Honestly there is only a single problem with all jobs having their AOE abilities at lv15, and that issue is WHM and Holy since Holy would be a bit overturned for for those early dungeons and makes little sense for a CNJ to be using. That being said there is an easy fix for this, which is giving CNJ a new spell called Quake, which works exactly like Holy just without the stun and then having Quake upgrade to Holy at lv45
You can easily make the stun a trait or just level up the skill like most skills that just change. But as someone else said. Healer Rotations are boring af anyways and honestly the bigger issue.
This video really needed to include the Black Mage for issues with leveling. While the rotation slowly builds, its missing key utility at low levels and plays completely differently every ten levels after 50. It does not train you properly how to play the class and I meet so many sprouts that I need to sit down and teach the rotation.
This 100% BLM is insanely difficult to learn, you think you understand it later levels only to be LV synced down and forget what the hell was odd rotation for these certian low levels, like that doing ice spells dont mp regen faster here than just using transpose instead lol...
i agree with this! I started to do my ARR relic weapon and all that grinding on black mage (all the hours i put into dungeons) taught me how to actually understand my spells and have a good rotation at level 50-60. However now i struggle at the 70 but my knowledge build from my now finished relic weapon after 6 months of grinding really helped! but i did have to learn it all on my own and trying out different strategies.
I had someone teach me in an Endwalker dungeon. Well, more of a shotgun lesson, but it definitely got the message through. Sadly, I forgot how to play it again because it's not my main. Only leveled it to 90 because I was bored
I think it's particularly important for most jobs to play decently well at 50 because, between the omnipresent crystal tower in alliance raid roulette as well msq roulette, and how common the ARR primals are in trial roulette, lvl 50 is arguably the most common level to be synced to when doing roulettes. If you ever feel useless, just remember that Reaper gets True North at 50, a whole 20 levels before it gets a positional skill. edit: I also completely agree with 12:22. as someone who does a lot of eureka and bozja, who has some of the elemental +2 gear/augmented bozjan/law's order gear, it'd be really nice to be able to wear those in eureka/bozja while not being limited to sub 70/80 glams.
I haven't unlocked reaper yet so reading this comment was wild! Having reviewed the job actions guide, I think you could easily put gibbet and gallows at 45, move nightmare scythe to 55, then bump the rest of the skills up until you hit 70 again.
Oh this hit the mark. There is nothing more frustrating doing leveling roulettes with DRG, having a really good tank in the party who is making big pulls and clumping the mobs perfectly, and having no AoE.
Yeah I've seen people try to kick others for not using AOE's they don't have. I had a very aggressive person demand I use Dance Partner before I even had it too on Dancer.
I also remember seeing people demand Red Mages start rezzing people in the level 50 alliance raids. When they don't get their raise until level 64. There's always people without a clue what they're talking about that think they're experts.
This is easily verifiable information by using an online resource. You're online. Why would you say verifiably false things? @@rinnnnnnnnnnrinRinOnishi
As someone who levels all of the jobs every expansion, this is actually an issue. In roulettes, I rarely get to use new buttons and upgrades I get until I've had them for 2-4 levels. Also, I think the issue with sprout ilvl stems from the issue that there are pretty much no easily-accessible accessories for the back half of ARR. The merchants in the cities cap out their accessories at level 29 and there arent really any other good options until you can get tomestone gear at 50.
They do give out accessories for level 50 stuff that isn't tomestone gear when you're around praetorium, but iirc you can't access all of them until after the dungeon. I do agree that they need to update the vendors in city-states to include up to level 49 accessories at the very least
It's not really explained, but it is possible to get i110 (lvl 50) gear long before Praetorium and Ultimate Weapon with allied seals you can gain from hunts.
The other issue with sprout ilvl is they literally just don't roll on gear. Almost every time I end up in low level dungeons the sprouts don't roll for the gear. I watch them get discarded from the loot table or they don't roll Need, like for a tank (and I pass sub-60 gear). And I check their gear and yes they could use the upgrades.
