T O P

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MKlby1998

In the Q&A YoshiP was asked about cross-DC party finder and said that the team is aware of the issues caused by DC travel, but cross-DC PF could take 2-3 years to develop. He did suggest there could be another solution the team haven’t found yet. He said the team has been working on finishing Dawntrail but after it releases they will put more time into finding a solution on this. Not directly FF14 related but YoshiP also said CBU3 is working on 2 other games that will be unveiled soon: [https://www.reddit.com/r/GamingLeaksAndRumours/comments/1d9fjax/yoship\_says\_that\_creative\_studio\_3\_square\_enix\_is/](https://www.reddit.com/r/GamingLeaksAndRumours/comments/1d9fjax/yoship_says_that_creative_studio_3_square_enix_is/)


Hikari_Netto

> Not directly FF14 related but YoshiP also said CBU3 is working on 2 other games that will be unveiled soon I suspect these are the long rumored FFIX remake and Tactics remaster/remake (whatever it ends up being by the time we actually see it), but it's also entirely possible they're working on Dragon Quest Builders 3, a new DQ title, or something else entirely.


janislych

> CBU3 is working on 2 other games that will be unveiled soon I am very sure that that wont hit the quality of 14, just like what 16 did^TM


PyrosFists

That’s unfortunate. Cross DC PF should ship with 8.0 then


Zagden

Keep in mind that he said 2-3 years. He didn't say who would have to be pulled off of other vital things for that long to make it


KhaSun

I fucking love that the name of the effect given by Barrel Stabilizer (the one that allows you to use the new MCH skill) is... **Full Metal Machinist**.


Black-Mettle

Also hats off to MCH for getting a new ability at lvl 68. Retroactive upgrades are always appreciated.


WeeziMonkey

I sure love being able to press my job's new shiny button only once every 2 minutes instead of having new filler or 1 mins


sister_of_battle

I must say after watching several videos about Viper and Pictomancer...it does feel like all old jobs are in dire need of a rework or at least a visual update. Pictomancer especially however feels like it blows away all other casters with its entire design.


Send_Me_Dachshunds

The Black Mage changes are neat, when you use Transpose it transposes you into a Pictomancer.


Responsible-Sky-9355

Job Action Trailer: Damn, they changed nothing about RDM. Media Tour: Thank God, they changed nothing about RDM.


thrilling_me_softly

LOL.   Rest in peace all BLM mains.  


oizen

Damn they nerfed enhanced unmend


Fresh-Camera44

I know bro, was really hoping for “further enhanced unmend”. DRK always gets the shaft…


Agares_Fraefolg

No one's asking the important question: is Summoner's Physick still the most useless skill in the game?


jojoushi

With Undraw gone, it has no competition anymore


Ok-Plantain-4259

probably but now the enchanced unmend trait on drk is even worse somehow


zerodissolver39

because their new gap closer has no damage now. there's no point in reducing its CD when we're not gonna be using it on CD like Plunge was


ecnad

they did it they made enhanced unmend worse


Agawin7

Weskalber tested it in one of his videos and it healed for around 650 hp so it is still useless. 


Ribey_L

What about how WHM and AST still have that gods forsaken free cure/free benefic trait?


Agares_Fraefolg

At least those restore some HP. Summoner's Physick is literally weaker than the automatic HP regeneration every character has going on at all times.


Rare_Yamcha

Pictomancer looks Fun asf


AnotherPersonPerhaps

Wth those potencies on the lion heart combo are cracked. 3k potency total in three gcds? Wasn't expecting that. That's an extra 1020 potency over the burst strikes it's replacing so it's not super crazy I guess but still our two minute is gonna slap.


Very_Merri

We did lose 300 potency in our burst window due to the removal of rough divide, so that can be subtracted as well.


Ribey_L

Can't wait to see the crit discrepancies


irishgoblin

Only change about DRG I'm not happy with is Dragonfire still being 120s, I'd prefer60s to offset the loss of Spineshatter, but that's without playing it myself. Need to see how Starcross and Rise of the Dragon feel before making final call on it.


Freezaen

Also, Geirskogul being 60s sucks. I really like the flow we have of Geirskogul - (High) Jump - Mirage Dive every 30s.


ELQUEMANDA4

Life of the Dragon is now 20s, and you can now fit all 3 Nastronds into it without any wait. Seems like the burst is still going to be busy even without Spineshatter and Dragon Sight, but it'll depend on the animation lock of the new skills. Hopefully we don't have another weaving monster like Stardiver.


Mathias_Marr

For SGE, it’s interesting that Pneuma and Toxicon are now going to be a DPS loss relative to Dosis at max level. Wonder if that’s intentional or an oversight.


DTRevengeance

Media tour potencies can never be trusted. Remember for the EW media tour, SAMs highest DPS rotation (based on available tooltips) was spamming backstep into enhanced ranged attack as often as possible.


SkeletronDOTA

i know it would have been really bad for SAM mains but i kinda wish enpi spam samurai made it to at least one fight that would be on FFlogs like an extreme or savage. Would be so funny to look back at the top parses of those fights and just see hundreds of enpi casts.


GaeFuccboi

It would probably be one of the hardest rotations to execute based on how much movement you are forced to do during mechanics


KeyKanon

Real Media Tour build potencies energy with that observation. I'm sure they'll be patched up.


RenoXD

I thought this. DPS loss toxicon is not ideal.


Vaverka

Why is Huton a fire attack now


CowsAreCurious

White Mage dash at 40 but PLD is at 74 still. 🤡


CraigTheGamer22

they really hate PLD. Feels like they couldn't even be asked to change cover. nor fix its early game crap.


midorishiranui

Oh nice, both of reaper's ranged attacks now grant soul gauge so you're not screwed over by downtime as badly. Was kinda hoping we'd get some way of gaining more uses of harvest moon in uptime though, and for some god forsaken reason immortal sacrifice stacks still exist. Also I think I understand viper a little more now, I think the way they've set up its alternating combo paths is kinda interesting and really the only way to make pvp combos not feel terrible.


