I've personally enjoyed every job I have played so far. Well... maybe not Scholar, but that may just be because it's not for me. But I'm loving the direction the devs are taking with job design.
I've personally enjoyed every job I have played so far. Well... maybe not Scholar, but that may just be because it's not for me. But I'm loving the direction the devs are taking with job design.
Objectively, job design got better in dawntrail, so I give square enix a lot of credit for that. Specially with the new jobs, Pictomancer's the most fun I've had in terms of job design probably ever.
The issue is still the roles design, every tank's essentially the same job; same with healer.
The trash pull to walls are unfortunately still there, there's a few dungeons that choose a different way of designing the dungeon like the level 91 dungeon, but the others continue the same old pattern of 2 trash mobs between 3 bosses. You can't be doing this same design forever, you need to shake things up.
Meanwhile in Guild wars 2 every "job" is getting a spear weapon in their upcoming expansion in august and they all play differently. Same with their battle content encounters; every piece of content is thematically designed to be unique in terms of what you do in those encounters and how enemies approach the encounter against you.
The level 91 dungeon is a ray of hope, it's what square enix is capable of when they don't copy paste game design. Hopefully there's more of that in the future.



Weapon design in GW2 is very hit or miss, and a lot of the Secrets of the Obscure weapons were complete misses, niche, or pretty boring near-copies of existing things(I main engi, so that's the kind I got). What I've read says that spears are generally better but rely very heavily on the assumption you have Quickness to increase animation speed.Objectively, job design got better in dawntrail, so I give square enix a lot of credit for that. Specially with the new jobs, Pictomancer's the most fun I've had in terms of job design probably ever.
The issue is still the roles design, every tank's essentially the same job; same with healer.
The trash pull to walls are unfortunately still there, there's a few dungeons that choose a different way of designing the dungeon like the level 91 dungeon, but the others continue the same old pattern of 2 trash mobs between 3 bosses. You can't be doing this same design forever, you need to shake things up.
Meanwhile in Guild wars 2 every "job" is getting a spear weapon in their upcoming expansion in august and they all play differently. Same with their battle content encounters; every piece of content is thematically designed to be unique in terms of what you do in those encounters and how enemies approach the encounter against you.
The level 91 dungeon is a ray of hope, it's what square enix is capable of when they don't copy paste game design. Hopefully there's more of that in the future.
Well, unless you were doing CM (the equivalent of ultimates in XIV) most weapons/builds were viable in Secrets of obscure no matter what weapon you choose per class. There are still some weapon/weapon combinations that are so much better than anything else per class, yes, but mostly applies to legacy weapons that haven't gotten updated. For example, all the new weapons added in Secretes of obscure were really good, like the maces for Ranger and staff for Warrior.Weapon design in GW2 is very hit or miss, and a lot of the Secrets of the Obscure weapons were complete misses, niche, or pretty boring near-copies of existing things(I main engi, so that's the kind I got). What I've read says that spears are generally better but rely very heavily on the assumption you have Quickness to increase animation speed.
Congratulations, you are the target audience. Off to another 10 years of homogenization and designing for the bottom of the barrel.


Again with this infamous homogenization that only exist in the mind of few.
yeah each role share some core gameplay mechaic, but that's all.
Tank have tools to get the aggro and to mitigate some damages.... but seriously, if you play a GNB like you play a WAR.... Sorry i don't want you as a Tank.
The same, if you play SGE like you play AST.... Wipe incoming.
Etc...etc...
Sharing some core gameplay mechanic doesn't mean homogenization like this forum love to scream about it.
I tested all the job to some extend (at least to level 70 for thoses i hated), and i never got the same feelings from each job. yeah they were some similarities on some role (healer and tank), but past level 50 it slowy began to fade away to enter the realm of each have they own rotation and gameplay while retaining some core mechanic.
In my book this isn't Homogenization.... If we had one, each job would exactly look the same gameplay with the same rotation, with the skills a copy of each other, just with a different job name and job skills name ... Which it isn't the case..... The only part were you feel a sort of Homogenization is under the level 50.... So, i assume that thoses that talk about it, never get pass level 50 with a lot of jobs
honest to god if you still want to enjoy dawntrail just play it with Viper or Picto because they are very well designed and fun compared to other jobs in the game right now, and are probably a good look at what the future will hold for the big job rework they're planningHello, all.
My sub ends tomorrow, so I believe this will be my last message for a while--maybe until 8.0. I have not touched a single minute of Dawntrail's story, its dungeons, or its content. Yet it's not because I'm burnt out of FFXIV. On the contrary, I have a very strong urge to play through Dawntrail's content, but what I have absolutely no drive to do whatsoever is put up with Endwalker job design any longer. It's a weird feeling, having both a constant urge to want to play the game and yet dreading the idea of actually playing the game. I want to explore the Story. I refuse to put up with Dosis spam. I want to try Arcadion. I am burnt out of DPS jobs. I want to see the upcoming field operations. I have no interest in trying tank jobs. I feel torn to say the least.
I'll get to the point. I love FFXIV, but I hate Endwalker PVE job design. I would play through the story as PVP Sage if I could, but I can't, and there's not a single PVE job that I want to touch with a 10 foot pole. Yoshi P, if you truly want FFXIV to be a game for everyone, do better.
Because this ongoing hyper simplified job design has alienated not just me, but many others who have also resigned and left the game. There has to be a better middle ground that's still approachable but doesn't exclude the players who want to engage with job design. Don't wait for 8.0 to make changes. Just waiting for 8.0 to address these issues is cutting corners when there are things you could do now to make job design more enjoyable without sweeping reworks.
Make healers more enjoyable now. Leave Viper alone for the players who enjoy its complexity. Restore nonstandard gameplay aspects to Black Mage and other jobs as well. There is a healthy middle ground you can achieve with job design, and this is clearly not it. Goodbye for now everyone, I hope all of you are able to find enjoyment in the jobs even if I cannot and enjoy what Dawntrail has in store. I sincerely hope I can return sooner rather than later.



The thing is though, if these people are so embedded into the game already, the no-brainer thing for SE to do is to cater to the people who want more.They are right tho, people who want to see this game gets better are the minority, most people are either content with the current state or their personality is so embedded with the game that they see any criticism of the game as a criticism of them.
The game is most likely (Hope to be proven wrong here) doomed to getting worse with time.
Because those who are embedded into the game are duty-bound to love anything that the team produces, so catering to us would just increase overall satisfaction. It's a win for all sides.
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