I can't see BLM getting Ice Paradox back, but I hope they nix Fire IV giving stacks in favor of Paradox and Despair giving three each. This would give BLM the option to shorten their fine line depending on kill time without losing a Flare Star or Manafont cast.
This is also a decent one, basically i'm in favour of anything that loosens the current strictness on stack accumulation, for both ends of the player spectrum
just making it so that Despair gives 2 instead of 1, or Despair giving 3 while keeping the F4s would make it more forgiving for people on the lower end of the spectrum since you can lose a F4 or two and still get the required 6. Or Fireparadox/F3p giving one as well. Basically anything that allows the standard rotation to give 7 or 8 thingies instead of it being exactly 6 and you need 6. Making it so that only Firedox and Despair give stuff would make it even more boring imo and has some very high potential to give some very very cursed lines with people only doing transpose, FireParadox -> F3p (for af3) -> Despair -> Flare Star -> transpose -> ice on repeat. Probably a loss but small enough of a loss that some madlad would make it their personal goal to critfarm that into a 99 and all hell breaks lose
@Toad-yv8ko I mean, I guess there might be some cursed tech with cutting out F4s, but at that point, you'd be trading potency for mobility. Making Firedox and Despair each give three would actually allow BLM to have a proper 2 minute burst with Para, Despair, Flare Star, Xeno, Font, repeat.
@@moogleboy I'm not sure it would be cutting out that much? Despair does more DMG than F4 Flare-thingie does more DMG than F4 Paradox does more DMG than F4 Af3 fp3 is damage neutral so af2 fp3 is a loss but not thaaaat much So as long as you triple your despair+flare into transpose ui1 b3 you'd be surprisingly close to damage neutral I think? 🤔 Either way, I think it would open a door SE double and triple downed to shutting close with making sure there's no chance for anything to slip through. //Edit: wait you wouldn't even need b3 at all because fireParadox + despair is 2400 mana. You could just, after going to 0 mana in fire, transpose -> skip b3 only do B4 -> filler GCD like xeno/thunder for transpose CD -> transpose + fireParadox -> af2 F3p -> despair -> flare-thingie -> repeat LOL. I'd make a waifu-shrine for yoshiP if that happens
@@Demonboy007 Solar Bahamut does look pretty cool but it's just so far out of left field when everyone was hoping for things like Ramuh+Shiva+Leviathan, even if they were just a new coat of paint over Ifrit, Titan and Garuda.
Oh and story missions are so underwhelming because everyone keeps calling you the most awesome person in the shard and then you just hit malefic 15 times in a row and that’s all you do
Can someone here please explain to me what everyone means by wanting more attacks? I'm really hoping to a higher power that this hoopla is more complicated than everyone wanting a 1 2 3 rotation for healers.
@@TheFrantic5 Pretty much all the healers only have one single target attack and one AOE attack. So when the party's health is already topped off, the only thing I am really doing is pressing one button for most of an encounter. As an above post mentioned this is even worse going through quests. Your healing is almost useless. It would be nice if there was something more healers' offense than one to two buttons. At higher levels Sage has more to offense than the other two. Generally why I pick Sage when I am playing healer.
@@XShrike0 Healers are getting more attacks, and have already had attacks that both heal and do damage. But apparently it's still not enough for some people, and that is what has gotten me confused. There's no consensus on whether people want more attacks or for the enemies to do more damage, and that is muddying the issue, along with oversimplifying it down to "Healers just have one attack." It makes it sound like this hypothetical person just isn't using their full toolkit. So I have to ask, what types of attacks would fix the issue? A combo string? More conditional attacks with timing windows? More long cooldowns with healing/damage?
More to do in burst is nice and all, depending on the job, but what's the game is currently seriously lacking for a lot of jobs is actually engaging filler mechanics in between besides 11111 or 123123...
Also as a MCH main I really don't care much about WF critting or not, it's just a remnant of the past when the job was compiling the damage done within which included crits already, and since it doesnt do that anymore well... yeah. Either way it's just funny numbers, some mild crit raid buff synergy, and doesn't change anything about the job itself. I really, really do hope they'll do something about flamethrower though. And AoE battery. And bioblaster charges.
I'm hopeful for GNB in this regard. They gave us SO much to do in burst that it overflows outside of it and you end up with extra burst strikes to use wherever. PLD also feels this way with your 1234445 combo and your 1231244 combo in between bursts.
Part of what intrigues me do much about pictomancer is that they seem to have a lot of decision points about where to use their long casts in filler to prep. When to move, when to stay put etc
I’ve been trying to tell my friends that the changes to the BLM fire phase aren’t going to make things easier for casual players and it feels like at this point my issues are just being brushed off 😢. Great video regardless.
I have been wracking my brain trying to understand, how is it any worse than before? Yeah, mistakes are costly, but if you make one you can just refresh your fire phase again with your free firestarter. I know that it's better to save the proc to transpose into your next fire phase, but if you made a mistake at least you have a recovery tool that isn't casting fire 1.
@@schoolmonkey13 if you drop fire you don't get flarestar; if you drop ice you don't get mp. before you could quickly adjust these mistakes, now it plays like a 123, and what happens if you press 1 3 2? you lose. this rigid nonsense is why it is more difficult and overly punishing for new players. not to mention that it lost virtually any optimization for even just simple play, making it not appealing for higher level players either.
@@undeadNova You only have 1 spell you need to cast in the 15 seconds after you entered ice, and if you're not casting a spell over the course of 15 seconds, you've got bigger problems. As for dropping fire, sure it's more punishing, but it's always been a disaster to drop fire and now it's easier than ever to keep the timer running since you can refresh instantly, twice per fire phase. So it's not more difficult than it was before, at least on those counts. I really don't know what you mean by "it plays like a 123" either
I personally thought the Astral Arrows stuck around in Ice phase, I think that's where the disconnect is. Losing the new button because you couldn't do 6 is going to be a pain for newbies to the job. I can't count how many times I dropped fire.
@@lightknightgames I just don't think dropping fire is going to be a problem. Both paradox and the firestarter procs are instant ways of refreshing, so as long as you realize your timer is low even a split second before it actually drops you can just cancel your cast and instantly refresh. Sure, if you're really not paying attention and the end of timer sneaks up on you, that's going to suck, but it sucks currently too, and it's harder to manage now than it will be in DT. One thing I will say is that it's going to suck even more before 90. Is that what people mean when they say the skill floor got raised, that it's going to be harder during leveling? Cause I've been assuming they meant at level cap, and I just still don't see how it's any hard to play passably than before.
Im really happy with the PLD upgrade to sentinel. Paladins in other games have damage shield abilities and not really having one aside from divine viel felt like just the thing we were missing from PLD
The first time I used Guardian was on the first dungeon in DT and I took, without exaggeration, zero damage from that pack....I think I had a sage but damn that shield did some work
My overall opinion is that I’m gonna play and enjoy the game regardless, so I try not to get too wrapped up in negativity about the small stuff. That said, I do like talking about it a lot!
Something to consider: If DNC potencies don't change, Standard Step (even with the combo Finishing Move) is a dps loss over only using Last Dance after pressing Flourish. DNC GCDs get buffed at 94 *EXCEPT STANDARD STEP* so for a brief moment, you only press SS to upkeep the buff. Then at 96 you get Last Dance under Flourish only so the plan changes to upkeeping the buff only by using Last Dance, making you never press SS ever again (unless you drop the buff, prepare it for trash pulls, or dance partner hopping shenanigans). Opener wise, this means delaying Tillana to the end just so that the buff duration extension on it gets maximum value
It's a refreshing thing to see a healer main that isn't like 'what? why would i want my job to have more depth and things to think about? I just wanna press glare and spam heals!' for once. Gives me hope that there's people out there that actually want healers to not just be the role you shunt the people who are least engaged with the game on. I won't be healing in Dawntrail, these changes just aren't enough to make up for what I consider the loss of AST, but it gives me hope I can return in 8.0. Secure yourself a spot in 8.0's media tour, eh~? We need a proper voice for healer, someone who actually plays the game instead of doing msq roulettes and calling it a day.
Machinist player here. It's funny because I consider EW Machinist being Nothing Changed (Bad) while Dawntrail I consider it as Nothing Changed (Good). A lot of the changes are really small but impactful with the big one being we're not horrendously overcapping heat anymore and hitting Queens at 100 is a *lot* easier now. It's small but I've been adoring DT Machinist.
I love that back-to-back Hypercharges are viable now because Drill has 2 charges. It's a subtle change with a great (and probably intentional) side effect!
That's literally all jobs though. Appart from those that got completely reworked like monk. Every single job plays exactly the same as EW with 1 more button added to a buff and some charges added to abilities. Hell machinist hasnt changed since Shadowbribgers.
Personally, I think SE needs to commit to the idea and make physical ranged DPS the support role. And I don't mean how they are now, pressing on party wide buffs rather personal ones like melee physical DPS, but in the end, just pressing buttons without a care. I mean incorporating the gameplay mechanic of healers of having to look at the party and decide who to buff and how to help them deal significantly more damage, ease their healing burden, or provide damage mitigation. This would also allow for healers and tanks that are better at dealing damage than healing and defending than the rest, allowing for different party compositions.
I think in the macro sense tank cooldowns can be interesting. Since our 2s are now almost as valuable as the kitchen sink was, and Rampart now has the Conva effect on it, it opens up the possibility of frequent, varied damage profiles. In Endwalker we got insanely powerful, short refresh cooldowns that we thought indicated frequent spike damage on tanks, but really we were just forced to stack them with everything else. But now, we could have a scenario in which our 2s and invulns are used on infrequent hard-hitting busters, our 25s+TBN/Oblation are used for frequent mini busters, and Rampart+extra CDs (Dark Mind/Camo/Bluwark/Thrill+Equilibrium) would cover incidental raid damage and autos. Sort of like how we had to manage cooldowns in O12 between Optimized Wave Cannon, Monitors, Patch damage, and the boss's crit autos. It all makes sense and I'm definitely not on copium.
I feel a large part of the difficulty with difficulty is the huge gap between item levels now. I was in a level 90 trial just this week, with someone who barely qualified ilvl reaper and my pure tomestone gear reaper: I had basically 50% more HP and obviously far more offensive power (560 weapon vs 665 weapon).. how can you imagine a harder battle that is still possible for min ilvl but also not completely neutered on high ilvl if the gaps are so big.
Thinking back on the BLM changes, is it more or does Flarestar sound kind of like it was meant to be a direct Despair upgrade? It acts a little like a finisher, and if you were to retool it to be a stacking potency increase based on Fire IV stacks kind of like Six Sided Star, it'd be a really fun way to work around the job. However they probably saw what was happening with non-standard and changed things up to try and remove a job being weirdly complicated, only to make it very weirdly complicated.
I am conflicted personally, just like you, I like current inner chaos because if that whoomp and the "have 10kg of molten rubble" vibe it had, but the new one feel so crunchy It will be a question of time whenever I get used to it or not I think
I’m personally disappointed with Scholar’s new dot but I’ll take it if it means we can get more dps options in the future then I’ll take. Although I’m still a casual who will start getting into raiding with dawntrail so maybe my opinion on baneful impact will change once I take that step.
yeah, imo a dot that has a cooldown longer than its duration may as well just not be a dot because it's functionally no different from any other glowy ogcd, but us finally getting more options is a good thing and i hope they further expand upon that
It would be nice if it was tied to Aetherflow instead, or something like that. Just to give us a reason to smack that button more than once every two minutes.
as a bard and astro main, i am scared of having to reconsider my whole keybindings for ast, who already has more keybindings than all other jobs i play what i highly dislike about it
For healers, it feels like Sage and Whm might turn out to be the most *fun* to play, but Astro and Sch will end up being the strongest. Havent had hands on anything yet, but something about Sage and Whm's new buttons feel like a good direction
all you need are dps buttons to take place during filler moments. The Dot on sage is a good start. Sb had a decent amount of dots most notably on SCH. SE needs to remember that healers are not just healers, they are also casters. Having 11111 for a majority of your gameplay should be inexcusable. What kind of game designer thinks that gameplay is fun and engaging gameplay?
