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  1. #1
    Player
    ETermin's Avatar
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    Oct 2018
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    34
    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100

    FFXIV and Job Identity

    About myself
    I was a long-time subscriber of Final Fantasy XIV. I had been almost continuously subscribed from the launch of A Realm Reborn to the launch of the most recent expansion, Dawntrail. I have had Black Mage as my main and stuck with it through its strong points and lesser points. I have also done my fair share of extraneous content outside of savage raiding. I have had multiple jobs at level caps during various expansions. I do not claim to be an expert at every job or role. I posted a very informal writeup on Reddit about this topic and given the feedback decided to resubscribe just to post it here on the official forums with more detail that were no conveyed due to typing it on my mobile phone and before going to sleep.

    What is Job Identity?
    Job identity is the core mechanics of gameplay that makes the job feel different from other. Key aspects that form job identity can be broken down into the following: Role Identity, Unique Gameplay Mechanics, and Lore & Aesthetics.

    Why this discussion about Job Identity?
    The recent upcoming changes to Black Mage have sparked controversy over how simple and homogenous the gameplay has come for many of the jobs within the game. There has been significant discussion about what makes for a good job identity and gameplay. Is job identity expressing its core roots through aesthetic, skills, or gameplay? Is job homogenization okay since it allows more players to access more roles?

    How will you approach this topic?
    There will be sections focusing on what each role’s current state looks like, how to reintroduce identity into that role, the same approach will be applied for each jobs. Lastly there will be a section for miscellaneous items that would assist with identity development.

    What has been lost along the way?
    ARR and HWd used the cross-class system to obtain skills from other roles. This was done away in favor for the role system that was used in StB. ShB revisited the role system again to what is currently used today. During the migration of skills to the role system a significant part of what made the jobs unique faded away.

    Personal Opinions
    The gameplay loop has become very stale due to homogenization of each job. I feel less compelled to try other jobs within my role. When playing tanks or healer, they do not feel exciting. Jumping between PLD, WAR, DRK, GNB it’s the same 1-2-3 rotation with a burst window. WHM and AST feel close to the same as does SCH and SGE. When playing Melee DPS or Ranged DPS, I am playing follow the flashing yellow button. SMN has become follow the rotation, RDM has the most uniqueness of the casters with the upcoming changes to BLM in 7.2.

    TL: DR – Go Read
    (2)
    Last edited by ETermin; 03-22-2025 at 03:46 AM.

  2. #2
    Player
    ETermin's Avatar
    Join Date
    Oct 2018
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    34
    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    Goals of the Proposed Tier System in terms of Identity
    The main goal is to provide accessible Jobs with varying levels of complexity and move away from simple is better since more people can play the jobs. The goal is not to rewrite the entire rotation system. Proposed adjustments would provide additional unique gameplay for each job, stay in line with its gameplay role, and adhere to its underlying lore. The intention is to keep the easy to pick up, takes effort to master that was prominent during earlier expansions.

    The game should still be accessible to all sorts of individuals as there are many with disabilities who play this game. At the same time it should not alienate its long-term players by only listening to those that are actively subscribed. This is a difficult balance to achieve, and I understand that. Hopefully this discussion will become a way to express the current state of the game. There are other issues with FFXIV but today I will just be focusing on the gameplay of the classes and what makes their Identity.

    Tier System Reference
    Tier 1 (Beginner-Friendly) - Most Accessible
    Simple rotations, minimal resource management, and high forgiveness. These jobs have intuitive mechanics, low punishment for mistakes, and fewer buttons to manage.
    Tier 2 (Easy to Learn, Harder to Master)
    More mechanics introduced but still forgiving. Some optimization needed. These jobs introduce some optimization mechanics but are still relatively easy to perform well with.
    Tier 3 (Moderate Difficulty, Requires Awareness) - Average Player Accessible
    Jobs with stricter rotations, reliance on buffs, or frequent mechanics. These jobs require more awareness of cooldown alignment, positioning, or resource management but remain accessible
    Tier 4 (High Complexity, Requires Execution & Optimization)
    High Complexity (Demanding Execution & Awareness) Jobs with multiple resource bars, stance swaps, and strict optimization requirements. These jobs require tight execution, proper cooldown management, and positioning awareness to maximize effectiveness.
    Tier 5 (Most Difficult, Heavy Resource/Mechanic Management) - Most Complex
    Most Difficult (Complex, Unforgiving, High Optimization Needed) These jobs require expert-level execution, resource tracking, and adaptability. These jobs punish mistakes heavily, have tight timing requirements, and require constant situational awareness.
    (2)