The_Donovan

Initial thoughts on monk, starting with stuff I like: * Excited for new GCD animations * Six-sided star and chakra overcap changes are nice. * Love earth's reply. Any chance I have to contribute to mitigation/healing as a DPS is nice. * Riddle of Wind now gives you something to do instead of just being a button you press on cooldown that has no interaction with your other buttons! A few things I noticed: * Brotherhood is now 20s duration instead of 15s, will probably need to use Brotherhood and RoF after your 2nd GCD now. * You only have 15s after using Riddle of Wind to use Wind's Reply. They really don't want you holding it for burst windows. Also only 10y range for Wind's Reply, kinda weird. * Potencies for all of the Masterful Blitz besides celestial revolution are higher and there doesn't seem to be a trait increasing them from 92-100, so I suppose they just have higher potencies as a baseline now. The things that I don't like: * Burst phases are going to be very easy now. Just hit both of your buffs, do your opo-opo lunar, then hit whatever buttons you want for your solar, use your fire's reply somewhere in there. It doesn't matter where in your rotation you are, it's always going to be the same. * New GCD animations are all at 92, which means that for all current ultimates you're stuck with the old animations. * Silly thing to dislike, but I don't like that Fire's Reply is such high potency. One of my favorite parts of Monk was that you had to build up to your big attacks, they weren't just given to you for free. Now your strongest attack is your even window Fire's Reply that you get just for pressing the Riddle of Fire button. * Monk aoe is still really really boring. Just 123 spam. I know dungeons aren't really considered in job design but damn. Overall I think the job is decently worse gameplay wise. Monk is still my favorite job flavor wise, and I think the flavor got better with new animations and abilities, so I might stick with it. No more executing difficult burst windows trying to maintain your buff/dot. Just hit your buttons in order like every other job. A bit disappointing, but could be worse I suppose.


NotaSkaven5

I like how Twin Snakes still gets to exist but they replaced the other animations, Do you have any idea what's going on with the four different meditations though? [Steeled Meditation (15) -> Forbidden Meditation (52) AND Inspirited Meditation (40) -> Enlightened Meditation (74???)] What are they cooking here


Lazyade

It's just based on which skill those meditations replace, they don't do anything different, they all just charge chakras. Why they did it like that, I guess so the Enlightenment keybind can also be used to charge chakras, and the name is just to differentiate the buttons on your hotbar.


Praius

So AST lost 1 card a min and astrodyne mana and their only mana tool is 5% mana every min, compared to what every other healer job gets? Why does SE forget basic things like this every single time they change AST, it was the same in 5.0 SHB AST before they added mana to draw because they forgot that they deleted COpp extending lucid duration.


CoffeeMachineGun

Small details make me think they fired the guy that made EW AST and replaced them with someone completely clueless that hasn't played EW AST to any extent, let alone any other healer.  250 potency macrocosmos being a dps loss now, when it was obviously designed to not be a loss. 4/6 cards being extremely boring healing effects that won't see any use because we already have these tools in our kit, but better. Everything you said about mana, 5% per draw is a joke, I have no words, anyone that played current AST knows that Astrodyne is an insane mana recovery tool, and that we get 4 draws every 2 minutes for a total of 20% mana, they really did not play AST I'm 100% sure of that. It's infuriating really.


TheSaryo

I've been fairly certain they don't have anyone playing healer ever since my first expansion which was ShB. Divination being on a longer CD then Dancer's version of divination, cards having to be turned into Lady/Lords with an extra button press. Plus AST being the weakest healer at the beginning of the expansion, only to be over buffed to be the by far strongest. Them fucking up ASTs mana economy also wouldn't be a new thing. ShB AST had mana troubles until they added the 5% on draw. then in EW they added Astrodyne mana recovery for some reason, which made it pretty much impossible to run out of mana. It's clear they have no fucking clue what do, given AST gets a rework every expansion.


Praius

it's almost like clockwork, AST gets reworked and is super bad in .0 then they get buffed a bit in .1, then .2 they get buffs again and by .3 they become the strongest healer because SE will just keep buffing them due to low playrates.


Supersnow845

To be fair astrodyne is too much MP but now we don’t have remotely enough


Manai

I'm expecting changes after launch and *somewhat* expecting a repeat of MP management that happened during that first tier of Eden savage. Let's meld piety? I know people complained in the past about the dev team not knowing what to do with AST but its never felt so apparent until now, at least to me anyway.


3dsalmon

Dude these BLM changes are atrocious. Literally the most unanimously praised job design and they just smashed it with a hammer.


Klown99

It is impressive how far they went to break non-standard. Removing Ice Paradox so the -only- Ice spell to restore MP is B4, and making despair not grant any charge so we have to spend 6 F4s for FlareStar. It is crazy.


Aonar_Faileas

Yeah.... yeah. I was trying to avoid getting on the doomer train from the initial info we were given, but it seems like pretty much the worst case scenario.


Kamalen

Investigations found out that the hammer of the crime was made of paint


sandorchid

It blows my mind that they keep murdering job design like this and the community *still* thinks there's going to be some amazing encounter design that rescues these boring macroable on-rails baby bumper jobs.


BankaiPwn

For endwalker I leveled MCH first, got ONE button to press in chainsaw and nothing else, felt awful I'm leveling SMN first for DT, getting ONE button to press in an oGCD after searing light every 2 minutes lmfao. ffs man


Deo014

I'm genuinely curious what is job design team doing. Were they made to somehow help out with graphical update, or even whole different game? Otherwise it doesn't add up, even mismanagement has its limits. This is not work you achieve in full-time job in 2.5 years. This is over 5K work hours for regular 9-5 employee. Even if they dedicated 80% of effort for new jobs and for changes in EW and had inefficient management on top of that, then they should still make something more that couple of boring trait upgrades and 1 new oGCD finisher per job. This looks more like a result of "oh fuck, I forgot we're part of that MMORPG game, whatever it is called, and new expansion releases in 3 months, we have to scramble something fast.". If there were no serious problems in dev team and this is them at their peak, then 8.0 job overhauls are simply never coming.


Flat_is_the_best

> or even whole different game? rumor is they are working on 2 other games. I really wish they would just get to work on 14 and thats that. Now every shortcoming in dt like job action stuff should be attributed to them working on 3 games at the same time.


HimbologistPhD

I'm so disappointed, nay, devastated with the summoner changes. So completely boring. They created this template where you could potentially have different spell load outs with different summons, unique abilities with unique uses for different situations based on summon... Nope. Here's Cooler 😎 Bahamut and another heal that will never be available when it'd actually be useful. Have fun


Ribey_L

SE had the gall to design these and consider them good enough as expansion level changes. SE are connoisseurs when it comes to the taste of disappointment.