@@axylum4453The problem is it's threefold. If job design changes for healers, then all encounter design would also need to change in the future, and in past-content for difficulty, balance, and preventing exploits. Especially for players at that level, or running content there. So the only option would be changing healer design during a new expansion for future content only. Either way, we are going to have to wait for next expansion, if they even improve "Healer" gameplay then.
Great insight into all of this! And as a healer main myself I totally agree with you on the Sage Dot addition. I think it's a great way to go for healers and I can't wait to test it out at the end of the month. Hopefully this will push them to add more additions like that. I don't know if healers need a dps combo (I am not a game designer lol). But I think additions like that will make folks who play healers feel a bit better. Also the American Button about the Machinist skill made me laugh so hard lol!
Tanking's core issue is that it never makes you make a decision between doing damage or mitigating damage. What I mean Is that no mechanic in the game or series of attacks ever forces you to use a resource on mitigation or healing that could otherwise be used on damage. It's really feels at this point an easy DPS role. Honestly the most fun i've had when tanking in mmos is the moments that me/my group have optimized our resources so well that i can spend on high damage....that and boss positioning doesnt really matter anymore so tanks dont do much unique other than take busters
@@RinBanana I think one reason stance dancing got nixed was because it eventually became rather pointless, as most comps were able to completely ignore tank stance after the opening periods. One way we could do it in the modern era is give each of the tanks both defensive AND offensive tools to use with their gauge, or change some of their current tools to be so. This would open up great party optimization in prog by figuring out when it'd be better to spend gauge to take less damage than to let your healer or co-tank take care of it. >PLD currently only has defensive tools in its arsenal, but what if it got a 25-gauge spender that, I dunno, gave you Divine Might or something? >Warrior, in contrast only has OFFENSIVE things to do with its gauge, so what if it could spend some of it on a mini-barrier or a Life Surge style lifesteal on your next attack? Maybe make Bloodwhetting/Nascent Flash take gauge? >DRK's ACTUAL gauge (the MP bar) has both TBN and Edge/Flood of Shadow, making MP management still somewhat interesting. I always find myself mindlessly pressing Edge when it lights up, only to think "shit, I should've saved that mana for TBN", but that's not to say you couldn't do something with the Blood Gauge, either. Maybe make Bloodspiller/Quietus use your HP and have a separate spender that heals you? Turn Abyssal Drain/CnS from their current boring press-off-cooldown version into this, maybe? >Gunbreaker I'm... sorta fine with being mostly a DPS tank, but since they're supposedly supposed to be staunch protectors, why can't they get an option to shield somebody else by using one of their cartridges? Gunmetal Soul, after all, very clearly has you shooting up a cool shield, and Aurora is like, you firing life energy at someone. Oh, maybe Aurora could become a cart spender? Now that your 2m burst is covered with the Lionheart combo and you don't need those 3 Burst Strikes, carts during your filler are quite free. Of course, this is all assuming that fights will be more dangerous and interesting for tanks to make use of these tools, so obviously these are just random ideas.
You're totally right. And on top of that, tanks in FFXIV have no role, every unique responsibility they used to have has been taken away and nothing had been introduced to replace it. Now all you do is stand there and do your rotation, sometimes maybe you tank swap or pop a mit for a buster, then you resume standing in place and doing your rotation.
That sounds great and all, but in the end what that turns into is either one of the following: 1. The incoming damage requires the mitigation, so your choice is made for you. 2. The incoming damage does not require the mitigation, so now it becomes a healer problem. There's a reason they baked the defensive portion of stances into tanks, and this is it. Your second point about boss positioning is what I think people should be asking for for tank responsibilities, and if we're getting actually reasonably sized boss hitboxes in Dawntrail, I'd like to believe this will be a thing again.
Only thing I dislike about new monk is how it's become a "simon says" job between bursts, it tells you exactly which of your 6 combo buttons you need to press now with the glowy button, taking your stance and gauge into mind automatically.
@@xylune9684 It's a hidden agenda. As always they are bigots who fear any sort of effort or challenge/engagement. They actually believe healers 1 button spam is ''ok'' and see Yoshida as some sort of saint. They then set about trying to silence any form of criticism and have gained the game a rather certain 'toxic' reputation as a result. Personally I'd kick them all from the game if I could. It's about time those who have passive-aggressively nerfed the game into a mmo for babies helped themselves to a nice cup of STFU.
Im just bummed that plunge is gone. Not the dmg or the actual utilization but the animation and how SIMILAR it looks to gnbs. Plunge hsd that DRK/Berserk vibe that is gone now
I'm a little disappointed that everyone seems to see Bard songs not requiring a target and rejoice that the whole job is now fixed. There's so many issues with it at its core that have been completely ignored through the 6.X and what looks to be 7.0 patches. Death on Bard is the most punishing in the game because it locks you out of gaining any gauge and playing any songs. Songs being on a 120 second cooldown is terrible, it doesn't allow for any flexibility or recovery from drifting/death. Army's Paeon is still the same boring haste buff that it's been since 4.0. DoTs no longer have any impact on any part of your kit. I had a little hope that with the media tour reveal being so lackluster there would be some talk about how punishing Bard is as a job, but instead everyone praises the minimal QoL we did get
You know what Bard needs? An upgrade to Iron Jaws to both refresh and spread our applied DoTs to targets within an 8-yalm radius. Why? Because it would actually make our DoTs are useful outside of single target. And besides, our AoE damage currently sucks anyway.
with all the contriversey with healers, im glad to know we feeling hopeful the content can deliver and that thge healers are moving in the right direction.
I think the question on what tanks are missing will make itself clearer when we see the EX3 and Savage tier. With the changes they have made to defensive cooldowns and healing output, I have to believe they're going to be put to test in the encounters Like you said, it will be about figuring out what you need in order to survive an extended period of time that will probably vary in your pulls, meaning you might be forced to adapt and support your other tank or the party in new ways. The EX1 fight highlights this actually DT may have mixed reception but we really do need to express that their encounter design and gameplay changes are on the right track, i want to see them push the envelope further
The thing about RDM grand impact - it was already there, now it's more pronounced. Making last finisher OGCD essentially removes the need to fit it under manafication stacks. Manafication itself not affecting mana gauges makes it much easier to avoid overcaping without planning mana dumps before burst window. This clears up RDM to use more tech and positioning. Reducing cost of AoE melee combo to 50 also allows for better mana management as currently it requires 4 impact cats in the move and manafication to enter first pack of mobs in the dungeon with maximum efficiency. Now if they move vercure and verraise to lvl 50 and lvl 60 RDM would feel complete.
“Drastically underwhelming inner chaos” Am I the only one who actually fucking loved that uppercut and the fwoomp sound that came with it? I’m genuinely sad it’s gone 😢 Epic vid rinon!
It was always a core part of ensuring you got Thundercloud procs, why else were you (not) using it? It being removed along with the removal of upfront Thunder damage is actually a downgrade for BLM's mobility... used to be you could pop a quick sharpcast+thunder for a mobile GCD that still hit hard.
been waiting for this video to appear on my feed since you mentioned it on mogtalk really appreciate how you try and stay positive whilst being able to be critical of changes, all the dooming in my circles gets tiresome =w=" im seriously starved for ffxiv content and this helps ease the wait for dawntrail
Another issue with healers is that some buttons straight up are just there for bloat and are never ones that feel rewarding to use; not even talking about cure 1 and benefic 1 here, for me the biggest offender is sage's krasis. Single target healing % up is pretty much useless; it will never make a difference in increasing your dps by saving a gcd and almost never make or break saving a life. Even in ultimates, at no point did i feel like i received value off using it simply because not enough single target damage comes out to warrant it. Really wish they would add on another effect to it, my thought is just give it esuna so sage can be unique in having an ogcd esuna to use as a healer, especially if a bard is in the party too.
I'll be honest, I use Krasis quite often for one specific thing - E.Diagnosing the tank between trash. If I have Zoe, I tend to combine the two for a shield that's nearly twice as big as the normal E.Diag shield. It's not enough to justify the button's existence, really, and I'd love if it got reworked into something better but I've noticed that trash becomes a little less error-prone with it.
Krasis is the single best button to exemplify the fact that the healer designers have no clue what they're doing. Not only is it borderline useless for Sage, the one healer that it's actually useful for is the one that Sage isn't intended to be paired up with in harder content (SCH), but specifically BECAUSE SAGE HAS KRASIS, SGE+SCH ends up even more of a stupid powerful combo than it would be if they didn't have Krasis. Absolute clown show. The sad thing is, all they have to do to remove that combo and not make the button feel useless is to just make it a personal buff that increases the SGE's outgoing healing.
That's the story of this game, isn't it? You are stuck with damage or healing buffs under 10%, which don't feel impactful at all. And meanwhile, in other MMOs, buff abilities and cooldowns give 20-80% buffs to damage and/or healing.
The one thing I'm SUPER happy about (and this is going to sound insane) is that DRK generates less MP now with the Delirium/Blood Weapon changes. Meaning DRK is the super beefy, MP management tank again. When DRK was released, it was the MP management tank and in SB, it gained the identity of the TANK tank with all the different shields and the "damage legally cannot enter your body without your consent" shield that is The Blackest Night, but it all required you to dance this wonderful waltz with your MP bar that took much more skill than just the braindead "hit button, drink blood" ShB introduced. I'm very happy they're reinstating tank identities instead of Dark Tank, Light Tank, Stone Tank, Tech Tank that we've had since ShB. And I honestly think that's what's been missing. The identities that made all the tanks unique from each other aside from the VFX on the screen.
Something I'd like to see on Machinist (as a Machinist main) is a rework of some of the tools and heated attacks. Heat Blast getting an upgrade already covered part of this. But the real rework I want to see for these is a rotation of Flamethrower, Bioblaster, and Autocrossbow. What I would love to see is Flamethrower as the AoE Heat Blast (the sweeping animation should fit the same way the Autocrossbow sweep does), making the AoE fire attack also interact with heat, and also making the gun be the part of the kit that interacts with heat. Autocrossbow would swap places with Bioblaster as the shared CD with drill. Just make it an AoE drill that could be reassembled, and have two charges alongside drill. This (and the next part) makes all the tool skills powerful CDs. Bioblaster would replace Flamethrower as the 1min lv70 CD. It might just remain an AoE DoT, become some sort of debuff utility, or some combination thereof. This (alongside the Autocrossbow change) would make tools powerful CDs. While this doesn't change a lot mechanically (save maybe the Bioblaster change), it makes for zero dead skills (instead of the one with Flamethrower), and a kit that has higher verisimilitude with regard to how the gun and tools interact with your kit. Obviously a change to Wildfire would be good (either an upgrade or an alteration). Adding AoE damage to be similar to the PVP variant would make the CD have use in trash packs (and very cool if you toss it out then dump flamethrower sweeps to detonate it). While not being able to direct-crit is an issue, this is just solved via numbers by adjusting the potency with that in mind, or by just having it always be a direct-crit (unsure if this is possible because of how it functions).
