While It would be nice, I'm at a point where trust is so low, concrete information is needed.
It's not like the last expansions action trailers were good hype points for the game either.
We can't even trust the fanfest (SGE second dot hoax)
#FFXIVHEALERSTRIKE
While they absolutely should do this there’s no way in hell we’re getting anything other than an extremely brief, extremely vague comment during one of the fanfest that answers nothing. Oh, and a trailer of the ‘new actions’ that tells us literally nothing except ‘LOOK EVERYONE BIGGER EFFECTS’
Not sure how 'the design of the jobs you use to experience every aspect of the game' doesn't count as 'affects everything in the game'Yoshi-P is going to talk about 8.0 in the future, and will not mention it before a 8.0 reveal because that WILL steal the thunder for the rest of the Patch 7.x cycle. For the graphics upgrade, we were shown that before 7.0, but it was a necessity because it affects everything in the game. Job identity is an aspect and feature for future game content, but it’s not in the same category as how the graphics needed to be upgraded.
For example, if WAR was given the Healer treatment, so it'd have only Storm's Path (with no combo), Storm's Eye (with no combo), Inner Release and Fell Cleave (but no gauge, so you get 3 FC's a minute and none from your rotation)... That'd affect 'everything in the game' for a WAR player, because they use WAR as the vehicle to experience the story, fight the raids and trials, etc
We aren't asking for 'here is what you will be given next expansion, and here is the potency, cooldown, MP cost, all already mathed out', we're asking for a general overview of 'what is the dev team using to guide the design of the jobs'. For example, with Healers, what is it that they're drawing inspiration from, that resulted in Seraphism existing? (despite clashing with the established lore of the job so much that even JP was asking 'why this')
If I were the one who would be giving the talk about Healers going forward, I'd go with something like...
'Originally, SGE was announced to be a Healer that has a higher focus on doing damage, and that it'd have ways to heal allies by dealing damage. Furthermore, it was announced that it'd be able to 'augment its own abilities'. Both of these are technically true of the current SGE, but we believe we can go further, and expand on these design ideas to make SGE feel much more unique in how it heals. This might involve reworking the effects of some actions, but rest assured, the strength of the job will not be decreased. If anything, SGE will be stronger, both at healing and at dealing damage, and more versatile in how it responds to healing requirements in content going forward. Please look forward to it!'
At no point in that did I commit to anything, beyond saying that the general vibe of 'SGE heals by dealing damage' would be made more of a focus of the gameplay. But that could mean almost anything
Last edited by ForsakenRoe; 07-08-2025 at 02:42 AM.
Bring back old SMN, please ty
Bigger effects is the most we'll get 100%While they absolutely should do this there’s no way in hell we’re getting anything other than an extremely brief, extremely vague comment during one of the fanfest that answers nothing. Oh, and a trailer of the ‘new actions’ that tells us literally nothing except ‘LOOK EVERYONE BIGGER EFFECTS’
I can't wait for SAM to get a Gekko upgrade that consists of T-posing while a crescent moon that's big enough to fill the screen is superimposed over the target.
The shitty character animations for newer skills bugs me to no end, but I guess it's irrelevant when the particle effects mask everything.
Glad to know somebody else felt something similar. I first noticed this on MNK's filler combo new animations. It feels like they're overemphasizing the particles without taking account how silly some movement looks when you remove all of that. They had no weight in it. The closest analogy that I could think of is like playing Ph.Berz from OC where all of your hits are AA slaps but they certainly do damage...yes...lol...I can't wait for SAM to get a Gekko upgrade that consists of T-posing while a crescent moon that's big enough to fill the screen is superimposed over the target.
The shitty character animations for newer skills bugs me to no end, but I guess it's irrelevant when the particle effects mask everything.
"Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."
GNB's entire not-Confiteor combo is like that, and the crown jewel is that it has almost no sound effects, which is another annoying trend.Glad to know somebody else felt something similar. I first noticed this on MNK's filler combo new animations. It feels like they're overemphasizing the particles without taking account how silly some movement looks when you remove all of that. They had no weight in it. The closest analogy that I could think of is like playing Ph.Berz from OC where all of your hits are AA slaps but they certainly do damage...yes...lol...
Did they ever address the Medica 3 issue where you snap to the floor halfway through the animation (as you transition from 'casting' to 'the actual spell animation')?Glad to know somebody else felt something similar. I first noticed this on MNK's filler combo new animations. It feels like they're overemphasizing the particles without taking account how silly some movement looks when you remove all of that. They had no weight in it. The closest analogy that I could think of is like playing Ph.Berz from OC where all of your hits are AA slaps but they certainly do damage...yes...lol...
Also shoutout to the Chaotic Spring/Heavens' Thrust animations on DRG, they look absolutely ridiculous. Drakesbane is okay though
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