
It's because a sizable chunk of the Forums Userbase sees obnoxious pain points as 'job identity' , and y'know, not literally every other aspect of the job.I'm honestly really confused about why people are complaining about the changes. I personally love them.
It's a temporary range buff when you use Manafication now. You still need to dash in and do melee range combo without it. Everything else from what I've been playing has been great, and all I play is RDM. Burst window is easier, it makes me feel like an actual Magical Sword wielder when I power up and can slash away from a distance.
Why complain when your buff window was made easier? I don't get it. It's not like they removed Dual Cast or anything. Just made it easier.



These "obnoxious pain points" as you call them is quite literally what sets certain jobs apart from their peers. If everytime we just removed "pain points" rather than actually add reward for dealing with said breakpoints, then we could literally just boil jobs down to five sub categories, put them in role labled grey boxes and call it a day, not like it makes any difference what we pick from what's inside them.
If you (as in, to whom it concerns, not "you" you) wanted a ranged job that has less or no friction with melee attacks, you had three other casters and three phys ranged to choose from. And if balance in this game wouldnt be so utterly lopsided in favour of melees, maybe we could go back to make the 4th dps spot be a flex spot where a Red Mage could be in an actual melee position. But instead, we have to go through "removing pain points" because they make fight design clash with job design and its 2min cooldown philosophy.
I 100% agree with what you said, the way they want the entire game balanced around the 2 min meta made everything worse with time. They want to make and add different mechanics to fights, so they "sacrifice" jobs in the process because everything has to fit 2 mins. Just having 1 mechanic where the ranges are in a ranged position during 2 mins is enough for them to remove any melee "constraints"These "obnoxious pain points" as you call them is quite literally what sets certain jobs apart from their peers. If everytime we just removed "pain points" rather than actually add reward for dealing with said breakpoints, then we could literally just boil jobs down to five sub categories, put them in role labled grey boxes and call it a day, not like it makes any difference what we pick from what's inside them.
If you (as in, to whom it concerns, not "you" you) wanted a ranged job that has less or no friction with melee attacks, you had three other casters and three phys ranged to choose from. And if balance in this game wouldnt be so utterly lopsided in favour of melees, maybe we could go back to make the 4th dps spot be a flex spot where a Red Mage could be in an actual melee position. But instead, we have to go through "removing pain points" because they make fight design clash with job design and its 2min cooldown philosophy.
Also, bring back SHB SMN



For real. At least the job had actual damage, dots still existed and had interaction with Fester, your pet wasnt a reskinned spell, Ruin IV + Egi Assault management for movement was actually a real thing... like man, how did we fall so far from paradise.
They keep taking everything good from us while giving nothing in exchange, I still dream of this job. It was so good.



So what is the job identity of BLM now that the Enochian timer is gone, Leylines are extremely short, Sharpcast planning is gone and there are barely cast times worth mentioning?
Explosions?
I'd prefer the identity of my job being more than a visual I click four times in a row.
Gameplay is also important you know?
Given just how much got removed and changed in such a short timeframe nowadays, where do we draw the line before job identity is completely gone and everything revolves around fight design?
When RDM loses all of it's melee combos? (it's a "caster" after all)
When BLM loses the ice spells? (it's stick are explosions after all and I'll be honest, at this point that's a real worry of mine)
When people are worrying, how the devs change their main job each patch then that's a very unhealthy sign for the game, no matter the rest of the qol, the story or the fight design.
Firstly, a lot of people complaining absolutely despise the 2 min burst window.
Secondly, you say that, but if you look at Black Mage, what exactly is its identity now? Flare go boom? It's not really the "true" caster with all the triple cast procs (as fun as it is), when you combine that with the significant shortening of its cast time. Without the Timers there's no emphasis on execution--another big element of BLM's identity: damage feeling earned. The Fire and Ice elements aren't enough when you're basically almost never in ice nor want to be.
I'm sure more experienced players for other jobs can explain the other ones.
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