I used to love SMN…Endwalker gutted it for an aesthetic upgrade. Meanwhile the rotation mechanics felt totally unfinished. Dawn trail just doubled down on that.
20:30 damn, i legit love both of these ideas for SMN. Both pretty simple but would make the job WAY more interesting. I still mostly just wish we got Levi/Ramuh/Shiva, as do many, many other players. Here's hoping for something satisfying in 8.0.
Ngl before media tour I'd never come across your content. But all of your takes on the jobs line up with what I like/don't like so I'll be following along with you from now on. It's nice to have a CC who understands healers and a range of dps. I'm ok with viper being for the "I press shiny buttons" crowd since we also got picto in the same expansion. (As a dancer fan I appreciate the draw of flashy+fun, but I only need 1 job like that for me).
the server is down for maint already, when its up we'll be playing DT :D Viper looks fun as hell, still cant decide if Im going to level my typical main, Ninja, first or if I do Viper instead. Love the removal of Huton as long as we still have some kind of native attack speed buff, and having another gauge instead is a good trade. And the TCJ nuke is pretty cool, though overall I wish we wouldve got slightly flashier effects like the other melee dps did 😕 Viper and Reaper and Dragoon all look sick though!
They don't have a dedicated healer dev. WoW in comparison has 8 of them for healers alone. Some of the devs in JP want the game to move away from an mmo into more of a lifestyle/genshin/casual social game and there's a lot of grounding for that in modern Japanese gaming trends. Unfortunately that's been quite a slap in the face to veteran western customers and the final straw obviously snapped with #healerstrike and the understandable despair over 1 button spam for more years to come. For most not living in Japan they have a glorified opinion of the team and the culture but in most cases its frustrating. Ordinarily the people don't even challenge the devs on negative changes and the braindead gameplay is sometimes even championed in favor of very casual/''stress free'' experiences. Perhaps some like that - but it's hardly 'gameplay' in the like of MMOs of old. Yoshida says he is aware of the issue - but only time will tell you if thats true or just more of his usual ass kissing and pandering to keep the money going. Whatever people agree with or not here, spamming 1 button is not a game.
@@libertylizard_ Do you have any links that substantiate that lifestyle/genshin thing? Not to sound antagonistic or anything, I just need to doom with reason.
That's an interesting question, actually. The traditional view is that paired shield healers is a bad idea, because the shields don't stack, but honestly both shield healers try to avoid using GCDs on their shields anyway, and the two compliment each other quite well now, especially with the new DT changes. The new Sage CD gives significant amount of raid maintenance healing at zero cost, and the new Scholar CD is hands down the strongest throughput CD in the game now, as far as I can tell, due to ability to use Emergency Tactics on every single GCD (you know, if your mana can take it). And while both are "shield healers", nearly all of their oGCDs are heals rather than shields, a couple of cooldowns excepted, and those heals stack just fine. Honestly, I think it could work really well. Both healers provide a ton of passive maintenance healing, and both have a short-CD mitigation buff (that, incidentally, stacks afaik) and 1-minute HoTs. Sage has strong raid maintenance CDs (Panhaima is ridiculous against repeated hit raid-wides, plus of course the new Philosophia), and Scholar now has _two_ of the most powerful healing CDs/combos in the game, between Recitation + Deployment Tactics and now Seraphim.
As a GNB I'm more than happy to have more flexibility for mit in burst windows and I'm cautiously hopeful that they'll be making tank mechanics more interesting in fights. Also this is probably colored by the fact that I just don't like any kind of animation locks in my dps. Edit: Also, tentatively, having more cartridges to spend outside burst might liven that up a bit
I thought Endwalker SMN was cool as a foundation to build upon, and that it would have great potential for future expansions with added mechanics. As of now its a bit boring. I'm surprised they pretty much didn't change anything, the job doesn't feel complete at all
Solar Bahamut by itself isn't bad imo, if it was a straight upgrade to Demi-Bahamut and we got another proper 3rd Demi (Alexander, Odin, Ravana.....) it would have been fine. I like Endwalker Summoner because during Stormblood and Shadowbringers I did not really understood how Summoner was supposed to work and switched to RDM as my main Caster from Summoner because of it and it feels comfortable and easy to play, but giving them just one different Skin and leaving the rest as is is very underwhelming. It's mentioned in the video that a second summon trio is wanted by the community and I am very for that because it would at atleast some more visual flare and would also answer the demands for summonable Levi, Ramuh and Shiva that exist since HW times at the least.
Thought I had concerning blm. What if the new gauge acted like the brd's soul voice gauge? Let's say you need 4 fire 4's to allow the use of Flare Star, but the potency increases for each casting of fire 4 after the 4th. As for Brd, they could have a, OCGD on 2 minute cooldown that grants all three coda and can only be used if no coda are active.
This is actually how I had hoped it worked after watching the job action trailer before playing, it's a neat way of providing an out for rotational mistakes and also options for higher end players to pull shenanigans with
After watching your vids on the jobs and this one, I think I'm most excited for Picto out of the new stuff. It looks like a ton of fun to play. Also really looking forward to MCH:) Thanks for sharing your thoughts
I feel like a job's fun factor in DT is almost strictly dependent on whether or not it was fun back in EW due to how little the new abilities are adding to the rotations for the most part; exceptions for the ones getting significant changes like MNK and BLM.
If Eukrasian Dyskrasia goes live as is it will elevate sage to my main and make it the first time ever scholar isn't the first class I cap. ANd I love Philosophia for it's sheer simplicity, yet in that simplicity it's just awesome...it's both Pan-Kardia...AND it can be used to buff gcd healing during things like triads!
There was less than 5 interesting tank things to do in endwalker savages that weren't boring tank swaps. I can only hope they get more involved than being gaps between major mechanics, because that is not really fun
Without ever having played FFxiv, it sounds like you want every class to be as complicated as possible. Probably because you have played too much and are bored 😅. Your video was very helpful in helping me understand the classes and what to expect. Thanks! Leaning Dark Knight, Reaper, or Dragoon.
XIV jobs right now are extremely railroaded, OP (and me) just wants them to have some proper room for variety and skill expression in their execution. The number of buttons available on any given job means a lot less when the game straight up highlights the "correct" button at every step, and each expansion takes away more and more of the available alternatives. And with healers especially, so many of those buttons will go completely unused in any half-competent party, leaving you with exactly 1 filler button and 1 dot to maintain.
As a former SCH main from before ShB I very well may do the MSQ as sage. Only if eukrasian dyskrasia remains damage positive on one target when DT goes live. That, philosophia, and the new damage ogcd are steps in the right direction for healer design. In fact were it not for those I’d probably be on the healer strike bandwagon
#Healerstrike is about making a noise that says 'what you're doing to the game isn't acceptable' - it's not simply for healers alone. Having known people who work under Yoshida, I have little good to say about him; so I'll refrain. However his lies are quite something when it comes to 'listening to feedback'. People should voice as a loud unit, if they don't want the game to continue on towards the brainless.
And thats exactly point. When you play blm, it might happen that sometimes you are out of time to cast FireIV, because some unplanned movement, or something distrubing you. Easiest thing to do is cast Fire/Paradox instead FireIV, so you keep your Astral Fire up, then resume as normal. Its dps loss, but not that tragic. But you wont be able to do it in Dawntrail, because then you dont get Flarestar stacks, means your rotation will be mess as it will not align anymore with 6 needed. That will be serious dps loss, because easiest way to get somewhere close to normal will be overstack 2 and cast flarestar somewhere in the middle(before Paradox), which is better than overstack 5 to get your rotation back in order. And you'll be stuck with it. Honestly idk how to resolve this. Its really bad new for blm, because its very common to get into tight spot.
I was really hoping for the alternative primals, leviathan ramuh and shiva, as an alternate rotation of primals. I thought the changes made to 'simplify' summoner with its rework would have led to this type of 'job fantasy' content being implemented with a bit more ease. I also felt that lunar bahamut feels like an out of flavor addition....but I think it can be redeemed with a solar pheonix addition as well... I actually really like the idea you proposed of a 'passive buff' that you get based on the order the primals are summoned in. It could even give a possible alt rotation some more unique properties as well. Overall, I really loved the reworked summoner's theme and job fantasy, but I'm feeling very estranged from its current state.
It seems like the theme for this xpac (at least for most of the jobs I love) is: "We got rid of that ability you thought was really annoying!" "Great! Did you give us something fun to replace it?" "..." "You *did* give us something interesting to replace its purpose in our kit, right?"
hi totally expert tank here and i will tell you (at least in my opinion) that the issue with tanks is definitely that we just don’t have anything fight specific going on. without extensive boss movement or really any need for complicated mit planning outside of ultimate, tanks have become stale. there is not a single instance of boss movement in the entirety of anabaseios, making something that is completely our role irrelevant. really thinking that improved raid design is going to help with that, especially with tiny boss hitboxes
Flare Star could instead work like Machinist's Wildire. Each Fire IV increasing potency meaning more damage as you correctly do the rotation, but still allowing you to do a Flare Star regardless if you accidentally cannot.
Regarding BLM, it's not just the changes in rotation but the fact that at least two AOE skills (abilities or whatever) are been nerfed, and the changes in mana gains would be terrible for anyone under certain level, there are potions of course, probably just like other casters, and I'm supposed to believe they're aiming to job identity?
AoE probably entirely ignored in media tour, no job AoE looked updated. For the changes of mp gain, in what level range are you claiming it's worse? Certainly not between 35 and 80, where it will be extremely consistent swapping with blizzard 3 and pressing a single ice spell. Between 1 and 35 it's not like mp gen is good now, and it's largely the same amount gained in dawntrail except far easier to track when your mp will increase. Also thunder management between level 6 and 74 has gotten way better, which makes the rotation much better throughout the leveling experience.
@@AwkwardThursdays mp changes are a bit of a sore point in between pulls in levelling which makes the job awkward until umbral soul. There's the easy solution of moving Umbral soul at 15 and nixing scathe though
@@neobahumuth6 100% agree umbral soul at a lower level would make it a lot nicer. I just think it's a bit weird to criticize the whole job because of gameplay between 15-30. It's not in a good state at all right now, hell even at 70 it's pretty miserable. I've been running Halatali and Sastasha pretty often as BLM in endwalker and the changes coming sound like they'll be mostly the same kind of annoyances at low level. The insta thunder transposes will more than make up for it imo.
@@AwkwardThursdays it is wierd, but however a modicum of criticque should still be given considering it's a job that starts at lv1 + lv 70 ultimates exists and no uptime now hurts the job more
I was going to stop maining RDM for DT and pick something else but they fixed every issue I had with RDM almost and it's very fun to play. The healer died twice in the last boss of the 1st DT dungeon and i was able to rez him and heal him up both times and we cleared. It felt smoother and easier to do somehow also and my heal potency felt stronger.
I'm not really sure I understand how the Monk gauge change could make its non-burst feel so different as you say. I hope I feel the same when I can try it.
I'm sad about the BLM changes but I'm excited for Picto so I'm hoping that acts as a fun alternative. I really do not understand why they went the way they did woth those changes. It's simultaneously harder for newbies and less fun by being overly restrictive for long time BLM players.
Feel the same I have for a while now. Unless you are a savage+ healer everything just feels more boring for me. Oh well, balancing difficulty to be interesting across all content is hard.