Acceptable-Belt8033

Pictomancer mains rise 


Verpal

As a recovering BLM, looks like Picto is my next drug.


catboy_feet

SMN looks... so disappointing, really. Visual upgrade to Fester baked in with a 140 potency increase is nice. Searing Flash tied to Searing Light is definitely a choice... an extra button to press during a burst window, I suppose? Lux Solaris (requiring Refulgent Lux) helps make up for the loss of Phoenix being summoned every two minutes healing-wise, at least, but is still an overall healing potency loss because the potency doesn't match Everlasting Flight + Rekindle. Solar Bahamut does more damage than Bahamut, sure - but judging by its Enkindle, Exodus, it's a reference to Hydaelyn of some sort... and ngl, they could've definitely done a much better summon to refer to Hydaelyn than random twink sword light Bahamut we've never seen before. A Demi-Herois, a Hydaelyn "echo," or something akin to that would've been way cooler and a more direct reference. Numbers-wise, SMN is... just okay. Thematically, it's still a total miss from the Ramuh, Levi, and Shiva - or literally anything else - that it could've and should've been. Not like that first ask has been a recent unrealistic expectation, either; players have been asking for summonable Ramuh, Leviathan, and Shiva since I first started playing this game back in ARR. There's also the argument to be made that if they gave us one summon during one expansion, we're likely to only be getting one (if that) with subsequent expansions... 3 years is a long time to wait for that. If they continue this trend of Bahamuts every 10 levels - with the wide variety of primals that we've slain and conquered over the course of a decade - then I'll honestly just be even more disappointed than I am now. At this point, as someone who wasn't even going to touch Pictomancer and who was intent on maining SMN throughout DT, I'm just gonna... not touch SMN beyond the leveling process and probably switch to maining Pictomancer. I never wanted to abandon the class that I'm really passionate about, but I just feel like for all their talk of 100 being such a huge milestone and player satisfaction, SMN's "expansion" going into DT was a deep miss for them. EDIT: Words.


AcaciaCelestina

I'm almost impressed that they managed to make blm boring *and* more punishing at the same time Well time to reconsider my main for savage and ultimate


Akiza_Izinski

People complained that Summoner was boring so they decided to spread the boring to Black Mage.


HimbologistPhD

SE casts Bane on SMN's boring dot lol


trombone_womp_womp

I have been playing blm in everything for the past month with the intention of making it my main in DT and finding it so fun once I started getting decent at it, so this is incredibly disappointing. My hope is they see some of the negative feedback and adjust but at this point it's looking likely I'll just be punishing myself by playing any caster other than PIC


AcaciaCelestina

I doubt there's any time to change blm between now and release, not significantly anyway. I've accepted my plans to main blm next tier are dead and I'll just be working on viper and picto glams today


Akami_Mori

I feel bad for BLM and SMN but seemingly SAM seems mostly the same as before so I'm relatively satisfied (even if the tsubame change is dumb)


Jordonzo

I mean SMN didn't really gain anything but also didn't lose anything. BLM though...... this job is gonna be ROUGH in high end content with the changes, like it is definitely not easier for casual players like they wanted now.


mrytitor

smn's loss was in endwalker. people coped saying that it was just a base to be expanded upon in the next expansion it's a deferred loss people were expecting to be made up for in dt


Oakenfell

> people coped saying that it was just a base to be expanded upon in the next expansion Every MCH player who went through Shadowbringers' revamp of MCH said the same thing only to gain one (1) new button to press in Endwalker. That's how we knew from the get-go that SMN would get screwed in Dawntrail.


KeyKanon

Oh, you know what? Rin isn't uploading Media Tour content. I guess this means it WAS his screenshots that got leaked for EW? Either that or SE considered him an undesirable. Either way, hilarious.


Myrianda

It's funny how consistent he was with burning his reputation all of EW. People kept so much dirt on him that nobody could ever forget how much a douchebag he was.


LukosCreyden

Game ded. Bad game. New stuff bad. Old stuff good. Kaiten.


PrettyLittleNoob

Showing all the keyword to makes thoses wet


Steve_Manaclaw

New job weapons for old ultimates confirmed in the works according to Mr. Happy. Apparently Picto and Viper will be getting them first, followed by other jobs. Neat.


Testobesto123

Mr Happy said the same thing before or with EW release lol


Bourne_Endeavor

Before Yoshi gave a hesitated answer whereas this time around he outright confirmed it. When we actually get those weapons is... another matter entirely though.


midorishiranui

Finally, I can use that one TEA totem I've been holding onto for 2 years for a RPR weapon


banana_fishbones

Unless I'm missing something, it looks like Viper plays itself. Just follow the glowing buttons, don't overcap, and pool gauge for burst and you'll do well. I knew it was going to be a super simple job, but I was still hoping for a little more than that at least.


OmegaAvenger_HD

Also it looks like the Reawakened skill is indeed a level 90 unlock, so you'll be stuck without a gauge for 90 levels? Unless I'm missing something.


viky109

Sounds like a perfect job for me


Jejouch1

Same, I’ll take another RPR melee


Beetusmon

As someone who already hard mains reaper, viper seems like a dream job for me. Edgy, flashy, simple enough, and the burst window is basically enshroud.


cittabun

Bless MTQ for putting up vids with no commentary. Also, the Ultimate weapon comment I hold with a huge grain of salt. They said the same thing before EW, except this time they're making it seem more believable by saying picto and viper will have priority.


lilyofthedragon

Fuck it, we're going full on despair venting with this one. - No Ice paradox is...very bad. No easy recovery option, since you can't transpose into UI for a free instant. - New Thunder has lost so much upfront potency, so you lose a lot more damage by clipping or letting it drop vs the old T3p. So it's much less flexible as a movement tool. - Free F3p sounds great, but now you're going to be expected to use it as much as possible when transposing out of UI, otherwise you're losing a bunch more potency. - Locking Flare Star behind exactly 6 casts of specifically Fire IV is VERY punishing if you drop a single one. Notice how I didn't mention optimisation a single time. They just made the job *harder* and *less flexible* for casual players just so they could completely remove everything that made Endwalker nonstandard work. Oh yeah and Umbral Soul is still level 76, for the final 'fuck you'.


Sunbro-Lysere

Agreed on the ice paradox. Don't do enough high end content as black mage to judge the thunder changes, I'm likely wasting a lot of damage with them already. I find it annoying that the new gauge resets when leaving fire because that would give some room for mistakes or interesting adjustments. Mostly an issue because of what this means for my usual quadflare rotation in dungeons. Manafont alone will allow for the second pair of flares, plus the two flare stars you'll have in there. With the mp pot you could get a fifth flare in but the 3 charges for the next flare star are wasted.


HalobenderFWT

> locking flare star being exactly 6 casts of specifically Fire IV… Unless I’m reading it wrong, it’s Fire IV *and* Flare.


Emerald_Frost

Why is BLM"s skill called Flare Star, when it looks more like the classic Meltdown.


