People thinking there will be major changes in 8.0 is just massive copium. You can more or less predict the way it'll be due to how VPR and PCT work in terms of skills, aka how one skill replaces another and you just press the glowy button. That's 8.0.
Yeah, you know which job has the most convoluted tooltips in Endwalker currently? Summoner (which is also very intimidating for new players amusingly).I'm fascinated by the take that the jobs are streamlined when their tooltips are massive and overly convoluted. I think part of the problem is that they've made the abilities overly complicated in a way that doesn't allow for mixing-and-matching. They're preconstructed toys, not LEGO bricks and they really need to be the latter. Right now, they're really difficult to understand just from the tooltips alone. If the pieces are overly complex, they're only going to be effectively configured into the one thing they were designed for.
I feel like they've stripped so the battle system and in response, putted that complexity into the abilities themselves. Interplay is lost and the jobs feel diminished as a result.
Makes you think.
Either way I do agree with your point. I've come to the same conclusion that they constantly remove any failure state or things to manage, or any choice to do during rotations so that everything plays on its own. It's literally preconstructed toys.
Last edited by Valence; 06-07-2024 at 02:02 AM.
The idea that somebody got paid to design 8.0 summoner is embarrassing .
The tooltips are convoluted exactly because of job simplification. A lot of these interdependencies and actions leading to other more nested effects mean the tooltips have to be essay-length to cover all the stuff that's been automated and tied to 1 button press instead of spread out amongst all actions.I'm fascinated by the take that the jobs are streamlined when their tooltips are massive and overly convoluted. I think part of the problem is that they've made the abilities overly complicated in a way that doesn't allow for mixing-and-matching. They're preconstructed toys, not LEGO bricks and they really need to be the latter. Right now, they're really difficult to understand just from the tooltips alone. If the pieces are overly complex, they're only going to be effectively configured into the one thing they were designed for.
I feel like they've stripped so the battle system and in response, putted that complexity into the abilities themselves. Interplay is lost and the jobs feel diminished as a result.
Yeah, I knew that we wouldn't expect a lot of mechanic novelty in 7.0 but some jobs play exactly the same sans one button press of an action that becomes available during the 2min burst.
Yoshi-P did talk about adding some kind of talent trees in a media tour interview and I feel that is the key giving players a more complex rotation. I think there should be a "causal" talent tree and a "complex" talent tree similar to Swtor. That way the devs can give everyone a choice.
So basically continuation for gnb...I don't really have a issue with that especially recognizing this is on console it's kinda been a question I asked since joining the game why more skills weren't set up this way to help controller
lmfao
NEVER trust SE when they say they'll make things harder (the only exception is Ultimate).
They kept saying healing requirements will go up for 3 xpacs!
Until you realize healers in 8.0 will be exactly as they are now, spamming their 111121111
"but is crazy how BLM was the most affected"So with the media tour lifted the changes are almost meaningless and not only that but doesn't feel like a new thing how most jobs are, they all are the same job with different skins wich is really disappointing.
There is a specific thread about BLM but is crazy how BLM was the most affected this expansion and very sad cuz probably was the only surviving job that had some flexibility on its rotation and required some thinking in certain situations but now like all the remaining jobs is just one unique rotation that is honestly very boring, and this is clearly aimed to make it easy on ppl to learn or play the game but is that honestly what ppl need? To numb it down so bad? Why not put an actual decent tutorial? I dont think ppl need a super easy game, they need to know what is a stack marker what is a tank buster, how different this attacks looks, how a pair stack looks, and yes the game does teach you that through the MSQ but under that logic the MSQ is just a big ass tutorial that teach you one or two mechs each expansion that's not good at all.
The content in EW was super easy to begin with, now doing the jobs this easy as well doesn't seem very good.
Imagine being a new player and going to aglaia and miss 60% of the fight cuz:
1. The players destroy the bosses cuz how easy it is or almost non existing mechs
2. The 2 minute burst makes the fights and boss burn so fast that you skip bunch of mechs
3. You dont even need to play good to skip mechs
If I was a new player and later find out that Nald Thal had one amazing cutscene that I never saw cuz the boss died in a snap I wouldn't consider that a good gaming experience.
They said they were going to make the bosses "harder" and not to fall asleep on them and I do really hope so cuz with the new job design in DT there is no other choice
blm isnt even changed that much, if you play it the way 95% of people dop its barely changed, at most its manafont being a near full mp charge to stay in fire longer 4 nuke,
non standard wasnt the standard way to play
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