Reaper didn’t change much so I’m fine. I was hoping they’d at least add a feature so harvest moon could be used more often since it’s so cool. Like how with drg and wyrmwind thrust maybe every gluttony adds a stack and after 2 you can use harvest moon outside of soul sow. Drg is my second favorite and I like the changes
I'm gonna have to figure out what to do during filler time for Gunbreaker, suddenly have a full cartridge gauge every other filler... Which honestly makes me feel like that Gunbreaker is getting more of a dps rotation, then most dps will have during filler time
I completely understand why some would say aggro management was annoying, but isn’t that the entire identity of what makes a tank.. a tank? With the old stance system I always felt like being able to drop stance to dish out damage and then put it back on to take back aggro allowed for more skill expression. Whereas right now… they just feel literally like a DPS with less complex rotations that have also have to “tank swap” every so often lol. And their invuln abilities let’s them cheese even that so…. Yeaaaaah idk lol. I feel like they need to incorporate aggro management back somehow.
The problem with aggro management previously was that it wasn't on the tanks to handle it. I don't think effectively removing aggro entirely was the correct decision, but it was certainly the easiest for them to balance and design.
Bard could get a song or something that can only be done outside of combat to give them 2 or 3 coda. Kind of like that one skill reaper has (I don't play reaper just know they have a prepull thing for a big attack). That could fix their opener.
Positionals really only feel good on classes like Reaper or Samurai where you can influence when the positional needs to be landed. Alternating ones like Monk are too strict and lead to issues where players either ignore them, or play worse because they focus too much on them. Honestly, skill expression has better forms that aren't tied to if they boss feels like a beyblade or not. Also I need more details on Ninja. While much might not have changed, the important question is if the burst window is as strict as before. For context: Ninja suffers from very exact 1min/2min OGCDs which hurt your burst since if you let ANYTHING drift, you're fucked. My hope is they did what they do with Samurai, lower the Cooldown timer so you can afford to drift in the event that a boss mechanic prevents you from using a skill. LOOKING AT YOU TEN-CHI-JIN (The OGCD not the mudras.) Regardless, I'm excited and can't wait to see what is in store for the new expansion.
locking an AOE dot behind a 2-minute boss-specific skill makes it very confused in general/dungeon content--do you waste chain strategem before the boss (potentially RIGHT before the boss) to take out a large/annoying pack, or do you slog through the pack to use chain strategem on the boss, but the AOE aspect of the DoT is completely wasted (despite that being it's entire point--one dps thing every healer has begged to have returned to them after the ShB en-dumbening in dungeon/group pulls)
The general flow you’re looking for in a dungeon is 2min first pack, 2 min boss, rinse and repeat. So even though it’s not much you should have been using chain in a pack anyways cuz it should come back in time for the boss. But now with the aoe dot portion it makes more sense now and doesn’t feel as shitty
The new card system is not looking super. Every other job gauge has a degree of choice in how you spend it; WHM has the least choice, but compensates by being able to use lilies for healing or movement. AST cards now, functionally, are just extra oGCDs. They're part of a job gauge in name only because they don't interact with the job's kit in any way. You could implement them as standard oGCDs and nothing would change. Once the novelty of cards being "different" wears off, I think the AST rework will be considered a massive step back by most.
It's a little like summoner. New 'flash' to mask what is ultimately further dumbing down and an easier time for lazy devs. Monk is similar, in that it will wear off as a novelty and become almost a brainless autopilot without dots and otherwise to maintain and somewhat engage with.
*watches the caster part twice to make sure i didnt fall asleep*...... man i hope red mage is in the melee section 😭😭 but also Picto hype from everyone has me so excited
RDM is basically a complete job at like 70 or 80, everything added after is just eye candy. I have no idea what they could add to the job to make it feel better, outside of completely changing it
@Ghoulicus I'm just now looking into everything. The only thing I could possibly ask for is more animations on the spells but I wouldn't even know what i want to see lol. But I'll def be trying it and pictomancer at the start
I’ve got an opener in mind for new monk that fits both blitzes and Winds reply under Brotherhood and Riddle of fire, allows single weaves(in case you can’t double weave it like me due to bad ping or hardware) and even takes advantage of the Formless Fist Fire’s reply gives.
@@ArceusShaymin Glad to share. I’ll be using the old weaponskill names because I don’t have the new ones memorized, and any empty weave after RoW can be a Forbidden Chakra since the generation is semi-random. Dragon Kick weaving Tincture Twin snakes weaving Forbidden Chakra Demolish weaving Brotherhood Bootshine weaving Riddle of Fire Fire’s Reply weaving Riddle of Wind(This is where that Formless Fist comes into play) Dragon Kick weaving Perfect Balance Bootshine Dragon Kick Bootshine Elixir field weaving Perfect Balance Dragon Kick True Strike Snap Punch Phoenix Strike and Wind’s reply. The final potencies will determine which comes first With no skill speed and single weaves, Brotherhood will fall off between those last 2 GCDs. With a GCD of 1.94 or 1.93, you should be able to just barely sneak that last GCD in with less than a second until it falls off. It’s prioritized this way because Brotherhood’s damage buff is 5% and RoF 20%. If you have to pick one to lose, it’s be the 5.
@@raarasunai4896 Oooh, now this is *tasty.* I've never considered SkS on monk since the job pretty much never really needed it (and the current standard openers had a required double-weave which made SkS feel worse) but with that SkS window being able to sneak in both Pheonix and WReply is nice! Any thoughts on where the new Six-Sided Star might fit with the changes to it and overcapped chakra during Brotherhood?
@@ArceusShaymin six-sided star will probably still be relegated to that one last big hit either to end the fight or to run out of an AoE. The chakra overcap is a welcome change. I doubt it will reach more than 10 in this opener since you spend the initial 5 right before you use brotherhood.
The solution to this is to quite literally just be concise with what you're asking for. This problem consists with the XIV community where they want changes, but everything they want is so wildly different that in my opinion CBU3 should do whatever they want and say fuck it.
I had no idea my main was being reworked, so imagine the disgust I felt starting an opener with MNK in DT for the first time. The biggest offense is with using Perfect Balance for stance bonuses. Who Tf thought it was a good idea to swap the colors around??
For summoner I think I speak for everyone when I say we could be summoning Shiva, Ramuh, or leviathan as well, or instead. Shiva especially. I also don't want to see any more Limited jobs.
Honestly I think Solar Bahamut would be more interesting if there was at least an interesting mechanic behind it, like if it had requirement before it replaced bahamut instead of just being crammed in there as a third demi. Like, something to do with shifting it from astral to umbral. Also we really need carbuncle to do more stuff again, it doesn't even cast searing light anymore, couldn't it at least cast the new OGCD or something ? Or, something that could be cool is if using the elemental summons infused it with this element, changing its color (since the variations already exist) and giving it access to a new action that would have a different effect depending on the element (like in FFIX where you could have different stones).
21:40 This is something I haven't seen anyone else comment on and has been my chief concern with RDM after seeing media tour coverage. There were times this past raid tier when planning out the rotation to stop drifting Fleche and Contra Sixte was legit homework and the added buttons in DT are gonna make that a lot more complex. Definitely looking forward to untangling that mess once I finish going through MSQ as BLM this time around
I think oGCD alignment will be easier than ever to maintain. Since acceleration doesn't have any net effect on your alignment, swiftcast is your only realignment tool, true, but you get exactly enough swifts to maintain it. You get very roughly 3 melee combos every two minutes, i.e. on average 1 every 40 seconds. Just pair a swift with every melee combo and you're set. If you double melee combo during bursts, you only have to swift during the off-burst melee combo, wherever you decide to place it. If you want to go for gold parses, though, that's when things get interesting, because you'll need to double melee under buffs *and* still squeeze those 2 extra swifts in without drifting, which'll be interesting.
@@schoolmonkey13 In a vacuum, yes, but when you have to use acceleration/swift for movement on a mechanic and it misaligns your dualcasts with the fleche and contra sixte CDs it becomes a problem of when and where to use another acceleration/swift to realign it before you start drifting. Now with more oGCDs that are time sensitive damage output in the mix if feels like there are potentially less openings to do that realigning when needed
As I can see in 6:15, after using draw will go into 60s cooldown. Does that means doing two draws in opener, requires 60s prepull? Icy vein posted a 2-draws opener, and I guess it is not doable under normal 21s countdown? Edit: untrue, you have astral cards drawn when entering a instance, or after wiped. Please ignore this.
I wonder if Rinon attended the Dawntrail media tour. Be cool if they had.
I dunno, I wish they were clearer about it
@@RinBanana lol I believe he did.
@@RinBanana Sorry to be a bother, but what armour is it that your dragoon is wearing?
He*
I can't see BLM getting Ice Paradox back, but I hope they nix Fire IV giving stacks in favor of Paradox and Despair giving three each. This would give BLM the option to shorten their fine line depending on kill time without losing a Flare Star or Manafont cast.
This is also a decent one, basically i'm in favour of anything that loosens the current strictness on stack accumulation, for both ends of the player spectrum
just making it so that Despair gives 2 instead of 1, or Despair giving 3 while keeping the F4s would make it more forgiving for people on the lower end of the spectrum since you can lose a F4 or two and still get the required 6.
Or Fireparadox/F3p giving one as well. Basically anything that allows the standard rotation to give 7 or 8 thingies instead of it being exactly 6 and you need 6.
Making it so that only Firedox and Despair give stuff would make it even more boring imo and has some very high potential to give some very very cursed lines with people only doing transpose, FireParadox -> F3p (for af3) -> Despair -> Flare Star -> transpose -> ice on repeat. Probably a loss but small enough of a loss that some madlad would make it their personal goal to critfarm that into a 99 and all hell breaks lose
@Toad-yv8ko I mean, I guess there might be some cursed tech with cutting out F4s, but at that point, you'd be trading potency for mobility. Making Firedox and Despair each give three would actually allow BLM to have a proper 2 minute burst with Para, Despair, Flare Star, Xeno, Font, repeat.
@@moogleboy I'm not sure it would be cutting out that much?
Despair does more DMG than F4
Flare-thingie does more DMG than F4
Paradox does more DMG than F4
Af3 fp3 is damage neutral so af2 fp3 is a loss but not thaaaat much
So as long as you triple your despair+flare into transpose ui1 b3 you'd be surprisingly close to damage neutral I think? 🤔
Either way, I think it would open a door SE double and triple downed to shutting close with making sure there's no chance for anything to slip through.
//Edit: wait you wouldn't even need b3 at all because fireParadox + despair is 2400 mana. You could just, after going to 0 mana in fire, transpose -> skip b3 only do B4 -> filler GCD like xeno/thunder for transpose CD -> transpose + fireParadox -> af2 F3p -> despair -> flare-thingie -> repeat
LOL. I'd make a waifu-shrine for yoshiP if that happens
Oh, is this the guy who was lucky enough to get an invitation to Media Tour?
Wish he woulda said something
Dancer doesn't actually need anything other than more proc gambling. The job just works.
It needs a nerf for support its doing far too much personal dmg compared to other phy range.
@@Spartan1312... it has less DPS then Bard.
@@echovalkyr96 Both are support... take a look a where the MCH is atm.
@@Spartan1312 where did I say Bard wasn't a support. It still has more DPS then DNC. That's all I said.
Solar Bahamut was so underwhelming that rinon straight up forgot it was called that, lol
OOPS
Shinryu should have been the summon instead.
@TFalconwing That would have been awesome! And regular Bahamut should have been upgraded to Golden Bahamut. 😀
@@TFalconwing The sad punch line is it could have been anybody BUT Solar Bahamut.
