but would you rather have jobs that never get changed for years and years and become extremely static/stale in their gameplay?
For me, at least, this odd cycle just makes me want to rediscover and see how it works.
That’s a very fair point. honestly I think that’s where encounter design comes into play. I think that changing and unique encounter design should be the special sauce to the mostly static jobs that you come to rely on and understand but I can understand viewing it the other way around. That every rework is basically a chance to discover a “new” job all over again
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
I mean, perhaps, but even so, the job will still eventually become stale. It is not easy keeping it fresh but for all its worth I don't want them to stop. Some changes might be bad, some good... we shall see where it takes us.That’s a very fair point. honestly I think that’s where encounter design comes into play. I think that changing and unique encounter design should be the special sauce to the mostly static jobs that you come to rely on and understand but I can understand viewing it the other way around. That every rework is basically a chance to discover a “new” job all over again
If there is one thing I hope they change is their stupid ass code which is obnoxiously depreciated and limiting a lot on all fronts.
If the reworks bring a breath of fresh air and proper skill floor and ceilings, then by all means. If the rework is going to just remove for the sake of it to then not build anything upon it... what's the point?
But I do agree, wondering which new stuff you can get can be exciting.
I don't see a problem with that if jobs are interesting. Quite a few have lost a lot of defining features and I'd absolutely go back to older versions of those jobs if I could, BLM being the latest on that list. Encounter design is where I think static gameplay is a bigger problem. My preference is for deep and well defined jobs in dynamic and varied situations, which unfortunately for me is almost exactly the opposite of this game's direction.
Dont try and apply logic to SE, rather try and work with corporate metrics, player feelings and profit.
They are risk averse and don't know how to deal with player feedback.
There is no PTR for Job changes, SE goes and decides internally how the rest of the world will be playing their job and balances around it instead of seeing what players would do. When it doesn't work out ? Tough go play a new job.
Then there is the "Play it safe" culture.
This reflected in their new content, current Eureka proved extremely popular so they essentially copied it with some streamlining and taking one thing from bozja. As a person who loves Eureka this is great for me, but its SE playing safe on what works, a small tweak on an existing feature.
Cosmic Exploration is Ishgard Restoration 2.0 (I missed the OG Ishgard Restoration so am looking forward to it)
Raids ? They literally dumbed down the jobs for players so that players were not "Overwhelmed" with the new raids, we get to wait till 8.0 for the job change (Not holding my breath)
I am sure they think the BLM change was a huge success and in the numbers game it was but do they care how many left BLM ? Probably not.
I'm relatively unaffected by 7.2 , PCT hadnt become my identity, the content I like is coming in and I am torn between playing BLM and MNK, this doesnt prevent me from seeing how they do it though.
Last edited by NaoSen; 04-15-2025 at 09:26 PM.
The blm changes were very calculated. They've seen that the playrate of blm was very low, so they made it more accessible but to truly make it played more they had to get rid of picto. I mean picto stayed the way it was for almost 10 months lol! And suddenly they realize that they need to do something? On the way even destroy picto's gameplay loop...
I still jope they buff picto and restore the rotation to how it was before. If you want to play optimally you want to slide cast as much as possible rather than use your mobility tools. That is just wrong in itself. They joy came from finding the time to paint your muses during mechanics. Also blm is a selfish job and still it puts out the highest rdps now. Picto is a buff job and they should excell at rdps but picto rdps fell quite a lot. Picto still shouldnt be behind all melees, if it is supposed to rival blm then it must be in the top 4 rdps jobs now otherwise you would just bring a blm. It is quite easy for the devs to manipulate playrates at this point. Just buff the jobs that are played the least, make them more accessible and easy to play and playrate goes up. It's almost like with gacha games. The new stuff is always broken and replaces the old stuff.
They really couldn't decide what PCT's identity in a group was. Their statements before early access said that it would be a selfish DPS like BLM but easier and with more mobility, but then it released in the form that it did, and now BLM is basically what it was stated to be.The blm changes were very calculated. They've seen that the playrate of blm was very low, so they made it more accessible but to truly make it played more they had to get rid of picto. I mean picto stayed the way it was for almost 10 months lol! And suddenly they realize that they need to do something? On the way even destroy picto's gameplay loop...
I still jope they buff picto and restore the rotation to how it was before. If you want to play optimally you want to slide cast as much as possible rather than use your mobility tools. That is just wrong in itself. They joy came from finding the time to paint your muses during mechanics. Also blm is a selfish job and still it puts out the highest rdps now. Picto is a buff job and they should excell at rdps but picto rdps fell quite a lot. Picto still shouldnt be behind all melees, if it is supposed to rival blm then it must be in the top 4 rdps jobs now otherwise you would just bring a blm. It is quite easy for the devs to manipulate playrates at this point. Just buff the jobs that are played the least, make them more accessible and easy to play and playrate goes up. It's almost like with gacha games. The new stuff is always broken and replaces the old stuff.
BLM went beyond buffing fixing it. I put it away around the time they introduced the third freaking clock to the ui and haven't picked it back up again. it was my main for many years. If they toned down some of the clock silliness, I might pick it up again, but I agree this didn't have to come at the expense of other jobs.The blm changes were very calculated. They've seen that the playrate of blm was very low, so they made it more accessible but to truly make it played more they had to get rid of picto. I mean picto stayed the way it was for almost 10 months lol! And suddenly they realize that they need to do something? On the way even destroy picto's gameplay loop...
I still jope they buff picto and restore the rotation to how it was before. If you want to play optimally you want to slide cast as much as possible rather than use your mobility tools. That is just wrong in itself. They joy came from finding the time to paint your muses during mechanics. Also blm is a selfish job and still it puts out the highest rdps now. Picto is a buff job and they should excell at rdps but picto rdps fell quite a lot. Picto still shouldnt be behind all melees, if it is supposed to rival blm then it must be in the top 4 rdps jobs now otherwise you would just bring a blm. It is quite easy for the devs to manipulate playrates at this point. Just buff the jobs that are played the least, make them more accessible and easy to play and playrate goes up. It's almost like with gacha games. The new stuff is always broken and replaces the old stuff.
SE is really struggling with balance and innovation this cycle.
there will always be one that outshines and one that is bottom tier
that is why job homogenization is bad, because then there is no reason to play but the top performing one as they are too samey
when jobs are distinct then even if they are bottom you play them for their unique style
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