Instead of trying to make the job worse because you consider some skills "inconvenient", what you should be talking about is improvements to Reaper's negative gauge economy.
Instead of trying to make the job worse because you consider some skills "inconvenient", what you should be talking about is improvements to Reaper's negative gauge economy.
Uh, as in, make it more negative again, like before? Because right now Reaper has been simplified too much, it's too easy to do your rotation tbh. Especially later-added jobs ideally would be somewhat advanced at least, and in general FFXIV design is woefully too simplistic and static in the gameplay it evokes, which of course is mostly to blame on the 120s burst cycle pushing every job to align with that in its design. But in any case, a base design of "I never have enough" is just as valid as "I'm overflowing" (which with some changes Dancer could for example be), they're both valid types of resource-based gameplay designs instead of the static-rotation we have now.
Of course, right now the design combines the bad parts of each. It's all static rotation but also resource-negative (or well, in as much as you can say that, the rotation is static so there is no resource to manage, it's all just a bit of visual fluff on a static rotation) while also offering none of the inherent gameplay challenges a static rotation should usually bring because both jobs and fights have been designed to make it all as painless as possible and ensure ~100%ish uptime and rotation.
The Resource Negativity has literally no impact at all if you press your button, since harpe and harvestmoon are giving gauge, ofc its different if you just ate the downtime without using harp but thats a skill issue
Your rotation does not give you enough Soul gauge for the 10 minute burst window even if you do not miss a single GCD, if you miss a single one it's the 8 minute window instead.
Now you could argue it's not a big deal, but "has literally no impact" is flat out false.
It's not that it's not a big deal, rather... yeah? It's designed that way? That's what being resource negative means, the bad part, or big deal, is how it only shows up that late, instead of constantly and the job being fully built around it.
Keeping your 9min Shroud for your 10min burst, so no impact at all, i would call something a impact if the negativity would give me NO WAY to play my burst but you can still do it without issues
In fact come to think of it, my top-3 wishes for Reaper in order of realistic implementability would be:
1. Make Ingress/Egress auto-chain into the return, as per the OP's post.
2. Considering the limitations on Harvest Moon, buff it slightly: +10y radius, +10 soul gauge, +200 potency, fancier animation of a giaaaaant scythe sweeping through the target area.
3. Make more meaningful gameplay around a negative gauge economy. In an inverse of how resource-based gameplay for MMORPG classes works in other games, (marginally) unreliable expense via certain procs adding cost (but also potency) to things, thereby always starving us, a fitting element for a job called a Reaper. But the overall damage goes up the more starved we are, kinda.
and funny how my change to "Shadow of Death" would also fix the negative gauge problem, since it would be an oGCD then.
Rpr plays fine, but I would fix 2 things.
1.) Applying wod/mod won't cancel gibbet, Gallows, guillotine.
2.) Soul sow just needs to be the 3rd combo action for aoe. As of right now soul sow just feels like it was thrown in last minute and they didn't even know what to do with it.
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