  3. #3
    Player
    ETermin's Avatar
    Join Date
    Oct 2018
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    34
    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    Current Tier System
    Tier 1
    (PLD) Paladin - Straightforward tank with shields, self-healing, and an easy-to-follow combo.
    (BRD) Bard - Simple ranged DPS with an intuitive DoT (damage over time) system and mobility.
    (SAM) Samurai - No party utility, just a simple but effective damage rotation.
    (WHM) White Mage - The most straightforward healer with big heals and minimal complexity.
    (SMN) Summoner - Rotation revolves around summon phases.
    Tier 2
    (WAR) Warrior - Very tanky, self-sustaining tank with an easy rotation, but needs proper cooldown usage.
    (DRG) Dragoon - Straightforward combo structure, but positionals and jump timing add complexity.
    (RPR) Reaper - Smooth melee DPS rotation with a powerful burst phase but requires managing the Soul Gauge.
    (DNC) Dancer - Easy execution, but optimal play relies on buff timing and procs.
    (SGE) Sage - Shield healer with a damage-to-healing playstyle via Kardia, rewarding good balance.
    (PCT) Pictomancer - Very flexible rotation outside of buff window.
    (VPR) Viper - fast-paced melee DPS with dual-wielding weapon transformations, requiring fluid combo execution and gauge management for optimal burst damage.
    Tier 3
    (GNB) Gunbreaker - Faster-paced tank with a cartridge system requiring tight execution.
    (NIN) Ninja - High APM (actions per minute) job with Mudras (hand sign abilities) that must be used correctly.
    (MCH) Machinist - No party buffs, but a fast rotation with strict cooldown alignment for big bursts.
    (SCH) Scholar - Shield healer with a pet mechanic (fairy management).
    (RDM) Red Mage - Instant-cast mechanics and an easy melee finisher system, requires some awareness for mana gauge.
    Tier 4
    (DRK) Dark Knight - Requires precise Blood Gauge and Mana management while handling tanking responsibilities.
    (MNK) Monk - Positional-heavy with chakra management, fast-paced gameplay, and constant movement.
    (AST) Astrologian - Complex card system requiring real-time decision-making for buffs.
    Tier 5
    (BLM) Black Mage - Demands perfect optimization, no movement mistakes, and mana balance for top-tier damage.
    (1)

  4. #4
    Player
    ETermin's Avatar
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    Oct 2018
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    34
    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    Proposed Tier System

    Accessible Gameplay - Entry Level - Picking up the class
    Tier 1
    PLD / WHM/ SAM / DNC / BLM
    Tier 2
    GNB / SCH / SGE / RPR / VPR / BRD / SMN
    Tier 3
    WAR / MNK / NIN / MCH / RDM
    Tier 4
    DRK / AST
    Tier 5
    No Jobs here yet
    High End Gameplay - Expert Level - Optimization based
    Tier 1
    No classes should be tier 1
    Tier 2
    PLD / WHM / VPR
    Tier 3
    RPR / DNC / SMN
    Tier 4
    WAR / GNB / SCH / SGE / NIN / BRD / RDM
    Tier 5
    DRK / AST / SAM / MNK / MCH / BLM
    (1)

  5. #5
    Player
    ETermin's Avatar
    Join Date
    Oct 2018
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    34
    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    Miscellaneous Adjustments
    Debuffs
    While extremely controversial, debuffs such as piercing, blunt, and slashing should make a return. As of Dawntrail there are currently 21 jobs and more on the way, by bringing back debuff it would lead to multiple meta party compositions. The meta would be able to be changed per fight basis as SE could make some encounters immune to certain debuffs.
    Aggro Management
    The current iteration of aggro management, it is effectively a non-mechanic. Aggro is a mechanism that should be managed by all roles. Stormblood had the best iteration of the mechanic so I will be building from that.
    While it was difficult to maintain aggro for some tanks this can be remedied by reintroducing an equivalent of Sword and Shield Oath. By adding a 30s cooldown that would increase aggro generation would also add another form of aggro management for 2 tank fights
    For Healers enmity dumping was removed from lucid dreaming making it a skill only used when you need mana. Adding a separate skill for aggro dumping or reintroducing it to lucid dreaming could work.
    DPS aggro management was also completely removed. Reintroduce this by various means (Diversion or Quelling Strikes) or similar to healer management.
    Meta Compositions
    Meta should be embraced as it allows people to feel accomplished as they figure out how to optimize an encounter. All Classes should still be able to complete an encounter, the meta would be able to complete it faster.
    (3)

