Yeah maybe you're right. They should remove the rest of the rotation too because it stops being engaging once you learn it and the fightsI honestly do not know how people are feeling this was that engaging. Upkeeping it without needing to pay attention was something a person gets into once they develop a natural feel for the job momentum since the job gives us multiple skills that can up keep this debuff. keeping it up was not hard and a player naturally develops a momentum with the job so they stop needing to worry about the debuff most of the time.
Only time a player will normally need to pay attention once players gotten use to the job is if the boss force us to stop our attack momentum so we have to determine if we need to refill/reapply the debuff again once we can attack again.
You're over exaggerating what I am talking about for something else and I never said I like nor agree with the change.
I do not like complete changes to Job mechanics but you over exaggerating a mechanic as something that was some how game changing when it was just not even game changing.
It was just there to give us something to do when we wanted to "feel" like there was something to do.
For me I want jobs to be more engaging but not with the lazy way of slapping a Debuff, buff, and positional we have now and call game changing experience with the job. That can be done with literally every single job without giving much thought into it.
Make it so jobs have unique mechanics that emphasis on actually performing as the Job.
For example using Machinist for this, they can provide Machinist with a Sniper rifle skill that base its attack on what type of Bullet it has loaded. Each type of bullet provide different effects for single target, single target DoT, AoE, or DoT AoE.
This brings back the load/reload mechanic as a separate skill from 123 combo as different function with a new skill that allow the Machinist to switch up a Ammo with a Ammo they want.
Using the Sniper Rifle skill will be up to the player and their self awareness because they cannot move when firing the Sniper Rifle. However, they also have to remember which Ammo they have loaded for it to be atleast self aware what kind of attack it will perform.
That has been their method of trying to "nerf" melee and caster characters but I always feel this was the wrong way to handle it.
Instead of focusing on jobs being more engaging mechanic wise and the loss of DPS is more because players did not play their job decently (decently not perfectly since muscle habits differ between people), they have been focusing too much on forcing players to stop attacking instead. This also why Buffs, Debuff, and positionals been their way of trying to make a job feel "engaging" so they add some kind of panic reason for players when they see their buff, debuff, and positionals not being maintained rather than focusing on the Job mechanic itself.
This lead to another issue being they are trying to simplify Jobs rather than adding on to the Job's existing mechanics. Making Jobs a bit too streamlined rather than building up on a existing foundation mechanic wise.
Last edited by EdwinLi; 07-31-2024 at 04:34 AM.



They replaced it with nothing on "Vicewinder," no matter how pointless you thought it was surely literally nothing is worse?

Without having to manage the debuff timers, Vicewinder (Dreadwinder) feels kind of purposeless outside the beginning of the fight when it gives you your buffs faster. Having to know when to hold a charge so as not to refresh the timer too early was cool and added just the right amount of thought to a job that's just hitting the lit-up buttons otherwise. It really doesn't matter if some people were using Dread Fangs combo too much; differences in skill/knowledge is just a reality of life, and removing it just because of that is silly. The potency buffs for the two combo starters is laughably bad because it defeats the purpose of the job having separate combo starters in the first place. I think learning how to manage Noxious Gnash was like the one aspect of the job that matches the difficulty of pretty much anything you could have played before picking it up at level 80
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