@@Demonboy007 Solar Bahamut does look pretty cool but it's just so far out of left field when everyone was hoping for things like Ramuh+Shiva+Leviathan, even if they were just a new coat of paint over Ifrit, Titan and Garuda.
I know healers are supposed to heal but, there is some content that healing is so easy, that it gets boring only having really only one attack button.
Oh and story missions are so underwhelming because everyone keeps calling you the most awesome person in the shard and then you just hit malefic 15 times in a row and that’s all you do
Some? Mate, that's literally every content out of Savage and once you prog it's the same button presses at the exact same time.
Can someone here please explain to me what everyone means by wanting more attacks?
I'm really hoping to a higher power that this hoopla is more complicated than everyone wanting a 1 2 3 rotation for healers.
@@TheFrantic5 Pretty much all the healers only have one single target attack and one AOE attack. So when the party's health is already topped off, the only thing I am really doing is pressing one button for most of an encounter. As an above post mentioned this is even worse going through quests. Your healing is almost useless.
It would be nice if there was something more healers' offense than one to two buttons. At higher levels Sage has more to offense than the other two. Generally why I pick Sage when I am playing healer.
@@XShrike0 Healers are getting more attacks, and have already had attacks that both heal and do damage.
But apparently it's still not enough for some people, and that is what has gotten me confused. There's no consensus on whether people want more attacks or for the enemies to do more damage, and that is muddying the issue, along with oversimplifying it down to "Healers just have one attack." It makes it sound like this hypothetical person just isn't using their full toolkit.
So I have to ask, what types of attacks would fix the issue? A combo string? More conditional attacks with timing windows? More long cooldowns with healing/damage?
More to do in burst is nice and all, depending on the job, but what's the game is currently seriously lacking for a lot of jobs is actually engaging filler mechanics in between besides 11111 or 123123...
Agree, honestly, on a lot of jobs
Also as a MCH main I really don't care much about WF critting or not, it's just a remnant of the past when the job was compiling the damage done within which included crits already, and since it doesnt do that anymore well... yeah. Either way it's just funny numbers, some mild crit raid buff synergy, and doesn't change anything about the job itself.
I really, really do hope they'll do something about flamethrower though. And AoE battery. And bioblaster charges.
I'm hopeful for GNB in this regard. They gave us SO much to do in burst that it overflows outside of it and you end up with extra burst strikes to use wherever. PLD also feels this way with your 1234445 combo and your 1231244 combo in between bursts.
Part of what intrigues me do much about pictomancer is that they seem to have a lot of decision points about where to use their long casts in filler to prep. When to move, when to stay put etc
@@raventazmily5908 yes I feel like PCT like BLM is one of those few jobs that seem to actually have things to take care about within their filler.
I’ve been trying to tell my friends that the changes to the BLM fire phase aren’t going to make things easier for casual players and it feels like at this point my issues are just being brushed off 😢. Great video regardless.
I have been wracking my brain trying to understand, how is it any worse than before? Yeah, mistakes are costly, but if you make one you can just refresh your fire phase again with your free firestarter. I know that it's better to save the proc to transpose into your next fire phase, but if you made a mistake at least you have a recovery tool that isn't casting fire 1.
@@schoolmonkey13 if you drop fire you don't get flarestar; if you drop ice you don't get mp. before you could quickly adjust these mistakes, now it plays like a 123, and what happens if you press 1 3 2? you lose.
this rigid nonsense is why it is more difficult and overly punishing for new players.
not to mention that it lost virtually any optimization for even just simple play, making it not appealing for higher level players either.
@@undeadNova You only have 1 spell you need to cast in the 15 seconds after you entered ice, and if you're not casting a spell over the course of 15 seconds, you've got bigger problems. As for dropping fire, sure it's more punishing, but it's always been a disaster to drop fire and now it's easier than ever to keep the timer running since you can refresh instantly, twice per fire phase. So it's not more difficult than it was before, at least on those counts. I really don't know what you mean by "it plays like a 123" either
I personally thought the Astral Arrows stuck around in Ice phase, I think that's where the disconnect is.
Losing the new button because you couldn't do 6 is going to be a pain for newbies to the job.
I can't count how many times I dropped fire.
@@lightknightgames I just don't think dropping fire is going to be a problem. Both paradox and the firestarter procs are instant ways of refreshing, so as long as you realize your timer is low even a split second before it actually drops you can just cancel your cast and instantly refresh. Sure, if you're really not paying attention and the end of timer sneaks up on you, that's going to suck, but it sucks currently too, and it's harder to manage now than it will be in DT. One thing I will say is that it's going to suck even more before 90. Is that what people mean when they say the skill floor got raised, that it's going to be harder during leveling? Cause I've been assuming they meant at level cap, and I just still don't see how it's any hard to play passably than before.
Im really happy with the PLD upgrade to sentinel. Paladins in other games have damage shield abilities and not really having one aside from divine viel felt like just the thing we were missing from PLD
The first time I used Guardian was on the first dungeon in DT and I took, without exaggeration, zero damage from that pack....I think I had a sage but damn that shield did some work
You are ( insert positive vibes) person
My overall opinion is that I’m gonna play and enjoy the game regardless, so I try not to get too wrapped up in negativity about the small stuff. That said, I do like talking about it a lot!
I'm loving the community nicknames for skills this time around. Your "America Button" and the "Pride Tunnel" from Mr. Happy are top tier.
Something to consider: If DNC potencies don't change, Standard Step (even with the combo Finishing Move) is a dps loss over only using Last Dance after pressing Flourish.
DNC GCDs get buffed at 94 *EXCEPT STANDARD STEP* so for a brief moment, you only press SS to upkeep the buff.
Then at 96 you get Last Dance under Flourish only so the plan changes to upkeeping the buff only by using Last Dance, making you never press SS ever again (unless you drop the buff, prepare it for trash pulls, or dance partner hopping shenanigans).
Opener wise, this means delaying Tillana to the end just so that the buff duration extension on it gets maximum value
This is kinda funny actually, wild
It's a refreshing thing to see a healer main that isn't like 'what? why would i want my job to have more depth and things to think about? I just wanna press glare and spam heals!' for once. Gives me hope that there's people out there that actually want healers to not just be the role you shunt the people who are least engaged with the game on. I won't be healing in Dawntrail, these changes just aren't enough to make up for what I consider the loss of AST, but it gives me hope I can return in 8.0. Secure yourself a spot in 8.0's media tour, eh~? We need a proper voice for healer, someone who actually plays the game instead of doing msq roulettes and calling it a day.
Not the notification saying "Is your job GOOD in dawntrail"
everybody getting the stomach drop as I remember I forgot to update the title
My job is good because I practice and play it well
Thanks for the videos Rinon! I've been really enjoying your analyses on DT.
Thank you for the kind comment! I really appreciate it
I think sage being able to have two dots on the enemy is cool and hope it isn't an oversight and stays around
it’s over
Narrator: It did not stay around.
Machinist player here. It's funny because I consider EW Machinist being Nothing Changed (Bad) while Dawntrail I consider it as Nothing Changed (Good). A lot of the changes are really small but impactful with the big one being we're not horrendously overcapping heat anymore and hitting Queens at 100 is a *lot* easier now. It's small but I've been adoring DT Machinist.
I love that back-to-back Hypercharges are viable now because Drill has 2 charges. It's a subtle change with a great (and probably intentional) side effect!
I completely agree on SMN. The (non) changes are so underwhelming...
That's literally all jobs though. Appart from those that got completely reworked like monk. Every single job plays exactly the same as EW with 1 more button added to a buff and some charges added to abilities. Hell machinist hasnt changed since Shadowbribgers.
Personally, I think SE needs to commit to the idea and make physical ranged DPS the support role. And I don't mean how they are now, pressing on party wide buffs rather personal ones like melee physical DPS, but in the end, just pressing buttons without a care. I mean incorporating the gameplay mechanic of healers of having to look at the party and decide who to buff and how to help them deal significantly more damage, ease their healing burden, or provide damage mitigation. This would also allow for healers and tanks that are better at dealing damage than healing and defending than the rest, allowing for different party compositions.
I think in the macro sense tank cooldowns can be interesting. Since our 2s are now almost as valuable as the kitchen sink was, and Rampart now has the Conva effect on it, it opens up the possibility of frequent, varied damage profiles.
In Endwalker we got insanely powerful, short refresh cooldowns that we thought indicated frequent spike damage on tanks, but really we were just forced to stack them with everything else. But now, we could have a scenario in which our 2s and invulns are used on infrequent hard-hitting busters, our 25s+TBN/Oblation are used for frequent mini busters, and Rampart+extra CDs (Dark Mind/Camo/Bluwark/Thrill+Equilibrium) would cover incidental raid damage and autos. Sort of like how we had to manage cooldowns in O12 between Optimized Wave Cannon, Monitors, Patch damage, and the boss's crit autos.
It all makes sense and I'm definitely not on copium.
I feel a large part of the difficulty with difficulty is the huge gap between item levels now. I was in a level 90 trial just this week, with someone who barely qualified ilvl reaper and my pure tomestone gear reaper: I had basically 50% more HP and obviously far more offensive power (560 weapon vs 665 weapon).. how can you imagine a harder battle that is still possible for min ilvl but also not completely neutered on high ilvl if the gaps are so big.
that's what ilvl syncs are for
BUT DID YOU KNOW Rinon was lucky enough to attend this year's media tour?? Crazy
how did you know!!!
Thinking back on the BLM changes, is it more or does Flarestar sound kind of like it was meant to be a direct Despair upgrade? It acts a little like a finisher, and if you were to retool it to be a stacking potency increase based on Fire IV stacks kind of like Six Sided Star, it'd be a really fun way to work around the job. However they probably saw what was happening with non-standard and changed things up to try and remove a job being weirdly complicated, only to make it very weirdly complicated.
Hot Take: I perfer current Inner Chaos for the 'WHOOMP'.
based take
I am conflicted personally, just like you, I like current inner chaos because if that whoomp and the "have 10kg of molten rubble" vibe it had, but the new one feel so crunchy
It will be a question of time whenever I get used to it or not I think
Can we talk about how I want Inner Beast back instead of Fell Cleave because the WHOMP sound was so much better than the buzzsaw noise?
I love the new animation for Inne Chaos!!
I’m personally disappointed with Scholar’s new dot but I’ll take it if it means we can get more dps options in the future then I’ll take. Although I’m still a casual who will start getting into raiding with dawntrail so maybe my opinion on baneful impact will change once I take that step.
yeah, imo a dot that has a cooldown longer than its duration may as well just not be a dot because it's functionally no different from any other glowy ogcd, but us finally getting more options is a good thing and i hope they further expand upon that
It would be nice if it was tied to Aetherflow instead, or something like that. Just to give us a reason to smack that button more than once every two minutes.
@@redgeoblaze3752Or, just make Energy Drain do massive damage.
as a bard and astro main, i am scared of having to reconsider my whole keybindings for ast, who already has more keybindings than all other jobs i play what i highly dislike about it
For healers, it feels like Sage and Whm might turn out to be the most *fun* to play, but Astro and Sch will end up being the strongest. Havent had hands on anything yet, but something about Sage and Whm's new buttons feel like a good direction
all you need are dps buttons to take place during filler moments. The Dot on sage is a good start. Sb had a decent amount of dots most notably on SCH. SE needs to remember that healers are not just healers, they are also casters. Having 11111 for a majority of your gameplay should be inexcusable. What kind of game designer thinks that gameplay is fun and engaging gameplay?