One of my favorite leveling things is how in level 40-49 dungeons, warrior's aoe gives it its self-buff but you don't get a single target gcd that gives the buff to you until level 50
My main thing is just that all jobs need to get more of their skills a lot earlier. Even as a newbie I found a very long stretch of the beginning of the game boring, but I started in ARR so I would have hoped it felt better but I finally got one of my friends to try the game out some months ago and he quit at level 28 on Archer because he felt it was boring and I couldn't even say anything because the combat is extremely bare bones until sometime into HW for most jobs. He spent almost 30 levels putting on a DoT and just spamming heavy shot without any position requirements outside of bosses really. So many of the jobs are incredibly boring for a long time. I don't know how anyone starts as Arcanist going into SMN and lasts until the game really picks up. For me, the story picked up far before combat did and hard carried my engagement and that shouldn't be a thing, especially since the story also has a slow start. I hope they address the snail pace of the early game.
Funny what you say about arcanist/SMN since it was my top pick after looking at all the jobs in the game and the first job i got to 90. It was probably the spell casting fantasy that drew me in but also I thought having a book as a weapon was hilarious.
@@iambecomegameend2972 I get that, some will be tied over by the job fantasy but at least for myself and my friends I've tried to get into the game, it's way too bare bones and the fact it doesn't even get a second button to push per summon until like level 86, is crazy. I could never, luckily I'm a SCH main.
For me summoner being so simple is why I picked it, I had never really played an mmo before so I wanted something very simple to get used to the game with. However, I ditched it after ARR once I got more used to the game, still a good turn your brain off class and I really like the job fantasy for it (I love carbuncle so much)
That’s a tricky thing to balance imo. As on one hand getting a bunch of new skills early on is great. But holy shit I cannot explain how fucking boring it is watching a class level from 52-90 and get 0 new skills. Last I checked MCH unlocked every unique skill it has mid-50’s since it’s rework. And I kid you not every single “new skill” was just potency upgrades. Or maybe an extra stack of something. New animations are great and all. But I think it’s just so fucking boring to do the exact same rotation for 30+ levels where the xp between each one is in the millions
Star Wars: The Old Republic. Another MMO I play allows maxed level players to keep all their abilities when synced for lower level content. But that leaves lower leveled players in the dust when they still haven't unlocked their full kits.
Honestly it would be for the best to let people have their skills up to their level but stat/level adjust down to x level. This way jobs aren't suffering. Look at scholar.. it only has 3 skills at lv 16 when you use its job stone... it was MISERABLE TO DO!
The funny thing is that back wheh we had cross-skills, healers had access to Blizzard 2 from BLM right away for dungeons. Scholar also had Bane but thats another thing. When the removed the cross class system they didn't replace the glaring holes it created in some jobs or roles with something else. If they dont wanna give healers a proper AoE at low level at least give them a dot and a dot spreader (Bane). Weirdly since they changed the jobs we don't stomp old dungeons as much as we used too because not all jobs are created equal at low levels.
They wont because the devs are averse to making any real changes to the gameplay flow that address community concern (such as healer complaints). At this point story seems to be the absolute priority at the expense of making these much needed adjustments.
The only reason I am not touching the leveling roulettes for months now. I'd really love to help some new people through the content, see old dungeons for myself from time to time. Maybe remember a few fun stories i connect with these. But everything below lv60 or 70 just feels like punishment, at least most of the time. It is set, that it will be a boring next 20 minutes or sth, because there is just nothing to do other than wait for the Mobs' HP to drop to 0.
The worst part of the ARR 'Training Wheels', is that retroactively adding Duty Support made it at least 10x worse (also true with HW). Every single mechanic that introduced an element of unpredictability (and IMO fun) is gone, just so the bots could handle it.
Have you tried running an ARR dungeon with bots? I used them for Haukke manor once and they were sooooo sloooowwww! Trust me, no sprout is going to want to run with the game's AI once they see first hand that running with other people will clear the dungeon 3 times faster.
@@GameGod77 I've done a few albeit not ARR (unless GC squadron counts?) using duty support. They make dungeons take around 2.5x-3x longer, and I'm not a fan. As I see it, the feature is useless unless your average queue is 25min+, and even then those 25mins would be better spent doing fates or anything else.
@@billy65bob I see your point about duty support, and I don't generally use it myself because of the speed issue (except for maybe my first time through a brand new dungeon). And yeah, the duty support NPCs are really slow -- afaict, they never use AoE, except for maybe the tank. But I don't think you and I are the target audience for the feature. CBU3 more or less said explicitly, when they introduced the feature, that it was intended to support players who want to experience the story but for whatever reason don't want to play with other people. I've encountered a number of folks on the subreddit, for instance, that really don't feel comfortable running dungeons, particularly for the first time, with other players, either due to fears that they'll hold the group back and be harassed for it (an entirely reasonable fear if they're coming from other games that are less welcoming to novices), or just straight-up social anxiety. For them, it might be a valid trade-off to take a slower run in exchange for not having to deal with other players.