  6. #6
    Player
    ETermin's Avatar
    Join Date
    Oct 2018
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    34
    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    Tanks
    At the current state, all tanks feel the exact same when it comes to mitigation. Every tank has a 10% (15% for PLD Sheltron), Rampart (20%), a 30%, Invulnerability with a different effect, and a couple unique skills. The following proposals would add Identity by changing how the tanks would interact with targets.
    Paladin - men and women marry exquisite swordplay with stalwart shieldwork to create a style of combat uncompromising in its defense. Clad in brilliant silver armor, they charge fearlessly into battle, ever ready to lay down their lives for their liege. To be a paladin is to protect, and those who choose to walk this path will become the iron foundation upon which the party's defense is built.
    PLD in its current state is accessible, easy to learn with minimal optimizations.
    Should receive a small percentage bonus based off current armor to reinforce the identity of being uncompromising in defense.
    Add a 20 min cooldown at 5000 MP for raise. Upon use the player would receive the weakened debuff. The paladin lays down their life to raise a party member in an emergency. This would make PLD, the safe choice with the ability to see more of an encounter.
    Warrior - On the northernmost edge of Abalathia's Spine exists a mountain tribe renowned for producing fearsome mercenaries. Wielding greataxes and known as warriors, these men and women learn to harness their inner-beasts and translate that power to unbridled savagery on the battlefield. In former times which saw war waged ceaselessly in Eorzea, the warriors featured prominently on the front lines of battle. With the arrival of peacetime, however, their art has descended into the shadows of obscurity, where it remains to this day.
    Should receive a straight 5% damage reduction. This would allow newer players unfamiliar with cooldown usage to be more easily healed.
    With the added damage reduction bonus, mitigations would be reworked to be generated based off of rotation. By utilizing the inner beast the player would generate defensive capabilities from attacking the target.
    By tying defensive capabilities to rotation this would add complexity to warrior by adding a form of resource manage with defensive cooldowns.
    Reduce the effectiveness of Nascent Flash
    Warriors self-healing capabilities are over tuned and reduce the effectiveness of the healer role.
    (2)

  7. #7
    Player
    ETermin's Avatar
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    Oct 2018
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    34
    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    Dark Knight - The pious Ishgardian clergy guide the flock, and the devout knights protect the weak. Yet even the holiest of men succumb to the darkest of temptations. None dare to administer justice to these sacrosanct elite residing outside the reach of the law. Who, then, defends the feeble from the transgressions of those meant to guide and protect them? A valiant few take up arms to defend the downtrodden, and not even the holy priests and knights can escape their judgment. Pariahs in their own land, they are known by many as “dark knights.” These sentinels bear no shields declaring their allegiance. Instead, their greatswords act as beacons to guide the meek through darkness.
    The greatest weakness for DRK is the number of reworks it has seen through the expansions. Adjustments should allow for more complex high-end gameplay while keeping the job simple for core content.
    Rework defensive cooldowns – Job would take straight damage from the attack but recover health and/or MP depending on the cooldown.
    To facilitate taking the extra damage DRK would receive a 5% Vitality Bonus
    Mana would not be used for defensive abilities – The Blackest Night
    Remove MP cost from The Blackest Night
    Add Offensive oGCD abilities that can be used with excess mana gained from MP gain.
    Gunbreaker - The Hrothgar of northern Ilsabard have passed the art of the gunblade from one generation to the next. The weapon itself combines a sword with a firing mechanism, emitting a range of magical effects by utilizing aetherially imbued cartridges. Originally employed by Queen Gunnhildr's personal guard, they were once known as "Gunnhildr's Blades" and differ greatly from the similarly named weapons used in the Garlean Empire.
    Mobility vs Melee Range – Allow for more movement based gameplay.
    Current design restricts to melee range.
    Add a toggle stance for ranged abilities to increase range from 3y/5y to 10y/15y
    Would assist in core content for pulls.
    Would allow GNB flexibility in movement for mechanics.
    toggle would reduce potency by 10%.
    Does not affect melee abilities.
    Adds interesting gameplay mechanics for multi target fights.
    Would allow GNB to shine in fights where targets are far away.
    Allow for unaspected cartridges in toggled mode.
    Allows for ranged gameplay without affecting core rotation.
    Defense - Base Job for Def Stats.
    (1)

  8. #8
    Player
    ETermin's Avatar
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    Oct 2018
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    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    Healers
    The separation of pure and shield healers helps establish healer identity. WHM and AST, and SCH and SGE have effectively the same kits with minor differences. The goal is to establish identity further within the healer role.

