I partially agree with that, but problem is that raid groups would tell you outright to not play a certain job and swap, basically forcing certain jobs out of content if said job is unsuited for a certain type of fight.I want a dehomogenization of tank jobs. In the early FFXIV each tank felt pretty unique and mitigated damage in their own way. Now they all kind of feel like the same job with different names for the same basic abilities.
I miss Bane.I also think it would be fun for summoner (or any job) to return to being a damage over time focused job.
I want a dehomogenization of tank jobs. In the early FFXIV each tank felt pretty unique and mitigated damage in their own way. Now they all kind of feel like the same job with different names for the same basic abilities.
But really, mostly just this. Too many of the jobs feel samey and boring at this point in the game, to the point that you're practically just playing one job with different aesthetics.
Also this.Basically stop babying healers, using your dot and damage spell constantly and popping the occasional off-GCD heal is fucking boring.
You're not wrong, but that's a balancing issue. Every tank should be able to do all of the content equally, but at least make them feel different from one another. I know that's obviously a lot easier said than done, but if we're talking about what we want to see in DT, that's where I'm at.Problem with that is that raid groups would tell you outright to not play a certain job and swap, basically forcing certain jobs out of content if said job is unsuited for a certain type of fight.
In early coil raiding, raid statics would run it with 2x pld instead of war, because war had next to no actual mits to survive stuff. Self healing is pointless if you get ohko'd by death sentence, or that ghastly death sentence + plummet combo.
In alexander, statics would avoid pld because low dps and his mits & block mostly worked for physical damage, but not magic. And there were a lot of magic tbs and even autos.
I can agree with that. They generally leaned a bit too much into that homogenization and streamlining direction with EW.Every tank should be able to do all of the content equally, but at least make them feel different from one another. I know that's obviously a lot easier said than done, but if we're talking about what we want to see in DT, that's where I'm at.
They implied that almost every boss having a giant hit box might stop being a thing and that tank positioning might be important again. Not sure if that counts as significant though.unless they significantly alter how bosses work in Dawntrail, I don't see major reworks being all that different beyond fixing up some major fuck ups like AST.
They implied that almost every boss having a giant hit box might stop being a thing and that tank positioning might be important again. Not sure if that counts as significant though.
Get rid of positionals (they don't add anything and restrict encounter design - fake depth), less button bloat (won't happen this xpac but I expect it down the line, some pruning), add some new tools for SMN (rework was great, but is very simple rn), move away from the 2min cd windows in kit design.
I want a dehomogenization of tank jobs. In the early FFXIV each tank felt pretty unique and mitigated damage in their own way. Now they all kind of feel like the same job with different names for the same basic abilities.
Stormblood (and also a lot of HW) was hell if you didn't adhere to the popular meta.It's way too late to go back but Stormblood was the best the game has ever been mechanically, so if they can make the jobs feel like that again it'd be great.
give scholar all the dots and cleric stance there game perfectIt is a bit weird that there is no DoT caster archtype in the game at all anymore. I don't necessarily need it to be summoner, but it is a playstyle that should exist in some capacity.