@@rccobbe What you said in your second paragraph is pretty much exactly why I use duty support, yeah. Especially in late-game content that's been out for a while, I feel very nervous when queuing into a new dungeon for the first time, because I never feel like I'm able to keep up with anyone who knows what they're doing, but going into a new dungeon with the NPCs is actually really helpful *because* they go so much slower, it really gives me time to get a handle on the dungeon and learn it's mechanics at my own pace, which in turn makes me better at playing when I do queue with other players. Same goes for learning a new class, I'll often duty support for a dungeon or two while I get everything sorted in my head. I actually wish there was duty support for higher-end things like EX and savage, I don't think they should give rewards or anything but as a tool for learning the fight? I would actually go play high end content if there was some way for me to learn it practically without worrying about dragging others down. Ofc I can absolutely understand why Square doesn't do that lol, but for me personally it would be nice. Another reason why Trusts in specific are good is that I like going through it with the NPCs when I'm playing the story, it feels nice that they actually get to be involved and do things rather then the game just going 'oh lol it's lucky your adventuring friends just so happen to be around rn'
@@loreanth6746 i'm a healer main and let me tell you: every time there is a new player that doesn't know the mechanics and thusfore does them wrong, i'm glad that that person is in my group, because i finally can use my kit instead of spamming one button with an occasional heal on the tank every now and then. seriously, i would take newbies over veterans without even thinking about it. so don't overthink it and let your healers enjoy the game too, if you get what i mean :P
The problem is there is no situation that will satisfy anyone. One of the reasons I like Monk is because Monk has a pretty full kit at 50 like you said. At 50 Monk has a full AOE rotation, a full single target rotation, a gap closer and group utility. The problem is you have monk mains who complain about this because it "feels like I don't get anything really interesting for the rest of the leveling experience". Yes, the very thing you mentioned as a plus I've seen Monk mains complain about. . . . I agree with you though. Having more skills at lower levels would make the leveling experience much more enjoyable.
In Guild Wars 2, instead of losing your abilities when you're synced, you get to keep them, and your stats are synced, I think it'd be very cool and make XIV a bunch more fun if it was like that, but went by expansion so if you went into a ARR dungeon you'd have all of your abilities up to 50.
would make fresh tanking harder... cuz fresh tanks wouldn't have their full kit while dps will pull threat even simple due to out damaging them over the threashold of the enmity gain from tank stance. I see it happen in dungeons at 90 when i teajm up with people who are in sav/bis gear and im in crafted gear.
@@azadalamiq Fresh tanking as it currently is isn't that hard, but I do see the issue of having a possibility of a level 50 dps with a bunch more DPS abilities out aggroing a tank. I've personally seen it a few times but mainly in current alliance raid where the tank is under geared and isn't very knowledgeable. I sometimes dabble in tank, so my tank isn't the best geared, only 629. The only times I come close to losing agro in a dungeon is when my aoes aren't hitting an enemy. My idea isn't perfect, there would have to be hoops you'd have to jump around to get it to work, but I do think if it could work, that it would allow the game to be a lot more fun.
Excellent points. As a WHM main, I spent a long time running MSQ roulettes, which taught me to rely heavily upon regen, medica 2, cure 2, and cure 3. In later content, you want to rely instead upon oGCD heals and Afflatus Misery, but the lvl 50 MSQ roulette built in such a dependence upon stacking regens that I still consider them as my primary tools. Far better to have had oGCD heals by level 50.
always find it funny when I see a cure 2 in lvl 90 content, like dude, there are so many healing tools are your disposal, yet for barely any damage taken you decide to use cure 2 on me ... a warrior.
I’ve just started the game at the behest of my friends and wanted to try healer for the first time. I’m level 30 something and have been pressing aero and rock for so many hours I’m about to cry
Ninja is actually fine at 50. You get 3 mudras every minute. One of these is used for Suiton for Trick Attack, one for Raiton during that Trick Attack, and then one for refreshing Huton. Then you also use Kassatsu for another Raiton during Trick Attack. The only problem is that Huton will often drop just before you refresh it, but it's not a big deal to lose it for 1 weaponskill and the duration of the mudra. Once you get armor crush, the mudra for Huton simply switches to another Raiton. The rotation doesn't change significantly.