    White Mage - White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain, and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden, it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals. Those who would walk the path of the white mage are healers without peer, possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.
    Raw healer with raw DPS capabilities
    Glare 340 potency – 2.5s
    Increase Potency to 410
    Increase cast time to 2s
    Dia 75 potency + 750 potency over time
    Adjust Aero/Dia to Magic Debuff on target
    +2% Damage Taken
    Skill become a must have for optimization
    Adjust Stone Mastery IV Trait
    Becomes Stone V Ability instead of Glare.
    Stone V – 340 Potency – 1.5s Cast time – 300 MP
    Slide cast skill with lower cast time and mana cost.
    New Spell - Holy Ray
    280 potency – 400MP cost – Used for movement
    Shield Skills
    Divine Benison + Divine Caress
    Adjust to Heal over Time
    Raise
    Reduce Mana cost to 1500
    Reduce cast time to 4s
    Effects
    WHM becomes a powerhouse in raw healing and in raw DPS capabilities while being able to support the party through the utility of a debuff. Increases reliance on other healers to clear high end content creating a meta of DPS vs Healing capabilities. DPS capabilities are tied to movement making optimization more challenging at higher end gameplay while still being accessible. Reducing the cost and time for raise pushes WHM to become the defacto raise job allowing to still have a place in progression.
    (1)

  9. #9
    Player
    ETermin's Avatar
    Join Date
    Oct 2018
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    34
    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    Scholar -In an age long past, when mankind flourished under the radiance of arcane mastery, the island of Vylbrand was home to a city-state called Nym. Though the history of that age tells of countless wars waged with earth-shattering incantations, it was the brilliant strategic maneuvering of Nym's scholars that allowed their mundane army of mariners to throw back would-be conquerors time and again. These learned men and women defended the freedom of their tiny nation with their unique command over spell-weaving faeries, utilizing the creatures' magicks to heal the wounded and bolster the strength of their allies.
    Aetherflow
    3 stacks every 60s
    Fights are not intensive enough to utilize all the aetherflow stacks.
    Add potent DoT Skills that use Aetherflow
    Faerie Gauge
    Can be utilized to bolster allies.
    Defensive mitigations and offensive boosts
    Adding usage of the aetherflow and faerie gauge allow scholar to use resources that would otherwise go unused. In the current state it is almost a non-mechanic to overuse during high end gameplay because resources generate faster than they are used. Adding this capability would allow SCH to further identify as the tactician of the group deciding when DPS is able to be used instead of their healing capabilities. Tying potent DoT to aetherflow also allows more DoT management from the job.
    (1)

  10. #10
    Player
    ETermin's Avatar
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    Oct 2018
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    34
    Character
    Eleil Pareili
    World
    Gilgamesh
    Main Class
    Black Mage Lv 100
    Astrologian - Ever has man coveted knowledge, and none more so than that of his fate. Thus did he labor to master the skill of foresight—but initial efforts bore little fruit. That is, until he looked to the stars above, which foretell the coming seasons, and learned to read the heavens. Though this gift is known today as astrology, the people of Sharlayan saw fit to not only read the stars, but to write their movements as well. By attuning their aetherial energies to that of constellations, they learned to wield magicks with heretofore unseen properties. Thus was astromancy born—a new form of magick which grants its users power over fate. Employing a star globe and divining deck in their miraculous deeds, fortune always smiles upon these masters of arcana.
    Neutral Sect
    Reimplement raw heals and heal over time effects.
    Card System
    Revised every expansion.
    New Card System

    The Astral Arcana: A High-Risk, High-Reward Card System
    This new card system introduces a tarot-inspired deck with 12 unique cards, adding randomness and depth to gameplay.

    Key Features
    1. Expanded Deck (12 Cards) – Instead of six, there are now 12 cards, split into Major Arcana (powerful, rare effects) and Minor Arcana (more common, flexible buffs).
    2. Draw Chains & Combos – Players can create synergies by drawing certain sequences of cards, rewarding on-the-fly decision-making.
    3. RNG Manipulation – A new resource, “Celestial Insight,” allows players to force better draws or amplify effects.
    4. Unique Party Buffs & Self-Powered Augments – Cards affect either DPS output, healing potency, mitigation, or self-enhancements, making every pull an engaging moment.
    (1)

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