The pendulum will probably shift, eventually. It's just kinda funny that XIV is going through it's homogeneity phase in the 2020s when most MMOs had this problem in the late 2000s to early 2010s.


The pendulum will probably shift, eventually. It's just kinda funny that XIV is going through it's homogeneity phase in the 2020s when most MMOs had this problem in the late 2000s to early 2010s.
This. My previous mmo had this homo phase back in 2012 or so. Very unfortunate xiv's doing this in 2024; look forward to modernity in 2028 folks!




That game was my shit for all of like 3 seconds. Sadly, it never really picked up the way I'd have hoped. I was also basically a toddler back then so a subscription fee was a tough sell on my parents.
I did play it again a long time after a little. It was really dead and mainly a solo game I feel like, but I remember how sad I was at how Unnatural Remedies was changed on the Eniripsa. Back in the open beta, it zombified enemies, causing your healing to hurt them, so you could slap an AOE heal on your melee teammates to heal them and hurt enemies at the same time. Later, it just caused your heals to become damage spells and your damage spells to become heals, which mainly changed things slightly based on the effects of your spells. Like your damage spells would mark enemies with effects that would do certain things, and those mark effects changed when those spells became heals.
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.
I really do hope they do bring more depth to the jobs for sure and this should not affect the casuals at all.
I used to be so casual back in HW and ARR that I didnt even know about rotations etc even about normal 8 man raids. And tanks stance never bothered me even once.
So from what I see the only players that complain about jobs having any depth or intricacy are the players doing extreme or maybe even savage raids that cant do great damage, being so insecure of themselves wanting to be on the same level as the veterans without putting any sort of work.
Recently SE have been making these jobs changes for these audience which really affects high end raiding. So much so
, im scared about the BLM change knowing how much the job already struggles in TOP p6 with movement. If they were to add any movement heavy phases to ultimates it will out right make DT BLMs unviable due to not having enough instant casts to handle the mechanics doing very minimal damage not making the damage check for the enrage timer.
I have played many jobs hoping from one to another because of the changes the jobs got that I found distasteful. I would like to stick to one job but with how jobs are being treated now it would be hard to find any jobs that can excite me in the near future.
And I find it very sad to see two of my friends maybe not playing DT because of these so called job changes.
Heonestly the closest thing to identity is the starter classes and the beginner dungeons. You just freeform it more or less and role skills are viable. Stuns, head-graze, even leg-graze at times, and of course sleep.
But you are expected to change to your job. And it's probably not convenient for the narrative spun here.


Reminds me of the fact Scholar in the earliest dungeons doesn't have Succor and the only aoe regen they have is whispering dawn. That already makes you play it completely differently then how you would play WHM, SGE or AST.Heonestly the closest thing to identity is the starter classes and the beginner dungeons. You just freeform it more or less and role skills are viable. Stuns, head-graze, even leg-graze at times, and of course sleep.
But you are expected to change to your job. And it's probably not convenient for the narrative spun here.
ARR raids have more character and job identity than modern FF14 roflHeonestly the closest thing to identity is the starter classes and the beginner dungeons. You just freeform it more or less and role skills are viable. Stuns, head-graze, even leg-graze at times, and of course sleep.
But you are expected to change to your job. And it's probably not convenient for the narrative spun here.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote





