I was looking at Sage and Scholar abilities to decide which one I wanted to play. I noticed they had mostly the same exact skills. Feels like class choice is more about aesthetic than actual gameplay style.
The same issue exists with other classes in the same role. It makes them feel bland.
Another problem is that some classes have a lot of pointless buttons. Dragoon has 7 skills for its 2 single target combos that mostly do the same thing. All of them are a single target hit. They can be compressed into 2 buttons. One button to apply the debuff+bleed and the other one changes to the next action each time you click it, the same way it works in pvp. These are fake choices and fake skills. Each skill should bring a unique purpose to the table. When I play Astrologian, every single button is useful and has a unique purpose and I choose which to use based on the situation. Red mage's air/stone and thunder/fire spells are also duplicates of each other and the black/white mana bar is just flavor.
All the classes need to have a big rework done on them. Make them unique and very different from each other and streamline their abilities instead of having lots of useless buttons that do the same thing.
Here are some examples of what each class can be:
Melee DPS:
Dragoon could have many mobility abilities with low cooldown that also build momentum for big burst and help engage/evade and minimize down time and make greedy plays. It can have longer melee reach because lance is long.
Reaper can be a durable and self-sustaining dps with shields and some life-steal.
Ninja can be versatile and adaptable with various effects based on seal combinations, like gaining damage mitigation, damage buff, debuffing the enemy, or teleporting, or boosting, saving teammate from death with clone replacement, etc.
Monk can be the one that rewards you for doing combos and positionals and gives team buffs
Samurai can be a glass cannon with little utility and evasion but extra damage output.
Healers:
Astro a proactive burst healer with buffs and lots of regen like it is now.
White mage can be basic, straight forward reactive healing. Big flat heals and minor regen. Can build up for an extra large heal by charging meter with dps. Just basic straight forward gameplay.
Sage can be a reactive shielder like the shield equivalent of white mage. Shield when needed, and build up big shields and passive healing by doing damage.
Scholar can be the proactive planner type shielder with less of a focus on dealing damage and more focus on preparing triggers and mitigation.
Tanks:
Dark knight: Barrier based tank. Can shield self or allies. Has minor lifesteal. Mechanics to help upkeep barrier, split agro with shadow to buy time for small heals and stay healthy.
Warrior: Selfish straight forward lifesteal tanking. Do damage, get healed, cling to life.
Paladin: Damage mitigation to self and team with occasional shield blocking and health regen.
Gunbreaker: Attack enemies to charge aether magic shells. Mix different combinations of shells to produce different effects like small shields, small heals, mitigation, enemy debuff, etc. Versatile all-rounder.

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