Yeah this is genuinely a major issue and why it’s not talked about more often is beyond me. I doubt it’s going to happen as there’s been absolutely zero mention of it, but the levelling and entire system involving when and what skills are learned needs a major overhaul for Dawntrail.
I have been working on my crafters as of late and the lack of info for them in game is appalling, i have ran into so many mats that the game gives no indication where to get them let alone how for some of the more unique ones that it is frustrating. I have had to google so many items just to figure out where they come from/what vendor has them then on top of that there is the items that have gather times that they don't tell you until they have been gathered or don't tell you what zone they are in as well as time.Thank goodness for the supportive community that post comments for that stuff. It be one thing if there were systems in game to use to track them down that are not the gathering lists or if there is then they did a shitty job of making it known for new players.
The reason I haven't touched crafters until now for the pteranodon mount farm, how extremely left alone you are with most of it. Extremely appalling as you said. Especially in the beginning for the job quests they make you fetch your stuff yourself instead of just giving you the items so you can focus on what you actually want to do and level
The low level spellbooks doesn't bother me as much as it does others, probably because I don't raid. But yes, backport shared Fates to old zones. It would be so nice to just go do a few FATES for gems to get some leather like I do in ShB and EW.
PLEASE GOD! One of my friends loves doing content with friends literally no matter what it is, fates? Relics? Savages and extremes? She loves it all. The fact arr and hw fates feel mostly useless compared to stormblood WHICH STARTS GIVING EXP BONUSES is hella annoying to me
On the teleport vouchers: given that they changed teleport pricing in Endwalker and announced that vouchers wouldn't fully cover all teleport costs at first (before walking it back due to negative feedback), I think there's no shot we get more ways to buy them.
Besides that, if they created more avenues to get teleport vouchers(aka, made them easier/less time consuming to get) they might as well just remove the teleport fees altogether because everyone would have them and nobody would be paying the fees anyway.
@@maxv658 uncapping the teleport price from max 999 to uncapped was such a stupid move. I now just do my daily Masked Carnivals and get like 100+ aetheryte tickets, i'll be doing this till 7.0, which automatically means i'll have enough for DT and probably 8.0 (i set them to be used once the price is over 500 gil) I get having a gil sink somewhere, but gil is already so worthless in FF14 that it's laughable at best, they recognized how bad it is since they constantly add a 20 mill mount or a 25 mill mount. meanwhile anyone even remotely competent can easily earn that. i'm doing subs now, 1 is now finally ready to just farm, before that i'm constantly sending 3/4 of my retainers for dark matter clusters so i can make magitek repair materials out of it. basically netting me a lot of gil on top of that. Hell, just do your roulettes, roll for gear, hand them in for seals, buy Coke and sell Coke, easy stonks.
I agree with every point you have here, The one additional thing I'd change game mechanic-wise if I only got one. Normalize enrages and wipes in earlier content. They don't need to be aggressively tuned, but there should be more things you can't just raise your way through, and people need to be contributing to clearing. The game can start this in solo instances and slowly feed more of it in so that by the time you're lv 50, along with other changes you suggested, not only have you been taught that your rotation is important, but you have one to use. I'm not expecting anyone to need to get to a level where they will be comfy with savage or ultimate dps checks from this, but it's a group effort to clear, and it's noticeable when people have never learned what their job is capable of at lv 90 in an expert roulette taking 3 times as long.
1. Make sure each job gets their foundational playstyle by 50. Why does my bard rotation have a huge gap with no songs by the end of ARR? 2. Trim ARR MSQ of the unimportant parts *even more*. Speed up the path to 50 for players that are still doing MSQ, because it takes way to get to the actual MMO part of the game. 3. Implement a few solo duties into ARR MSQ that forces players to correctly resolve popular raid mechanics in order to complete the duty.
Love this video! After leveling all jobs to 90, this is why I avoid roulettes of leveling, 50/60/70/80, trials and msq. I go for specific queues only, 90 roulette, and hunt community for the new tome stones currency.
Ya, i hate when i join a low level and half my abilities are gone. Particularly when i tank. Nothing like punching a defensive -- that isn't there suddenly.