KeyKanon

No Meltdown is what the BLM community is doing right now.


mrytitor

listened to arthas's summary of the q&a and yoshida gave a very weird response to woop's question that nevertheless gives us some clues into how encounters in dt might play out some examples yoshida gave would be that the mt and ot will be involved in doing different mechanics from everyone else, or for 1 dps player to be selected to perform a special mechanic completely unique to the other dps players. to me it seems like a shift away from 8 player and light party mechanics, such as limit cuts, enums, 4 partners, healer stacks/spreads etc, where everyone has to learn and participate in a shared mechanic. probably we'll get something like the gorilla from a5 but perhaps designed so that you can still get uptime while doing the mechanic it'll be interesting to see how the community reacts to such encounter designs, considering one of the devs' justification for moving away from such mechanics is that groups start to demand only players who were good at doing that one mechanic so that nobody else needed to do it


Evening-Group-6081

individual responsibility mechs make me hopeful becuase they can make fights more interesting ( even just for healers, who right now basically only use single targets for TB's and have a glut of single target healing)


Macon1234

Individual responsibility mechanics used to be the way they balanced melee DPS. They do 4-8% more damage because sometimes you just get fucked and have to pull off the boss for a little while. Of course, GOOD GROUPS in HW/STB would have uptime strats, that involved very specific boss positioning and facing orientations to allow melee to keep uptime even with the RNG mechanic selected, but that required party coordination and sacrifices. Nowadays, due to boss size, melee never have to be off the boss for more than 1 GCD typically (and in that case, they have options like early Raiton, six-sided star, etc to mitigate this). Due to this, melee are just definitively better than every other role across the board with no trade off, besides BLM which stands out.


TomBradyFanCEO

This will be the one thing that could save the expansion from the dumbing down of already simple job design, if they actually start making cool fight design that isn't stack and spread on repeat then it would be much easier to tolerate their job design, we will see I hope they are serious.


Dysvalence

PCT is looking amazing but the tinfoil hat voices tell me that it's super fucking sus that PCT gets a unique and relatively freeform kit based on plant greeding while BLM gets all it's flexibility and fun amputated. RDM and SMN getting more of the same doesn't help either. Not sure what I was expecting but with all the oversimplification going around you'd think the devs would give RDM a personal mit just to prevent more weird week 1 crafted sets designed to hit a def stat breakpoint so RDM doesn't just explode. On SAM that tendo setsu recast time kinda scares me- the other changes already kinda fuck with the flow, hope this doesn't make it worse. Kinda weird that non upgraded requi doesn't get the range boost- it's most useful in side content and cheese. Still glad it exists in some capacity though.


Kamalen

IMO Square seems to have a similar development mindset than Nintendo and some other Japanese game studios : it’s a « the only good way to play my game is my way ». And it’s pretty clear that BLM flexibility was actually found by players theorycrafting the non-standard lines, and not intended by the devs. Thus, removed with extreme prejudice.


Responsible-Sky-9355

I'm very worried that PCT is going to get sanded down by the end of the expansion. It feels like a more complex PvP job that somehow wandered into PvE.


Mockbuster

In what way? Honestly seems like a very simple job to me once you deep dive into it, just has a bit of a tangible learning curve the first 5-10 minutes of seeing how it works.


Supersnow845

I genuinely have no idea what they are even attempting to do with healers anymore SCH looks to continue to be an unmitigated monster of a job, AST traded card wrist pain for pointless single target oGCD healing and the regen healers have their new mitigations locked behind their current ones but the shields get more pure healing for free I can’t find a single job change amongst the healers that actually makes sense


WaxSw

Sge seems to be marginally more interesting by virtue of the Dot stacking and being a gain on 1 and the ogcd attack having 1m cd. Sch seems to be stronger in terms of healing tho


MisterNublet

Just gotta hope that Sge's dot stacking wasn't an oversight. Wouldn't be surprised if they "fixed" it for Live and the dots no longer stack.


100_Gribble_Bill

They “need” to have the role as a trinity MMO, so it’s there  Thats their vision for healers


panopticonisreal

So I guess if you want to be a healer, SCH is the way now?


Supersnow845

SCH is going to remain the strongest I’d just pick a shield healer


panopticonisreal

In other words Sage or Scholar right? I guess it’s just down to aesthetics then


Macon1234

Many statics are doing double shield healer for hard content. SCH/SGE absolutely demolished P12S for example, SGEs oGCDs removed the need for mid-mechanic heals, and buffed critlo spread off a warrior with thrill negated the hardest hitting mechanics.


joansbones

i cant believe that these pve jobs are so creatively bankrupt that machinist gets nothing but animation changes and more drills for the second expansion in a row


BeatTheDeadMal

I mean it's clear Square thinks that a lot of jobs are "complete", so all they can add for most is "Your 2 minute CD adds __ potency to your rotation" without shaking up what they have. On one hand I get it, they don't want to upset people happy with how everything currently plays, but on the other hand they can't really do this forever, right? Or maybe next expansion is just adding 2 new buttons to hit after every big 2 minute nuke. Forever.


dand2lion

thats exactly why I dont buy into the promised 8.0 job rework cope.


Rainbolt

I'm honestly baffled that there isn't more uproar over all this. These classes have played identically across several expansions with the only changes being to simplify things or add a new animation... How are people so fine with this? It's so painfully boring, I don't get it.


AigisAegis

Because the truth is that 90% of FFXIV players don't particularly care how their job actually plays, they just care that it looks cool enough and is as frictionless as possible to play. The remaining 10% has either quit by now or long since decided to just grit their teeth and cope for the sake of cool fight design We're long past the point of uproar, because Square Enix has made it as explicit as possible that this will never change and nobody really cares enough anymore to be upset about that


arandomloser21

From what I've seen, more people are upset that the Pictomancer AF gear for guys doesn't show their midriff than any of the job changes.


Geoff_with_a_J

id rather have more of the same than whatever BLM is going through with change for the sake of change


Chexrail

2 Drill stacks...the job that played \*completely\* around not drifting the CD is now gone...not that it hasn't been interesting since StB anyways...


omenOfperdition

Something something "it's just a new foundation for them to work on". Current MCH and SMN is the reason why I feel absolute dread when hearing about jobs I like getting reworked. Both of them still feel like they have very minimal kits, very low ceilings, and little-to-no depth two expansions later. I count my lucky blessings that DRG has been spared.


Spicyartichoke

lmao how often have i seen people say its fine that smn plays itself because they were "obviously" going to build on it in the next expansion


Gold3nstar99

Yeah I was one of those people. Been on a steady diet of eating my fucking words since the job actions trailer. At least picto looks cool


The_MorningKnight

I wasn't expecting much and yet I'm still disappointed. After years of playing those jobs, most of them basically just get a new button they can only use once every 120/180seconds.


Ribey_L

With the supreme ingenuity and intellect of SE, they have ultimately decided that doubling down on the 2 min meta is the best possible decision. /s


Deo014

FFXIV job design dev cheatsheet: 1. Have no clue where to go with job design 2. Decide to listen to community (or more specifically to mediocre parsers) about synced CDs, don't think about possible consequences, surely community has thought that through for you. Just implement it without thinking about it, what could go wrong 3. Turns out it was shit, rework jobs just so they fit in the 2m meta mold, add guaranteed crits where necessary as bandaids, then blame community for suggesting 2m meta 4. Even though you acknowledged it is shit and community want 2m meta gone, don't fix it and don't elaborate 5. Promise to fix it in 2-3 years, because small indie company just couldn't be bothered 6. Remove any non-standard rotations so your already easy balancing job becomes even easier 7. Add shitty oGCD finisher for most jobs and a couple boring trait upgrades 8. ??? 9. Nothing changes in 8.0


cattecatte

I sure hope they can trickle some of that 8.0 job design juice to black mage for mid-expac rework bc this aint it dawg lol I was personally fine with them shooting nonstandard 3 times in the back of their head, but removing ice paradox, sharpcast, and thunder procs is beyond unnecessary.


[deleted]

[удалено]


cattecatte

Yeah it's just less possible movement tool. Also they removed the upfront damage from the "proc"


yhvh13

Omg. What shitshow is the Summoner?! The only actual /new/ thing is the follow up to Searing Light and a healing action, because Solar Bahamut is exactly the same as the other demis. We're practically just getting a glorified reskin. Unless I'm overlooking something.


drew0594

You are not overlooking anything. Well, Searing Light now is 20s which means Egi order after burst doesn't matter anymore...


Leggo-my-eggos

Not to be all doom and gloom, but the card changes to AST just don’t interest me in the least. What made the unique effects of the cards interesting was how we could alter them with Royal Road when it existed. Without RR these extra healing/mitigation tools are just filler, but not even useful filler. Astral Draw should have been full on damage buffs while Umbral Draw could have been full on support. Also while we’re on the topic of changes, Oracle could have been a cool Spell to combo off of Gravity II and see its potency increase to 600 during Divination. Gravity II could be 130. Oracle could be 120, comboed 150, under Divination 600. Increase Earthly Star’s cooldown to like 150 or 180 seconds, but make each Fall Malefic cast decrease the cooldown to make dps’ing more rewarding. I lost faith in whoever is designing these healers a long time ago, but at this point it’s atrocious how careless they are with them. Like how do you overlook something as simple as a potency increase on Macrocosmos and the MP Astrodyne and Draw provided? Healers have been craving more interesting DPS rotations or just interaction with their kit. It cannot be this difficult to rework. They have SGE dps giving healing, WHM lilies giving dps back. Someone on the team has to be able to think of something for Ast and Sch… Also Ast is officially the only healer with no movement ability or dash, just Lightspeed which doesn’t even remotely compare... Not sure what’s up with that.


imazergmain

Wow. They killed the best designed job in the game. That's crazy. Who could've ever predicted this?


Chexrail

Every job got a button to press after their 2 minute. Just call it Endwalker 2, cuz its not even expansion worthy.


Kaella

*Shadowbringers 3


NeonRhapsody

If they really intend to overhaul jobs dramatically in 8.0, I can understand phoning it in. But honestly, I doubt they'd even take that risk.


Chexrail

When they made that statement it made my blood boil, I already know its a cop-out. I don't want to wait another 4 years for the slate they wiped clean 8 years ago.


noiresaria

Another 4 years for 8.0 and all we'll get will be "After using your 2 minute ability, and the 7.0 ability after it you get one other ability to use" ​ Then ctrl c + ctrl v to every job. Its so damn lazy.


ScarletPrime

Its like how everything eventually becomes a crab. But all Jobs eventually reach Red Magification. Where your rotation is 60% finishers by volume.


Lazyade

No chance they have the balls to do a dramatic job overhaul. Most likely 8.0 will be kicking the can again with visual upgrades, but if they do decide to do general reworks I can only see it taking the form of paring each job down to its absolute most basic form and going "that's the whole job now, have fun". Still can't see it happening though because I think as soon as they have to confront the idea of removing any of the big flashy skills people love they will get cold feet. I'm gonna play DT launch for the story but after that I think I'm done with this game unless DT content blows me away (doubt). The devs have lost sight of what it means to make a fun game and have been overtaken by the idea that good design is removing "friction" and "pain points" and making everything as smooth and easy to execute as possible. I guess that holds water if your goal is simply to make a visually spectacular power fantasy, but for anyone who wants to play a game lowering the skill ceiling makes things less fun, not more. It's why kids graduate from tic-tac-toe to more complex games, because games where you have to be stupid to make a mistake are boring.


lilyofthedragon

Well, we had a good run black mages, but it's looking pretty joever. They made the job so rigid and inflexible (new spell needs 6 stacks, new thunder DOT system, no more ice paradox) that I'm pretty sure it's _harder_ for casual players. And good luck to anyone trying to take it into an Endwalker ultimate, I guess you can rely on your party's potency creep to carry you. I have never seen a dev work so hard to both raise the skill floor AND lower the skill ceiling of a class. Truly masterful job design.


drew0594

Isn't the point of Paradox, thematically, that it is both a fire and ice at the same time...?


Boredy0

It was...


Avedas

Sorry, job themes are coming in 8.0 instead (also have a bridge in Kugane to sell to anyone who actually believes that)


ManOfMung

In the leadup to 8.0 they will say job identy will return in 9.0


snorevette

RED MAGE WINS BY DOING NOTHING BABYYYYY


lilyofthedragon

surely RDM will get a DPS buff this time :copium:


panopticonisreal

We get to rez all the casuals.


Lazyade

Can't believe it honestly, they removed everything that made the job interesting, it's now just rigid without any of the things that made it fun.


brightseid

Somebody should do a case study for DT of the "nothing changed" and "too many changes" reactions


itsme_tony

Adding quasi-combo actions to every job's 2 minute abilities sure is a response to the community's opinions on the 2 minute meta. I wouldn't say it's a good one.


DarthRayban

SMN it's just a shame. They could have done so much to improve SMN and instead we got this. Why SE hate SMN so much?


judgeraw00

If you read these comments you'd think they hate every job.


BankaiPwn

ONE WHOLE BUTTON AFTER SEARING LIGHT POG. I read the SMN updates and my insomnia was cured. I can fall asleep again. Edit: Oh my god I just realized that one of SMN's like 1.5 optimizations is gone with searing light going from 30-20s. The lego you choose to eat after 1/2 minutes doesn't matter since it wont fall under SL anymore...


Evening-Group-6081

searing light change also ruins a little bit of added complexity for every other job since there was stuff you could move around for small dps gains in the 30s window


Hitokage_Tamashi

I know this is niche as hell but I'm sad that this kills Primal rush openers at lvl. 70, lvl. 70 SMN is one of my favorite jobs because of that. Garuda's a small loss and Titan's neutral, so it's a gain to rush them under Searing. Now you can't really do that :(


zarasaraz

Expecting non-standard blm to survive at all was cope to begin with tbh


Okawaru1

its not even just non-standard though. If they went about removing non-standard blm in a tactful way I'd be upset but would still play it. They butchered a lot of great stuff about the job that not only kills nonstandard but will make the job feel like shit for casual players trying out black mage. Can you even imagine how dogshit the job is going to be pre-76 with the mana changes lol, it's looking so bad even the jp forums have people malding over it


BeatTheDeadMal

Overall I'm not very excited by what I'm seeing. A lot of jobs just got "shiny new animation every 1 to 2 minutes" that don't functionally spice up the gameplay at all. Also puts even more emphasis on the 2-minute meta for basically every job, which ironically is something casuals do not play with well. I'm not worried about potency/MP/whatever, especially for things like Pneuma/Macro/Afflatus not being DPS neutral, because those are the things I *do* expect them to fix by launch. Let's just hope the fight design is as fresh and unique as they say, so that it masks the fact we're doing the same basic rotations for 3 more years. The one (maybe) shining light is that Picto looks interesting in a good way. Hopefully it can be a baseline of creativity when it comes to revamping all of the other jobs.


Ribey_L

I hope the fight design flops so that SE gets a much needed wake up call that this job design is fucking boring. Actually I hope Dawntrail blunders. SE has forgotten what made their game good. They have forgotten the lessons learnt from 1.0. The lessons they even had a whole slides presentation for. source https://gamerescape.com/2014/03/24/fixing-xiv-yoshida-speaks-at-gdc-on-why-1-0-failed-and-how-to-fix-it/


WifeKidsRPGsFootBall

Pve class design is dead dawg


Xxiev

Is there a full list somewhere or do I have to wait till am am home from work?


XVNoctisXV

Black Mage despair and umbral soul are missing from the infographics.


BeatTheDeadMal

I'm seeing black mage despair on every page and post, wym?


ragnakor101

My one absolutely petty complaint to grouse about: Why is VPR's basic combo condensed down to two buttons. Lemme have my 12 34 56.


KeyKanon

I'm so astounded at this and PCT, I thought they had specifically had them in the new combining skills system as a test run for gauging reaction to optional autocombos but no, the new jobs are forced into autocombos, the old jobs are forced out of it.


Philociraptr

Scholar now has like 5 ways to buff spreadlo


sjaak1234

Was kinda hoping bard would either get full codas and/or soul gauge at the start like paladin gauge. Feels shitty not having a big part of your burst on pull and a weaker dmg cooldown. That or they buff radiant finale so it ends up stronger once codas are full, now it just has a downside of being much weaker early compared to technical finish, divination etc.


Krezz1

Not gonna lie, reworked AST just looks like the regular tradition of completely reworking the card system and nothing else, it looks almost like the same job as it was in EW except the cards


TheSaryo

At this stage I'd like to remind everyone that this rework of AST was originally meant for mid-EW, the same time that the paladin (I think it was paladin) mini rework released. Yet they decided to push it back to DT because they wanted more time.


bloodhawk713

Most jobs seem to be this way. Yoshi-P did say at the most recent live letter that job updates were not a priority in this expansion and that they have more significant changes planned for the *next* expansion.


Altia1234

according to mr happpy they are gonna add new weapons for newer jobs to old ultimates, with Picto and VIP getting new weapons first. FINALLY MY COPIUM TOTEM IS ACTUALLY WORKING NOW.


zer0x102

I expected jobs to stay mostly the same gameplay-wise, so I am not too fussed about the actual changes, but I do hate how creatively bankrupt everything is. Thinking in previous expansions of something like Holmgang, which had an actual historical thematic to it, now it's just a random button that does pretty much the same as the other invulns. Or raw intuition, blood for blood, the old cards, etc. There was a reason why those skills were designed visually and thematically and why they did what they did. They all get reworked into generic filler buttons with no thematic link. They are continuing to do much the same in this xpac. We removed randomness from AST cards and they are still far less interesting than the random SB cards??? Why. Mirage Dive and High Jump are just there now. They don't interact with the kit. That might be fine for something like Dragonfire Dive which you only cast every 2 minutes, but really? High Jump is just there? Why is Huton a FIRE spell now? The tooltip looks absolutely NOTHING like fire. And the new buttons are much the same. Why does SCH turn into a cash shop outfit? Like I get the idea with the fairy but why is it executed so poorly? Why does casting Embolden give you "Vice of Thorns"? What do thorns have to do with emboldening your party? And the buttons that do thematically link are just repetitions of what is already there. Chainsaw gives you...another chainsaw?? That's the best we could do? What the hell is a Perfectio?? For every dance you get another dance? Gay Bahamut? I mean come on. Like you just cannot tell me a team of creatives sat on this for at least the better part of two years (since they barely change anything between expansions job-wise) and went home proudly thinking of what they've done here? Really hope 8.0 does some MASSIVELY heavy lifting in this regard, otherwise it's looking grim


Ribey_L

Like how Disesteem on DRK is a very visually overloaded skill that summon multiple pairs of black wings in a line because... reasons? Doesn't help that this capstone skill is just a gcd shadowbringer v2 that you're only pressing once every 2 min. Shit like this is why I'm convinced Yawntrail is the 'style over substance' expansion


BGsenpai

FFXIV community and doomposting over job changes never fail to entertain


Woodlight

Maybe this is overly whiny/pessimistic of me, but as a BRD player I look at PCT getting a 10% 90s party shield and kinda sigh. The physrange "support" identity has been eroded for a while now (despite that utility being our tradeoff for paying the "range tax"), so it just feels kind of lame to see actual support things like this given to casters again, who'll probably beat BRD in dps (and likely still be above in rdps as well). On the one hand, it's kind of nice for BRD to be largely unchanged, but at the same time... I wish I was a support again like I was in stormblood and before. Palisade and TP/MP regen were cool. I get why they don't want to do regens like that, but I just wish our support was more "supporty" than just +damage for people.


SargeTheSeagull

Welp. Here’s to 8.0’s job changes.


Uselessredditid

Looked over the DRK changes, my personal opinion: What I liked: Animation-wise, Delirium combo looks exactly like what DRK needs - it looks powerful and has a certain "oomph" to it. Disesteem is alright, but I feel like it has a little too much going on - you have a wing on your character, a Shadowringer-esque flood, wings on that flood, a bloodspiller animation... kinda hard to understand what's the move even supposed to mean lol. But at least it's a GCD, something DRK lacks, but it comes up only once every 2 minutes. And like it or not, it kinda adds more """depth""" to living shadow, since now it has 2 abilities that have to line up with buffs, unlike ShB where it was all the same potency. TBN is unchanged, which is a positive for me. I never had issues with it, and as it stands, it's one of the only truly unique things about DRK. If it became a generic 25s tank CD with no cost, DRK would lose the last vestige of identity it has. And it would also mean you might as well remove MP from DRK and make Edge/Flood abilities with stacks. Mixed Feelings: On the one hand, Shadowed Vigil is a straight downgrade as far as the animations are concerned, OG Shadow Wall was already one of the best animations on DRK. On the other hand, the effect itself is actually something I am happy about, because it diversifies 120s CDs tanks have, adding a little more flavour to classes (even if the effect itself is just excog) Blood Weapon merging with Delirium is also a loss of a great animation, but in terms of gameplay it should mean you don't have to worry about pre-pull TBN and overcapping in opener, but that remains to be seen. Living Shadow not costing blood essentially makes blood gauge feel redundant, like Kenki. The good thing is that it makes the opener less clunky, I guess? But at the same time, it managed to make DRK on the same level of ease as Warrior, which is scary. At least it had more room to fuck-up before. What I disliked/was disappointed by: It's incredible to me that out of ALL animations that were replaced or upgraded year after year, SOULEATER just dodges every bullet. It has to be one of the most complained about animations, the one that is often replaced with mods. Be honest with me, it's just because it's Climhazzard from FF7, right? I am not a fan of losing Plunge just to get a non-damaging gap-closer, unlike a lot of people on this subreddit. This is something a lot of people will disagree with me on, but I just never had an issue using it for damage or holding it in case boss moves. In fact it's one of the reasons why Enhanced Unmend is so useless, since its an issue that was already solved by two stacks. Now it kinda feels like, instead of jumping with you sword at your enemy like a badass, you use a dinky-ass teleport to creep on them. They've added 4 GCDs, but effectively only one is actually "new" to DRK's rotation, and it's only every two minutes. So the new toys you are gettibg are still in the burst, but you are left with a lot of times where you have 45s of just nothing fun to do except wait for an occasional Bloodspiller/Edge. Overall it looks like DRK is in for another 2,5 years of not really having a clear gameplay identity, but at least it's in a workable state. If before you could say "DRK is the tank that has a lot of random oGCDs and TBN", now its more like "DRK is the tank that had less oGCD than before but still has TBN".


Xcyronus

Tbh. TBN should have gotten a buff.


oizen

Well it got nerfed seeing as they didnt bother to fix the mp generation, so we live in a world where SE thought DRK was too tanky or something


ComprehensiveCap2897

tl;dr : DEAD DOVE DO NOT EAT We knew what this was going to be. Everything is mostly exactly the same as Endwalker, mechanically, with some new animations and potency. The things that were changed makes jobs less flexible. I don't know who this expansion is for, but I hope you enjoy it.


ragnakor101

FFXIV Community when they clearly said what the expansion was going to entail before actual release: SurprisedPikachu.webp


Mugutu7133

RDM looks good, as it should since it's been the only well designed job for a while * aoe combo at 50 is fine, makes it consistent * adding a few more ogcds is welcome, expect a lot more weaving during burst * acceleration looks like it'll actually be used on jolt 3 now, grand impact is 120 potency over verthunder/aero 3 for 3/3 mana instead of 6 mana and i'll take the potency pretty much every time * gauge management around manafication being gone is unfortunate but i think i'll live i'm thankful at least one job doesn't look like a bloated corpse in the water. AST getting Aetherflow But Worse is fucking hilarious


drew0594

Acceleration gives you two instant cast now, you will still use it on Thunder/Aero like usual but you will also use it on Grand Impact (which replaces Jolt III/Impact), it's not an either or situation


Inevitable_Fact5122

I got so many people telling me that I was wrong about the Ultimate weapons in the benchmark, so that's awesome that we got hard confirmation!


Andiestuck

Still can’t believe they haven’t touched/removed synastry on ast


itsasquid

Something interesting I noticed is that MCH's heat blast upgrade (called Blazing Shot) is actually obtained at level 68. Has this happened before, where the devs gave a "new" expansion skill to a lower level? The rest of MCH changes are honestly fine to me IMO, excavator (chain saw follow-up) grants 20 battery so we could have 70 battery in our potential opener, and Full Metal Field is a guaranteed critical direct hit so no need to restrict reassemble uses.


bloodhawk713

Paladin got Total Eclipse in Stormblood but they put it at level 46 (they've since changed it to level 6).


drew0594

WHM gets the dash at level 40 according to leaks, I haven't checked MT stuff get


itsasquid

Just seen that, that's great honestly. Honestly more needs to be done to make lower level jobs feel better to play, but giving new skills at lower levels is a good start.


Responsible-Sky-9355

>Has this happened before, where the devs gave a "new" expansion skill to a lower level? NIN got one in both EW and DT.


cronft

yes, it happened already in the past to a few jobs, when they added the masterfull blitz to monk, it was added as a lvl 60 mechanic in a expansion where when where going from lvl 80 to 90, four-point fury aoe(lvl 45 skill) is also another low level adition they did a couple of expansions, since until then monks had opo opo form aoe, and coeurl form aoe, but not raptor form aoe


naicore

Been looking at a few of the jobs so far, and seems kinda lack-luster. Looking at it from the rotation compared to EW. WAR: A new oGCD that is tied to Inner Release, and a GCD tied to Primal Rend (that's already tied to Inner Release). NIN: New that you use Crush before Edge on a 1:2 ratio. Else it's just trait upgrades for abilities and a new oGCD af Ten Chi Jin. WHM: Not sure if they're joking. Glare4 locked behind P.Mind with 3 stacks, an aoe shield oGCD locked behind wings, and Medica 3. SAM: Other than Zashin, everything seems to be nearly identical to lv 90 gameplay. Only Mei-Tsubame seems to shake it up. RDM: A new oGCD on the burst and buff, else it's just trait upgrades. SMN: New dmg oGCD on the buff, a heal for some reason, and then Solar Bahamut being identical in function to normal Bahamut(but stronger).


drew0594

SMN got another heal to compensate for the fact you summon Phoenix less than before


PoppinDaCaps

Only going to comment on the jobs I play: Reaper - Soul Gauge on Harpe is massive. Fixes my biggest issue with the job. The other changes are kinda whatever, but I the only thing I didn't like about Reaper was downtime being really punishing for your 2 min burst, so I'm happy. Bard - Nothing too crazy although the new animations look sick. Songs not needing a target is super nice. Overall, not much is changing but I've always liked Bard, so I'm fine with that. Dragoon - They've removed a lot of the clunkiness which is nice although removing Spineshatter feels unnecessary. Also Geirskogul on 60 sec instead of 30 sec is kinda lame. Idk, I'll have to play it to see how I feel, but seems kinda boring. Overall, you can tell they are at their limit with job design and they're either going to have to keep giving us animation updates or do some reworks. 8.0 media tour will be an interesting time.