@@axylum4453The problem is it's threefold. If job design changes for healers, then all encounter design would also need to change in the future, and in past-content for difficulty, balance, and preventing exploits. Especially for players at that level, or running content there.
So the only option would be changing healer design during a new expansion for future content only. Either way, we are going to have to wait for next expansion, if they even improve "Healer" gameplay then.
Great insight into all of this! And as a healer main myself I totally agree with you on the Sage Dot addition. I think it's a great way to go for healers and I can't wait to test it out at the end of the month. Hopefully this will push them to add more additions like that. I don't know if healers need a dps combo (I am not a game designer lol). But I think additions like that will make folks who play healers feel a bit better.
Also the American Button about the Machinist skill made me laugh so hard lol!
healer segment 🔥
Tanking's core issue is that it never makes you make a decision between doing damage or mitigating damage. What I mean Is that no mechanic in the game or series of attacks ever forces you to use a resource on mitigation or healing that could otherwise be used on damage. It's really feels at this point an easy DPS role.
Honestly the most fun i've had when tanking in mmos is the moments that me/my group have optimized our resources so well that i can spend on high damage....that and boss positioning doesnt really matter anymore so tanks dont do much unique other than take busters
This is one of the main reasons I miss stance dancing, it gave you those decisions fairly effectively in older job iterations
@@RinBanana I think one reason stance dancing got nixed was because it eventually became rather pointless, as most comps were able to completely ignore tank stance after the opening periods.
One way we could do it in the modern era is give each of the tanks both defensive AND offensive tools to use with their gauge, or change some of their current tools to be so. This would open up great party optimization in prog by figuring out when it'd be better to spend gauge to take less damage than to let your healer or co-tank take care of it.
>PLD currently only has defensive tools in its arsenal, but what if it got a 25-gauge spender that, I dunno, gave you Divine Might or something?
>Warrior, in contrast only has OFFENSIVE things to do with its gauge, so what if it could spend some of it on a mini-barrier or a Life Surge style lifesteal on your next attack? Maybe make Bloodwhetting/Nascent Flash take gauge?
>DRK's ACTUAL gauge (the MP bar) has both TBN and Edge/Flood of Shadow, making MP management still somewhat interesting. I always find myself mindlessly pressing Edge when it lights up, only to think "shit, I should've saved that mana for TBN", but that's not to say you couldn't do something with the Blood Gauge, either. Maybe make Bloodspiller/Quietus use your HP and have a separate spender that heals you? Turn Abyssal Drain/CnS from their current boring press-off-cooldown version into this, maybe?
>Gunbreaker I'm... sorta fine with being mostly a DPS tank, but since they're supposedly supposed to be staunch protectors, why can't they get an option to shield somebody else by using one of their cartridges? Gunmetal Soul, after all, very clearly has you shooting up a cool shield, and Aurora is like, you firing life energy at someone. Oh, maybe Aurora could become a cart spender? Now that your 2m burst is covered with the Lionheart combo and you don't need those 3 Burst Strikes, carts during your filler are quite free.
Of course, this is all assuming that fights will be more dangerous and interesting for tanks to make use of these tools, so obviously these are just random ideas.
You're totally right. And on top of that, tanks in FFXIV have no role, every unique responsibility they used to have has been taken away and nothing had been introduced to replace it. Now all you do is stand there and do your rotation, sometimes maybe you tank swap or pop a mit for a buster, then you resume standing in place and doing your rotation.
This concept existed back in Sb and was removed with the homogenisation of tanks in Shb. Such a shame really. SB was peak design.
That sounds great and all, but in the end what that turns into is either one of the following: 1. The incoming damage requires the mitigation, so your choice is made for you. 2. The incoming damage does not require the mitigation, so now it becomes a healer problem. There's a reason they baked the defensive portion of stances into tanks, and this is it. Your second point about boss positioning is what I think people should be asking for for tank responsibilities, and if we're getting actually reasonably sized boss hitboxes in Dawntrail, I'd like to believe this will be a thing again.
Only thing I dislike about new monk is how it's become a "simon says" job between bursts, it tells you exactly which of your 6 combo buttons you need to press now with the glowy button, taking your stance and gauge into mind automatically.
RPR and VPR players: "I love playing Simon says!"
oh fuck yeah bro you cant exercise your gigabrain anymore monk players were so close to solving the existence of darkmatter
@@undercoverspy123 You sound unreasonably mad about me simply sharing something I didn't like about a job change
@@xylune9684 It's a hidden agenda. As always they are bigots who fear any sort of effort or challenge/engagement. They actually believe healers 1 button spam is ''ok'' and see Yoshida as some sort of saint. They then set about trying to silence any form of criticism and have gained the game a rather certain 'toxic' reputation as a result.
Personally I'd kick them all from the game if I could. It's about time those who have passive-aggressively nerfed the game into a mmo for babies helped themselves to a nice cup of STFU.
Im just bummed that plunge is gone. Not the dmg or the actual utilization but the animation and how SIMILAR it looks to gnbs. Plunge hsd that DRK/Berserk vibe that is gone now
saaame, Plunge was awesome. I kinda wish if they wanted to remove potency they just made plunge 0 potency
@@RinBanana same! or an extra stun to make sense of the animation
I'm a little disappointed that everyone seems to see Bard songs not requiring a target and rejoice that the whole job is now fixed. There's so many issues with it at its core that have been completely ignored through the 6.X and what looks to be 7.0 patches. Death on Bard is the most punishing in the game because it locks you out of gaining any gauge and playing any songs. Songs being on a 120 second cooldown is terrible, it doesn't allow for any flexibility or recovery from drifting/death. Army's Paeon is still the same boring haste buff that it's been since 4.0. DoTs no longer have any impact on any part of your kit. I had a little hope that with the media tour reveal being so lackluster there would be some talk about how punishing Bard is as a job, but instead everyone praises the minimal QoL we did get
Bard has been the ugly step child of Phys Ranged for so long that even the most minimal of QoL feels like mana from heaven. Sad really.
Big agree. Bard probably needs the most attention with the exception of healers as they need a complete overhaul if you ask me.
You know what Bard needs? An upgrade to Iron Jaws to both refresh and spread our applied DoTs to targets within an 8-yalm radius.
Why? Because it would actually make our DoTs are useful outside of single target. And besides, our AoE damage currently sucks anyway.
with all the contriversey with healers, im glad to know we feeling hopeful the content can deliver and that thge healers are moving in the right direction.
I think the question on what tanks are missing will make itself clearer when we see the EX3 and Savage tier. With the changes they have made to defensive cooldowns and healing output, I have to believe they're going to be put to test in the encounters
Like you said, it will be about figuring out what you need in order to survive an extended period of time that will probably vary in your pulls, meaning you might be forced to adapt and support your other tank or the party in new ways. The EX1 fight highlights this actually
DT may have mixed reception but we really do need to express that their encounter design and gameplay changes are on the right track, i want to see them push the envelope further
The thing about RDM grand impact - it was already there, now it's more pronounced. Making last finisher OGCD essentially removes the need to fit it under manafication stacks. Manafication itself not affecting mana gauges makes it much easier to avoid overcaping without planning mana dumps before burst window. This clears up RDM to use more tech and positioning. Reducing cost of AoE melee combo to 50 also allows for better mana management as currently it requires 4 impact cats in the move and manafication to enter first pack of mobs in the dungeon with maximum efficiency. Now if they move vercure and verraise to lvl 50 and lvl 60 RDM would feel complete.
“Drastically underwhelming inner chaos”
Am I the only one who actually fucking loved that uppercut and the fwoomp sound that came with it? I’m genuinely sad it’s gone 😢
Epic vid rinon!
Sharpcast was the one thing on BLM that that I didn't use consistently so it being gone is nice.
It was always a core part of ensuring you got Thundercloud procs, why else were you (not) using it?
It being removed along with the removal of upfront Thunder damage is actually a downgrade for BLM's mobility... used to be you could pop a quick sharpcast+thunder for a mobile GCD that still hit hard.
been waiting for this video to appear on my feed since you mentioned it on mogtalk
really appreciate how you try and stay positive whilst being able to be critical of changes, all the dooming in my circles gets tiresome =w="
im seriously starved for ffxiv content and this helps ease the wait for dawntrail
Another issue with healers is that some buttons straight up are just there for bloat and are never ones that feel rewarding to use; not even talking about cure 1 and benefic 1 here, for me the biggest offender is sage's krasis. Single target healing % up is pretty much useless; it will never make a difference in increasing your dps by saving a gcd and almost never make or break saving a life. Even in ultimates, at no point did i feel like i received value off using it simply because not enough single target damage comes out to warrant it. Really wish they would add on another effect to it, my thought is just give it esuna so sage can be unique in having an ogcd esuna to use as a healer, especially if a bard is in the party too.
I'll be honest, I use Krasis quite often for one specific thing - E.Diagnosing the tank between trash. If I have Zoe, I tend to combine the two for a shield that's nearly twice as big as the normal E.Diag shield. It's not enough to justify the button's existence, really, and I'd love if it got reworked into something better but I've noticed that trash becomes a little less error-prone with it.
Krasis is the single best button to exemplify the fact that the healer designers have no clue what they're doing. Not only is it borderline useless for Sage, the one healer that it's actually useful for is the one that Sage isn't intended to be paired up with in harder content (SCH), but specifically BECAUSE SAGE HAS KRASIS, SGE+SCH ends up even more of a stupid powerful combo than it would be if they didn't have Krasis. Absolute clown show. The sad thing is, all they have to do to remove that combo and not make the button feel useless is to just make it a personal buff that increases the SGE's outgoing healing.
That's the story of this game, isn't it? You are stuck with damage or healing buffs under 10%, which don't feel impactful at all.
And meanwhile, in other MMOs, buff abilities and cooldowns give 20-80% buffs to damage and/or healing.
The one thing I'm SUPER happy about (and this is going to sound insane) is that DRK generates less MP now with the Delirium/Blood Weapon changes. Meaning DRK is the super beefy, MP management tank again. When DRK was released, it was the MP management tank and in SB, it gained the identity of the TANK tank with all the different shields and the "damage legally cannot enter your body without your consent" shield that is The Blackest Night, but it all required you to dance this wonderful waltz with your MP bar that took much more skill than just the braindead "hit button, drink blood" ShB introduced. I'm very happy they're reinstating tank identities instead of Dark Tank, Light Tank, Stone Tank, Tech Tank that we've had since ShB. And I honestly think that's what's been missing. The identities that made all the tanks unique from each other aside from the VFX on the screen.
Something I'd like to see on Machinist (as a Machinist main) is a rework of some of the tools and heated attacks.
Heat Blast getting an upgrade already covered part of this.
But the real rework I want to see for these is a rotation of Flamethrower, Bioblaster, and Autocrossbow.
What I would love to see is Flamethrower as the AoE Heat Blast (the sweeping animation should fit the same way the Autocrossbow sweep does), making the AoE fire attack also interact with heat, and also making the gun be the part of the kit that interacts with heat.
Autocrossbow would swap places with Bioblaster as the shared CD with drill. Just make it an AoE drill that could be reassembled, and have two charges alongside drill. This (and the next part) makes all the tool skills powerful CDs.
Bioblaster would replace Flamethrower as the 1min lv70 CD. It might just remain an AoE DoT, become some sort of debuff utility, or some combination thereof. This (alongside the Autocrossbow change) would make tools powerful CDs.
While this doesn't change a lot mechanically (save maybe the Bioblaster change), it makes for zero dead skills (instead of the one with Flamethrower), and a kit that has higher verisimilitude with regard to how the gun and tools interact with your kit.
Obviously a change to Wildfire would be good (either an upgrade or an alteration). Adding AoE damage to be similar to the PVP variant would make the CD have use in trash packs (and very cool if you toss it out then dump flamethrower sweeps to detonate it). While not being able to direct-crit is an issue, this is just solved via numbers by adjusting the potency with that in mind, or by just having it always be a direct-crit (unsure if this is possible because of how it functions).
I used to love SMN…Endwalker gutted it for an aesthetic upgrade. Meanwhile the rotation mechanics felt totally unfinished. Dawn trail just doubled down on that.
20:30 damn, i legit love both of these ideas for SMN. Both pretty simple but would make the job WAY more interesting. I still mostly just wish we got Levi/Ramuh/Shiva, as do many, many other players. Here's hoping for something satisfying in 8.0.
Ngl before media tour I'd never come across your content. But all of your takes on the jobs line up with what I like/don't like so I'll be following along with you from now on. It's nice to have a CC who understands healers and a range of dps. I'm ok with viper being for the "I press shiny buttons" crowd since we also got picto in the same expansion. (As a dancer fan I appreciate the draw of flashy+fun, but I only need 1 job like that for me).
as a DRG main im kinda sad to see our eye buff go away, it was a neat bit of utility you could plan out with another dps's burst
This is true, but I do feel like it's playing smoother now. Not that it was bad before, imo but it does feel more fluid.
the server is down for maint already, when its up we'll be playing DT :D
Viper looks fun as hell, still cant decide if Im going to level my typical main, Ninja, first or if I do Viper instead. Love the removal of Huton as long as we still have some kind of native attack speed buff, and having another gauge instead is a good trade. And the TCJ nuke is pretty cool, though overall I wish we wouldve got slightly flashier effects like the other melee dps did 😕
Viper and Reaper and Dragoon all look sick though!
Happy for you getting both media tour invitation and a big sponsor man
Thanks man, that's really kind of you gladge
The Healer 100 skills show Pure/Barrier split didn’t work out as well as they thought.
every expansion just seems to show the developers working on healing in 14 have no idea what they're doing, or play them
They don't have a dedicated healer dev. WoW in comparison has 8 of them for healers alone. Some of the devs in JP want the game to move away from an mmo into more of a lifestyle/genshin/casual social game and there's a lot of grounding for that in modern Japanese gaming trends. Unfortunately that's been quite a slap in the face to veteran western customers and the final straw obviously snapped with #healerstrike and the understandable despair over 1 button spam for more years to come.
For most not living in Japan they have a glorified opinion of the team and the culture but in most cases its frustrating. Ordinarily the people don't even challenge the devs on negative changes and the braindead gameplay is sometimes even championed in favor of very casual/''stress free'' experiences. Perhaps some like that - but it's hardly 'gameplay' in the like of MMOs of old.
Yoshida says he is aware of the issue - but only time will tell you if thats true or just more of his usual ass kissing and pandering to keep the money going.
Whatever people agree with or not here, spamming 1 button is not a game.
@@libertylizard_ Do you have any links that substantiate that lifestyle/genshin thing? Not to sound antagonistic or anything, I just need to doom with reason.
I knew this guy once, he was supposedly invited to the Dawntrail media tour. Wonder why he never mentioned it?
If only woulda mentioned it despairge
Given both sages and scholars level 100 abilities, how strong do we think SCH + SGE will be in week 1 progression?
That's an interesting question, actually. The traditional view is that paired shield healers is a bad idea, because the shields don't stack, but honestly both shield healers try to avoid using GCDs on their shields anyway, and the two compliment each other quite well now, especially with the new DT changes. The new Sage CD gives significant amount of raid maintenance healing at zero cost, and the new Scholar CD is hands down the strongest throughput CD in the game now, as far as I can tell, due to ability to use Emergency Tactics on every single GCD (you know, if your mana can take it). And while both are "shield healers", nearly all of their oGCDs are heals rather than shields, a couple of cooldowns excepted, and those heals stack just fine.
Honestly, I think it could work really well. Both healers provide a ton of passive maintenance healing, and both have a short-CD mitigation buff (that, incidentally, stacks afaik) and 1-minute HoTs. Sage has strong raid maintenance CDs (Panhaima is ridiculous against repeated hit raid-wides, plus of course the new Philosophia), and Scholar now has _two_ of the most powerful healing CDs/combos in the game, between Recitation + Deployment Tactics and now Seraphim.
As a GNB I'm more than happy to have more flexibility for mit in burst windows and I'm cautiously hopeful that they'll be making tank mechanics more interesting in fights. Also this is probably colored by the fact that I just don't like any kind of animation locks in my dps.
Edit: Also, tentatively, having more cartridges to spend outside burst might liven that up a bit
I thought Endwalker SMN was cool as a foundation to build upon, and that it would have great potential for future expansions with added mechanics. As of now its a bit boring. I'm surprised they pretty much didn't change anything, the job doesn't feel complete at all
Solar Bahamut by itself isn't bad imo, if it was a straight upgrade to Demi-Bahamut and we got another proper 3rd Demi (Alexander, Odin, Ravana.....) it would have been fine.
I like Endwalker Summoner because during Stormblood and Shadowbringers I did not really understood how Summoner was supposed to work and switched to RDM as my main Caster from Summoner because of it and it feels comfortable and easy to play, but giving them just one different Skin and leaving the rest as is is very underwhelming.
It's mentioned in the video that a second summon trio is wanted by the community and I am very for that because it would at atleast some more visual flare and would also answer the demands for summonable Levi, Ramuh and Shiva that exist since HW times at the least.
Thought I had concerning blm. What if the new gauge acted like the brd's soul voice gauge? Let's say you need 4 fire 4's to allow the use of Flare Star, but the potency increases for each casting of fire 4 after the 4th. As for Brd, they could have a, OCGD on 2 minute cooldown that grants all three coda and can only be used if no coda are active.
This is actually how I had hoped it worked after watching the job action trailer before playing, it's a neat way of providing an out for rotational mistakes and also options for higher end players to pull shenanigans with
After watching your vids on the jobs and this one, I think I'm most excited for Picto out of the new stuff. It looks like a ton of fun to play. Also really looking forward to MCH:) Thanks for sharing your thoughts
I feel like a job's fun factor in DT is almost strictly dependent on whether or not it was fun back in EW due to how little the new abilities are adding to the rotations for the most part; exceptions for the ones getting significant changes like MNK and BLM.
If Eukrasian Dyskrasia goes live as is it will elevate sage to my main and make it the first time ever scholar isn't the first class I cap. ANd I love Philosophia for it's sheer simplicity, yet in that simplicity it's just awesome...it's both Pan-Kardia...AND it can be used to buff gcd healing during things like triads!
Lmao you referred to the whole exact same intro on here that i griped about Rinon. Ok ok you earned a subscriber.
There was less than 5 interesting tank things to do in endwalker savages that weren't boring tank swaps. I can only hope they get more involved than being gaps between major mechanics, because that is not really fun
Without ever having played FFxiv, it sounds like you want every class to be as complicated as possible. Probably because you have played too much and are bored 😅.
Your video was very helpful in helping me understand the classes and what to expect. Thanks!
Leaning Dark Knight, Reaper, or Dragoon.
XIV jobs right now are extremely railroaded, OP (and me) just wants them to have some proper room for variety and skill expression in their execution. The number of buttons available on any given job means a lot less when the game straight up highlights the "correct" button at every step, and each expansion takes away more and more of the available alternatives. And with healers especially, so many of those buttons will go completely unused in any half-competent party, leaving you with exactly 1 filler button and 1 dot to maintain.
@@quickdraw6893 yikes. I still have not dove in to the game and this does not encourage me 🙂
As a former SCH main from before ShB I very well may do the MSQ as sage. Only if eukrasian dyskrasia remains damage positive on one target when DT goes live. That, philosophia, and the new damage ogcd are steps in the right direction for healer design. In fact were it not for those I’d probably be on the healer strike bandwagon
#Healerstrike is about making a noise that says 'what you're doing to the game isn't acceptable' - it's not simply for healers alone. Having known people who work under Yoshida, I have little good to say about him; so I'll refrain. However his lies are quite something when it comes to 'listening to feedback'. People should voice as a loud unit, if they don't want the game to continue on towards the brainless.
And thats exactly point. When you play blm, it might happen that sometimes you are out of time to cast FireIV, because some unplanned movement, or something distrubing you. Easiest thing to do is cast Fire/Paradox instead FireIV, so you keep your Astral Fire up, then resume as normal. Its dps loss, but not that tragic.
But you wont be able to do it in Dawntrail, because then you dont get Flarestar stacks, means your rotation will be mess as it will not align anymore with 6 needed. That will be serious dps loss, because easiest way to get somewhere close to normal will be overstack 2 and cast flarestar somewhere in the middle(before Paradox), which is better than overstack 5 to get your rotation back in order. And you'll be stuck with it.
Honestly idk how to resolve this. Its really bad new for blm, because its very common to get into tight spot.
13:50 thank you for the dog indicator
One upside regarding positionals for dragoon is that no dragon sight means we have to do positionals during burst again!
I was really hoping for the alternative primals, leviathan ramuh and shiva, as an alternate rotation of primals. I thought the changes made to 'simplify' summoner with its rework would have led to this type of 'job fantasy' content being implemented with a bit more ease. I also felt that lunar bahamut feels like an out of flavor addition....but I think it can be redeemed with a solar pheonix addition as well...
I actually really like the idea you proposed of a 'passive buff' that you get based on the order the primals are summoned in. It could even give a possible alt rotation some more unique properties as well.
Overall, I really loved the reworked summoner's theme and job fantasy, but I'm feeling very estranged from its current state.
Me tuning into this video: oh boy I’m exciting to see the SAM changes!
Still loved it though. Thanks for the information!
It seems like the theme for this xpac (at least for most of the jobs I love) is:
"We got rid of that ability you thought was really annoying!"
"Great! Did you give us something fun to replace it?"
"..."
"You *did* give us something interesting to replace its purpose in our kit, right?"
Hmm, well this is mostly good news imo. I think the job design is some of the best out there and they’re all quite fun to play.
Loving ur videos Rinon, thx for all the info and dedication u put on all of the vids ♡
hi totally expert tank here and i will tell you (at least in my opinion) that the issue with tanks is definitely that we just don’t have anything fight specific going on. without extensive boss movement or really any need for complicated mit planning outside of ultimate, tanks have become stale. there is not a single instance of boss movement in the entirety of anabaseios, making something that is completely our role irrelevant. really thinking that improved raid design is going to help with that, especially with tiny boss hitboxes
Flare Star could instead work like Machinist's Wildire. Each Fire IV increasing potency meaning more damage as you correctly do the rotation, but still allowing you to do a Flare Star regardless if you accidentally cannot.
Regarding BLM, it's not just the changes in rotation but the fact that at least two AOE skills (abilities or whatever) are been nerfed, and the changes in mana gains would be terrible for anyone under certain level, there are potions of course, probably just like other casters, and I'm supposed to believe they're aiming to job identity?
AoE probably entirely ignored in media tour, no job AoE looked updated. For the changes of mp gain, in what level range are you claiming it's worse? Certainly not between 35 and 80, where it will be extremely consistent swapping with blizzard 3 and pressing a single ice spell. Between 1 and 35 it's not like mp gen is good now, and it's largely the same amount gained in dawntrail except far easier to track when your mp will increase. Also thunder management between level 6 and 74 has gotten way better, which makes the rotation much better throughout the leveling experience.