I was talking to a friend the other day about dungeons and that you should keep the skills you unlock even at low levels but they are just scaled down for the dungeon you’re playing.
BOY DO I LOVE GETTING A MID LEVEL DUNGEON AS SAMURAI AND HAVE MY AoE ROTATION GO FROM TWO CIRCLES TO CONE AND CIRCLE BOY DO I LOVE GETTING SUB-50 DUTIES AS SAMURAI AND HAVE MY ENTIRE ROTATION JUST GONE
I agree completely. Much of the weirdness is because of both baggage from a decade of button bloat trimming and ARR being spread over 50 levels instead of 10. During ARR and HW, job design was more around building each job as a unique niche of gameplay far more than now, so these older jobs had to be steadily grandfathered into the methodology the devs use now, which is picking a role first, then designing the aesthetic and feel within that role. Scrapping so much of the old stuff that built to each capstone so they’re still comfortable and balanced by 90 nuked the job feel in ARR.
The main thing I want is Summoner’s two good DoT abilities back. Yes, I just want Shadowbringers Summoner back, but just the DoTs would help so much. Garuda’s DoT doesn’t even stick to an enemy. And it’s a tiny AoE.
I really wish that Slipstream worked like Feather Rain. Still have the AOE initial hit, but then apply a DOT to the enemies in range rather than a floor placed damage circle. But I also will admit I just want them to remove floor based circles from the game entirely.
I agree 200%. Every single time I do an ARR levelling roulette as WHM or SGE, I have to apologise to my co-dungeoneers for not having an AoE attack spell. Doing the old dungeons just feels weird, like you're playing a single-player game with no AoE or decent wall-to-wall pulls. They even changed TamTara Deepcroft because the section with three levels and a giant Miqote-eating frog next to an exploding crystal, always wiped new tanks that didn't know how to handle it.
I think one thing that would help ARR leveling gear is to even out the levels new gear is available. In all of the expansions, odd levels have a complete set of crafted gear, and even levels have the dungeon gear sets. But in ARR, the crafted sets and dungeon sets are all over the place in terms of levels. For example, at level 30 you can get a complete set of DoW left side gear, but the DoM gear is split between levels 31 and 32. Same thing for the accessories. Some accessories are level 28 and some are level 29. ARR gear sets are a messy hodgepodge of gear levels that I think makes it difficult for new players to know when there is better gear available. Making complete sets every five to ten levels I think would help out tremendously.
So, so many good ideas in your video! Give Ranged Physical their 10% damage mitigations by lv. 50 too, please. Red Mage's Vercure needs to be part of their kit from the beginning (currently 54). Moving Verraise to 60 (currently 64) would be lovely, too.
You dont really need the AoE mits at level 50, theres so few raidwide attacks and no Savages, its not necessary or even that important in any extremes, etc., its just added difficulty to optimal raiding. Even in alliance raids, bosses have very few attacks that arent dodgeable AND will do anything more than a single Helios/Medica can recover. Nor do I think its important for Huton to be available to Ninja at an early enough level. Its common, and perfectly fine, for "QoL buffs" to get added later to a kit, with things like the CDs on phys range party mit even going way down in CD at a certain point, gaining access to buffs and chains or resource gen on abilities you had for a long time before. BUt then there's Warrior, having an AoE gauge spender and a self-buff they get from using their AoE. But no way to generate gauge on their AoE combo until level. Seventy. Four. And the self buff only gets added to the melee combo at 50.
Now that I think about it, when I started out, my first class was monk and it was the least stressful job for me to learn because they didn't add something that completely changed the job every few levels
I've just never understood why you don't keep all the spells you've learned but they just get scaled down for the dungeon's level. As a new player I'd be inspired to continue leveling a job if it was showed off more.
Reaper main here with my proposed changes for job action levels---- Lvl 1: Slice Lvl 5: Waxing Slice Level 10: Bloodstalk Level 15: Spinning Scythe Level 20: Hell's Ingress/Egress Level 26: Infernal Slice Level 30: Harpe Level 34: Grim Swathe Level 38: Gibbet Level 40: Arcane Crest Level 45: Guillotine Level 50: Gallows Level 52: Soul Slice Level 54: Soul Scythe Level 56: Nightmare Scythe Level 60: 13th Echo - Shroud Gauge (3 stacks) Level 60: Reaping - Single Target 2.5s Level 60: Cross Reaping - AOE 2.5s Level 64: Regress Level 68: Arcane Circle Level 70: Plentiful Harvest Level 73: Shadow of Death (Job Mission) Level 73: Whorl of Death (Job Mission Level 75: Gluttony (Job Mission) Level 78: Tempered Soul (Job Mission) (Trait) Level 80: Enshroud (Job Mission) (5 stacks) Level 80: Void Reaping 1.5s Level 80: Soul Reaping 1.5s Level 80: Grim Reaping 1.5s Level 82: Enhanced Avatar (Trait) Level 84: Enhanced Arcane Crest (Trait) Level 86: Lemure's Slice Level 86: Lemure's Scythe Level 88: Soulsow Level 88: Harvest Moon Level 90: Communio Adding only a few new actions. 13th Echo, which works like Enshroud but a lighter version of it: only 3 stacks, and so Reaping & Cross-Reaping are 2.5 seconds so the timing is the same as Enshroud's 5 action burst. I left a lot of the good stuff for levels 70-90 in order to retain some of the novelty of doing the jobs missions and then going through Endwalker with the job, which was an amazing experience. I also changed the name of what was called "Cross Reaping" originally, because Soul Reaping sounded too good to use as a lighter version... so now Cross Reaping is Soul Reaping, and then I turned the lighter AOE into Cross Reaping instead
I wish I could like this video more than once. I agree 100% about the skill acquisition slope and inconsistencies. I think most jobs in FFIV don't start to feel good until about lvl 60, and that's just a nuts amount of time to ask a new player to wait to start feel like their rotation is fun. The other thing I would like to see Square do is split leveling and 50/60/70/80 roulettes up. I know there's a good argument for why not to do so, but here is why I think it is necessary: I do leveling and 50/60 every single day, and the majority of the time, we get sub-50 for leveling and 50 or 60 for 50/60/etc. Which is great for helping out low level players, but extremely bad for helping sprouts exercise their 51-90 skills an rotations. It is all too easy to get all the way to 90 with barely touching your higher level skills, no matter how many roulettes you do. I would like to see something like 1-60 leveling, 61-89 leveling, 50/60, and 60/70 roulettes...or thereabouts.
I agree with alot of these being a player whose got many hours in the game, but I recently have been taking a player through the game, a wow player, and honestly his view of how things progress step by step and in his words are lovely that you slowly learn the steps has been amazing. Hes now at heavensward only playing 3 weeks on and off. And its been insightful. But yes for us vets, gawd id love to have rotations and aoes early xD 🎉
never really gave this too much a thought, as I don't often end up in super low level content. My complaint primarily arises with the alliance raid roulette Refusing to do anything other than crystal tower. More specifically, labyrinth of the ancients. There are so many fun alliance rates in 14, whose gear score requirements Mean that you actually have to engage with the content, And you have enough buttons to do cool shit. But no, If you want to queue up for anything other than labyrinth of the ancients, expect to never ever ever pop queue. Even as a healer, Who are notorious for having really quick duty pops.
I feel like that issue is exacerbated by the fact the lvl50 alliance raids are required for MSQ. Some players literally only have those unlocked when they re going thru the story even if the player themselves is lvl60+ If someone is only running the content that’s required by MSQ they will only have the Crystal Tower alliance raids.
@@flivine Best solution I can think of is have future Alliance Raid series be required like Crystal Tower so that it guarantees a bigger pool of duties in roulettes
@@JathraDH I don’t think so at all. Void Ark raids can sort be seen as a side story. I think with your reasoning, THM/BLM job quests would be required for MSQ, but that’s not the case……Come on this is what I was saying that your tunnel vision isn’t “The Vision”.