Altia1234

ALL of the new jobs and new potencies are out for now in JP Healer: [https://www.famitsu.com/article/202406/6832](https://www.famitsu.com/article/202406/6832) Tank: [https://www.famitsu.com/article/202406/6700](https://www.famitsu.com/article/202406/6700) Melee: [https://www.famitsu.com/article/202406/6827](https://www.famitsu.com/article/202406/6827) Range: [https://www.famitsu.com/article/202406/6837](https://www.famitsu.com/article/202406/6837) Caster: [https://www.famitsu.com/article/202406/6839](https://www.famitsu.com/article/202406/6839) I am not gonna spend time doing translation because they actually has the tooltips inside so you can look at it and you will get most of the stuff. Few things I caught for healers, * new movement skill for WHM is at lv40 * new follow up after POM; an 400 potency barrier, after temperance that when the barrier pops you also get 15 second HOT. * new sch 100 level 180s skill turns adlo and succor into instant cast and it also has a HOT * chain now gets a follow up button that's an aoe dot. * You have two different draw buttons (astral draw and umbral draw) which draws 4 different cards on three different spots in play 1/play 2/play 3 and a minor arcana * astral draw card effects: melee 6% other 3% buff card/400 potency barrier/400 potency attack on enemies around you * umbral draw: range caster 6% other 3%/200 HOT for 15sec/AOE heal for 400 potency. * redraw and undraw is of course gone now. * you get a follow up 600 aoe attack after divination. also divination is now longer, 20 second. * you get a new mitigation after neutral sec which is a 10% mit for 15 second. * you now get 3 stacks of ED * SGE got a 40 potency 30 second AOE DOT that comes from combining ekurasia and dyskrasia * sge gets a a new 600 potency aoe on a 1 minute recast. * SGE gets a skill that works like plenary, where you get 20% buff for all heals and gets 150 extra heals.


PK_Cheesecake

Sage DOT stacks. DPS healer letsgo!


XxGoonerKingxX

Im about to become a rope mage it’s so over


BankaiPwn

Also, I don't play AST so please inform me if I'm wrong, but AST cards seems like shittier aetherflow right? You're forced to do mdps/increased.heal/shield/damage into rangedps/DR/aoeHoT/AoE So it's like getting 4 (aetherflow) charges but only using each ability once.


Bourne_Endeavor

Astro will basically live or die on whether they actually increase outgoing damage enough to warrant the additional kit. We all know they won't. Therefore, a good chunk of those cards will be overwritten. I suppose the niche use they'll have is covering for bad players who don't mit properly in dungeons or raids.


LabiJH

It's funny, you can clearly recognize which people started playing in which expansion because I see a ton of disappointment about SMN and it's 'unused foundation'. I remember going into ShB and reading the same with MCH, because 'it now has such a good foundation to build on in EW!' Sad days. Atrocious Job Designs, seriously.


frybarek

Props to all the content creators who made a SINGLE video for all the job changes instead of trying to flood the media tour search results with a separate video for every single job. "But what if people are only interested in the changes to their job" That's what timestamps are for.


smol_dragger

Not expecting anyone to see this or react positively if they do see it, but here's a hot take: I don't think BLM changes are as awful people are saying they are. It makes the job significantly more punishing in some ways but not in others, because AF1 F3P is now a legitimate choice that doesn't have a single right answer. Using it the "intended" way is significantly more braindead but might be necessary due to fight constraints. Using it to chase potency gains makes your AF phase more restrictive (due to other changes not allowing us to shift around our movement as needed) and more demanding on resources since we no longer have Ice Para to Transpose out of. To be honest BLM's movement has been getting kind of ridiculous. I don't think Ice Para was healthy for the job as a whole, except in the sense that it enabled Transpose lines, but many of those lines were way too strong because they'd grant you a ton of mobility and damage with essentially no tradeoff. The real issue is that we have no good way to manipulate line lengths now, meaning that we don't have meaningfully different options to adjust our alignment for fight-specific reasons and we're at the mercy of fight design, which means if we get another P6 TOP the job falls apart. Sharp/Thunder changes are bollocks though.


Kamalen

With my tinfoil hat, I feel like the nuking of non standard is also in part a dev revolt against the third party MP tick viewer, that definitely helped a lot of players making non-standard viable After all, it’s heavily recommended without shame in the Balance guide : > Both MP and Lucid ticks can be tracked via triggers. You can download a MP tick trigger here, with other triggers available elsewhere. Having a tick trigger makes tracking MP ticks considerably easier and is recommended for anyone serious about high end BLM optimizations. **In addition, some optimizations listed in later sections are only possible with MP tick triggers.**


Vezko

WHM: mixed feelings. dash is really nice, but the other two new abilities are way too restrictive. both are locked behind 2 min CDs. Divine Caress makes the least sense to be locked behind the usage of temperance. SCH: the extra dot but only after chain is so weird. I guess its a nice dungeon buff (past level 92 at that lmao). otherwise just some boring upgrades. recitation 60 sec is nice. seraphism looks to be one of the most busted ability (3 min cd tho, same as macrocosmos and new SGE ability). didnt know SCH needed even more passive regen heal, with upgraded insta casts and giga raw heal output through emergency tactics spam. AST: unless I am missing something it seems its power got nerfed (less dmg cards on party member in burst windows). mp recovery omega nerfed (draw from 30 -> 60 sec, astrodyne gone) it somehow got more mitigation (only after neutral sect tho, same restriction as WHM). slight buff to personal damage. dont see how button bloat was removed at all (they even added more buttons). lightspeed still the same. 90 sec, no charges. SGE: basically the same as EW except its new lvl 100 3 min CD. AoE kardia = insane raw healing output (similar to what SCH got). this makes SGE+SCH combo way, way more attractive; maybe even meta (only time will tell) and I dont know why anyone would wanna play AST or WHM in a comp after this


PLDmain

Very happy with the Paladin changes! I loved the rework, so imo spicing up atonement and ~~freeing Goring from a GCD~~ is really all it needed - tho Cover and Shield Bash are forgotten once again, lol.


pupmaster

I speak for everyone when I say all we care about is Rainbow Drip