slide, predictably, for all the roles.Why were so many hours of live letter spent actually talking how mitigation was going to be increased by 5% of 5s? Or how Second Wind is going to be more powerful? Or swiftcast getting a lowered recast?
It was interesting that this wasn't mentioned, but we aren't really going to know about it until the media tour shows off the details in 2 weeks.The infamous 2 min meta has been number 1 contention for most players for years and even if I do think it's only the tip of the iceberg, not a word on it.
It wasn't a lot, but healers did get a little more in the attack department: aoe DoTs and more off-GCD attacks. It's not a lot, but it's better than nothing.Healer gameplay: some jobs got some more actions added, but let's face it, nothing is truly changing on that front either. Can you tell us what we can expect to actually do as healers in Dawntrail besides spamming 1-1-1?
To be fair, it may be due to increased damage output in Dawntrail associated with the higher level cap. But the chances are that tanks can handle this increased damage output from enemies as it currently stands.Tank gameplay: tanks are infamously unkillable, and do not require active healing from healers anymore, especially in casual content, yet they get even more mitigation and improved defensives.
It's as I've been saying for a while. They're making 2 of every job play the same so that it's as easy to balance as ARR. I would have to admit I was surprised DRG doesn't seem to be changing completely into a RPR clone like I thought, although we'll have to see in the media tour.Why is every change made to specifically keep them identical?
I think they did reference that some people want things harder, easier, etc, but that is the direction they go in. They have added a setting to adjust whether abilities change into other abilities or are separate to recreate some of the feeling that used to be there on jobs, but I think many of us will just save the hotbar/keybind space and not bother.SMN is the big culprit and has been under the spotlight since its inception in Endwalker, yet you double down on it without talking about it.
For SMN specifically, I was disappointed that Bahamut is the "new" summon. We were all getting excited for the other possibilities like Ramuh, Shiva or Leviathan and all they did was add an enhanced Bahamut? I hope they will at least expand on egi-glamour so we can disguise them all as different summons.
Scripted is kinda how it's always been, especially since Heavensward.Us playing through scripted encounters with basic scripted rotations without much flavor?
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