

Jobs are by far the best balanced at level cap. It would be trivial to scale the numbers down to something proper for lower level content without removing any abilities or traits. Removing traits is more likely to reintroduce inbalances.100% this, why do think the Crystal Tower raids are so loathed? Because it's mindless content due to a lack of engagement from both the non existent mechanics, and like this post, the extremely dull and barebones jobs.
I think it's ridiculous they haven't done something yet, perhaps having high level skills available but not traits that boost damage. Though I'm just throwing that out there, anything to fix level sync feeling like crap
Last edited by aiqa; 05-24-2024 at 08:09 AM.


Job is super boring at 90 after the reworked removed any sort of optimisation and soul out of the job. Job would be miles better if goring blade was a second combo finisher again even if it did something different.
But every tanks got to be 1, 2, 3 "press ur spender" 1, 2, 3 "press ur burst button 3-5 times!" Because any creativity left for jobs is left to DPS and even that's fleeting.
I guess we got bulwark... and divine veil is less clunky...? yay! Funny how early levels wasn't even looked at despite a rework.. guess it was half baked though.

Goring Blade got reworked into Boring Blade meaning we only have a 1-2-3 combo instead of two branching 1-2-3 combos.
That and the general issue the game has in spreading a full kit's worth of abilities over 90 levels.
I can't even begin to imagine how boring some classes must be to new players going through hundreds of hours of gameplay in ARR/HW before they get half their kit and things finally "click".


In ARR/HW PLD used to have access to cure, stoneskin, flash (and even raise outside of combat) to spend mp on. With SB the devs considered the tanks to have too much self sustain at early levels so all of that got gutted along with bloodbath and was never replaced with anything other than clemency/equilibrium at later levels.
I do feel at this point it wouldn’t be a bad thing for PLD to gain access to versions of its spells at an earlier level. Something like first aid > clemency, banish > Holy Spirit. Like others have said, they don’t really care about balance at anything below max level these days so I don’t feel like PLD having access to a pre-50 cure spell would ruin the game.
Last edited by Cabalabob; 05-24-2024 at 11:05 PM.


This isn't even accurate any more the tanks have sunk down, healers remain where they are though lol, I'd say both are almost as poorly designed as each other at this point, just healer issues are way more visible (but tbf healers likely have it slightly worse with one button vs 1, 2, 3.) It's clear that DPS are relatively going to be always at least fun, sure some things get took away but it's never even slightly close to how much tanks or healers have had took away from them without anything else to replace them.(Apparently I'm too stupid to put a picture in here, so...)
https://cdn.discordapp.com/attachmen...e9afbc138cd05&
Personally I just wish they gave tank more combo paths (like melees), or just did something more interesting with the design, while healers should get attack Procs & more attacking spells, while making it where you actually have to heal.
Changes like making Paladin have more skills in ARR while needed, doesn't really fix the core of the issue, Healers & Tanks need to be designed to be fun at 90 (or 100 soon) to actually be fun first in ARR.
Player
|
|
![]() |
![]() |
![]() |
|
|
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