@@AwkwardThursdays mp changes are a bit of a sore point in between pulls in levelling which makes the job awkward until umbral soul. There's the easy solution of moving Umbral soul at 15 and nixing scathe though
@@neobahumuth6 100% agree umbral soul at a lower level would make it a lot nicer. I just think it's a bit weird to criticize the whole job because of gameplay between 15-30. It's not in a good state at all right now, hell even at 70 it's pretty miserable. I've been running Halatali and Sastasha pretty often as BLM in endwalker and the changes coming sound like they'll be mostly the same kind of annoyances at low level. The insta thunder transposes will more than make up for it imo.
@@AwkwardThursdays it is wierd, but however a modicum of criticque should still be given considering it's a job that starts at lv1 + lv 70 ultimates exists and no uptime now hurts the job more
I was going to stop maining RDM for DT and pick something else but they fixed every issue I had with RDM almost and it's very fun to play. The healer died twice in the last boss of the 1st DT dungeon and i was able to rez him and heal him up both times and we cleared. It felt smoother and easier to do somehow also and my heal potency felt stronger.
as dark knight no my job is 99% the same for the passed 3 expansions and had to beg literally bag yoshiP to fix living dead for years
I'm not really sure I understand how the Monk gauge change could make its non-burst feel so different as you say. I hope I feel the same when I can try it.
I'm sad about the BLM changes but I'm excited for Picto so I'm hoping that acts as a fun alternative. I really do not understand why they went the way they did woth those changes. It's simultaneously harder for newbies and less fun by being overly restrictive for long time BLM players.
Feel the same I have for a while now. Unless you are a savage+ healer everything just feels more boring for me. Oh well, balancing difficulty to be interesting across all content is hard.
For a good laugh, compare WoW healers to those here. Quite the chuckle in player agency.
Reaper didn’t change much so I’m fine. I was hoping they’d at least add a feature so harvest moon could be used more often since it’s so cool. Like how with drg and wyrmwind thrust maybe every gluttony adds a stack and after 2 you can use harvest moon outside of soul sow.
Drg is my second favorite and I like the changes
I'm gonna have to figure out what to do during filler time for Gunbreaker, suddenly have a full cartridge gauge every other filler... Which honestly makes me feel like that Gunbreaker is getting more of a dps rotation, then most dps will have during filler time
I mained summoner in Endwalker. After these changes, I’ll be switching to pictomancer for sure.
'To make new jobs, we need to kill old jobs.'
what do you think about dragoon losing the eye buff? you forgot to mention it in the dragoon section
I completely understand why some would say aggro management was annoying, but isn’t that the entire identity of what makes a tank.. a tank?
With the old stance system I always felt like being able to drop stance to dish out damage and then put it back on to take back aggro allowed for more skill expression. Whereas right now… they just feel literally like a DPS with less complex rotations that have also have to “tank swap” every so often lol. And their invuln abilities let’s them cheese even that so…. Yeaaaaah idk lol. I feel like they need to incorporate aggro management back somehow.
The problem with aggro management previously was that it wasn't on the tanks to handle it. I don't think effectively removing aggro entirely was the correct decision, but it was certainly the easiest for them to balance and design.
Bard could get a song or something that can only be done outside of combat to give them 2 or 3 coda. Kind of like that one skill reaper has (I don't play reaper just know they have a prepull thing for a big attack). That could fix their opener.
Positionals really only feel good on classes like Reaper or Samurai where you can influence when the positional needs to be landed. Alternating ones like Monk are too strict and lead to issues where players either ignore them, or play worse because they focus too much on them.
Honestly, skill expression has better forms that aren't tied to if they boss feels like a beyblade or not.
Also I need more details on Ninja. While much might not have changed, the important question is if the burst window is as strict as before. For context: Ninja suffers from very exact 1min/2min OGCDs which hurt your burst since if you let ANYTHING drift, you're fucked. My hope is they did what they do with Samurai, lower the Cooldown timer so you can afford to drift in the event that a boss mechanic prevents you from using a skill. LOOKING AT YOU TEN-CHI-JIN (The OGCD not the mudras.)
Regardless, I'm excited and can't wait to see what is in store for the new expansion.
Please blast my sub box more 💖
No such thing as too much blasting when it comes to your content, Rinon 🙇
locking an AOE dot behind a 2-minute boss-specific skill makes it very confused in general/dungeon content--do you waste chain strategem before the boss (potentially RIGHT before the boss) to take out a large/annoying pack, or do you slog through the pack to use chain strategem on the boss, but the AOE aspect of the DoT is completely wasted (despite that being it's entire point--one dps thing every healer has begged to have returned to them after the ShB en-dumbening in dungeon/group pulls)
Nobody cares about dungeons, especially the devs.
@@TheOneGreat shame that's 80% of the game isnt it
The general flow you’re looking for in a dungeon is 2min first pack, 2 min boss, rinse and repeat. So even though it’s not much you should have been using chain in a pack anyways cuz it should come back in time for the boss. But now with the aoe dot portion it makes more sense now and doesn’t feel as shitty
They basically put convalescence back in the game with the upgrade to rampart and I love it.
The new card system is not looking super. Every other job gauge has a degree of choice in how you spend it; WHM has the least choice, but compensates by being able to use lilies for healing or movement.
AST cards now, functionally, are just extra oGCDs. They're part of a job gauge in name only because they don't interact with the job's kit in any way. You could implement them as standard oGCDs and nothing would change.
Once the novelty of cards being "different" wears off, I think the AST rework will be considered a massive step back by most.
It's a little like summoner. New 'flash' to mask what is ultimately further dumbing down and an easier time for lazy devs. Monk is similar, in that it will wear off as a novelty and become almost a brainless autopilot without dots and otherwise to maintain and somewhat engage with.
*watches the caster part twice to make sure i didnt fall asleep*...... man i hope red mage is in the melee section 😭😭 but also Picto hype from everyone has me so excited
Yeah I basically don't talk about RDM, it got like 1 paragraph about Grand Impact
RDM is basically a complete job at like 70 or 80, everything added after is just eye candy. I have no idea what they could add to the job to make it feel better, outside of completely changing it
@Ghoulicus I'm just now looking into everything. The only thing I could possibly ask for is more animations on the spells but I wouldn't even know what i want to see lol. But I'll def be trying it and pictomancer at the start
I’ve got an opener in mind for new monk that fits both blitzes and Winds reply under Brotherhood and Riddle of fire, allows single weaves(in case you can’t double weave it like me due to bad ping or hardware) and even takes advantage of the Formless Fist Fire’s reply gives.
Well now you've got me interested. Any opener that's single-weave compatible is interesting to me since my internet is doodoo.
@@ArceusShaymin Glad to share. I’ll be using the old weaponskill names because I don’t have the new ones memorized, and any empty weave after RoW can be a Forbidden Chakra since the generation is semi-random.
Dragon Kick weaving Tincture
Twin snakes weaving Forbidden Chakra
Demolish weaving Brotherhood
Bootshine weaving Riddle of Fire
Fire’s Reply weaving Riddle of Wind(This is where that Formless Fist comes into play)
Dragon Kick weaving Perfect Balance
Bootshine
Dragon Kick
Bootshine
Elixir field weaving Perfect Balance
Dragon Kick
True Strike
Snap Punch
Phoenix Strike and Wind’s reply. The final potencies will determine which comes first
With no skill speed and single weaves, Brotherhood will fall off between those last 2 GCDs. With a GCD of 1.94 or 1.93, you should be able to just barely sneak that last GCD in with less than a second until it falls off. It’s prioritized this way because Brotherhood’s damage buff is 5% and RoF 20%. If you have to pick one to lose, it’s be the 5.
@@raarasunai4896 Oooh, now this is *tasty.* I've never considered SkS on monk since the job pretty much never really needed it (and the current standard openers had a required double-weave which made SkS feel worse) but with that SkS window being able to sneak in both Pheonix and WReply is nice!
Any thoughts on where the new Six-Sided Star might fit with the changes to it and overcapped chakra during Brotherhood?
@@ArceusShaymin six-sided star will probably still be relegated to that one last big hit either to end the fight or to run out of an AoE. The chakra overcap is a welcome change. I doubt it will reach more than 10 in this opener since you spend the initial 5 right before you use brotherhood.
Asking for changes is always a toss-up. You might get something nice, or not, and then you're stuck with it for 2 years.
The solution to this is to quite literally just be concise with what you're asking for. This problem consists with the XIV community where they want changes, but everything they want is so wildly different that in my opinion CBU3 should do whatever they want and say fuck it.
I had no idea my main was being reworked, so imagine the disgust I felt starting an opener with MNK in DT for the first time. The biggest offense is with using Perfect Balance for stance bonuses. Who Tf thought it was a good idea to swap the colors around??
For summoner I think I speak for everyone when I say we could be summoning Shiva, Ramuh, or leviathan as well, or instead. Shiva especially. I also don't want to see any more Limited jobs.
Video shouldve been Is your Astrologian FUN in Dawntrail (other jobs too i guess)
True and real
Honestly I think Solar Bahamut would be more interesting if there was at least an interesting mechanic behind it, like if it had requirement before it replaced bahamut instead of just being crammed in there as a third demi. Like, something to do with shifting it from astral to umbral. Also we really need carbuncle to do more stuff again, it doesn't even cast searing light anymore, couldn't it at least cast the new OGCD or something ? Or, something that could be cool is if using the elemental summons infused it with this element, changing its color (since the variations already exist) and giving it access to a new action that would have a different effect depending on the element (like in FFIX where you could have different stones).
I miss the old smn, before EW. Even with the dots, but at least the pet would attack, now it is just a conduit for the summoms.
21:40 This is something I haven't seen anyone else comment on and has been my chief concern with RDM after seeing media tour coverage. There were times this past raid tier when planning out the rotation to stop drifting Fleche and Contra Sixte was legit homework and the added buttons in DT are gonna make that a lot more complex. Definitely looking forward to untangling that mess once I finish going through MSQ as BLM this time around
I think oGCD alignment will be easier than ever to maintain. Since acceleration doesn't have any net effect on your alignment, swiftcast is your only realignment tool, true, but you get exactly enough swifts to maintain it. You get very roughly 3 melee combos every two minutes, i.e. on average 1 every 40 seconds. Just pair a swift with every melee combo and you're set. If you double melee combo during bursts, you only have to swift during the off-burst melee combo, wherever you decide to place it. If you want to go for gold parses, though, that's when things get interesting, because you'll need to double melee under buffs *and* still squeeze those 2 extra swifts in without drifting, which'll be interesting.
@@schoolmonkey13 In a vacuum, yes, but when you have to use acceleration/swift for movement on a mechanic and it misaligns your dualcasts with the fleche and contra sixte CDs it becomes a problem of when and where to use another acceleration/swift to realign it before you start drifting. Now with more oGCDs that are time sensitive damage output in the mix if feels like there are potentially less openings to do that realigning when needed
As I can see in 6:15, after using draw will go into 60s cooldown. Does that means doing two draws in opener, requires 60s prepull?
Icy vein posted a 2-draws opener, and I guess it is not doable under normal 21s countdown?
Edit: untrue, you have astral cards drawn when entering a instance, or after wiped. Please ignore this.
I would be interested in knowing where you acquired the flowing skirts for your tanks.
Everything they use in the video are the job artifact armors for DT.