yeah I never understood that either. Like, you unlock AST, you need to go level that up so you can actually use it, and while they give you your cards right when you unlock the class, you go do dungeons below Level 30 and suddenly no cards for you. I don't get it, you want me to learn the core mechanic of my class right? Why would you take the most basic tools away from me when entering a dungeon? It actually used to be way worse because you wouldn't even have aspected benefic at lower levels. Well, you'd have it but you can't use it because you unlocked dirunal sect at 30m which meant you wouldn't be able to even use aspected benefic in dungeons below 30. And Black Mage... Poor Black Mages. You have to learn, unlearn, and relearn your rotation every 10 Levels. Like, every job has a central mechanic. The core of their gameplay. Black Mage has Umbral Ice and Astral Fire. Red Mage has the Mana Gauge. Warrior has Rage. Summoner has the Gems. Astro has Cards, and so on. It's the mechanic that is arguably what makes the job unique and integral to your gameplay. Why do some jobs have their mechanic intact when they have to do lower level dungeons, and some don't. Why does Thaumaturge start with their mechanic form Level 1, and Marauder doesn't? It's so weird. I can image that many new players, especially wow refugees, come to FFXIV and think the game is slow and simplistic solely because they don't get enough buttons to press until they reach at least 50. I really hope they manage to fix this come dawntrail. If it was up to me, I'd say give every class/job an AOE at 15. Have every class start out with some semblance of their jobs core mechanic. Like give Marauders a Meter and a spender at the start (or at least early on). Give AST their damn cards at Level 1, for fucks sake. Expand the hall of the novice with teaching tools for not just roles, but also class/jobs. Have the hall of the novice feature tutorials on important universally used raid/dungeon boss mechanics. They already have a tutorial for "don't stand in the orange", but they don't have anything for stack markers, tank busters, spread markers, etc. These mechanics are being integrated even in earlier ARR Dungeons now, and its vital for new players to learn about them, or at least have a way to learn about them in game. Also, have your job/class quests actually teach you the core mechanics of your job, like reaper did with their job quest (sort of, at least). Like, put players in solo duties that function like little dungeons where you have to perform specific actions to progress, like reach Astral Fire 3, then empty your MP and transpose, then use ice spells to recover MP. Its so crucial to know how Fire and Ice work and affect one another, but without a guide you are really left up shit creek without a paddle.
I will never forget as a healer main how i had to effectively "un-learn" using cure 2 or the equivalent as my main healing tool. Through most of the game, my ogcd abilities were kept as a last resort, something to use when things went wrong. It wasnt until late into SHADOWBRINGERS CONTENT (somewhere in the ballpark of 600 hours of memory serves) that i learned to prioritize my ogcd healing tools and keep my damage up. Because my first 50-60 levels in healer had taught me that was what i needed to do.
It is bonkers that WHM's first ogcd heal is learned at lvl 50, and it's Benediction with a 180s cd. All the other three healers get their first much earlier (SCH with Whispering Dawn, AST with Essential Dignity, SGE with Physis if level synced that low). Couple that with the single worst mp management at lvl 50, and Medica II being unlocked at lvl 50 as well when AST is given Aspected Benefic with lower mp cost at lvl 42? WHM is easily the worst healer to level up, and way too many people recommend it to "get into healing" when I highly disagree because it develops very poor habits that some WHM players carry all the way to lvl 90 (i.e. Cure botting at lvl 90 heals 11-13% of a tank's hp every gcd; 16-18% if target is not a tank).
I've always hated not having access to Armor Crush at level 50, like it's one of the reasons I refuse to play ninja in Sub Fifty content. If it was up to me I would move Shukuchi out and armor crush in (I'd probably make Jin the Level 40 ability and Armor Crush the 45) I love the shit out of Shukuchi and mastering its use in Savage Raids has made me a better player in general but holy shit does not having armor crush at sub fifty make me want to pull my hair out.
I think shukuchi is used in one of the job quests they would have no real incentive to rewrite to move around the skill is all. But they could swap out maybe armor crush and kassatsu? Or maybe swap it with assassinate?
I see the point with the late aoes on jobs and stuff, but if we homogenize that too, people will just complain that everything feels the same, theres no winning in this matter xD
I definitely agree with most of this. The stuff I don't agree with I don't necessarily disagree with, I just wouldn't implement it the same way. Personally, my big issue with leveling in FFXIV is the leveling itself(for DoW and DoM jobs) and I REALLY hope the whole leveling experience gets overhauled at some point. Dungeons/roulettes, deep dungeons and FATEs are kind of all you have. Levequests exists, but for DoM/DoW they just don't feel very impactful. MSQ is good for the first job you take through it and side quests exists, but there is a finite amount of them so after one, maybe two jobs those aren't an option. I don't have a problem with the pace of leveling at all. I think it's in a decent place, but my issue is that it feels like when leveling a new job all I do is queue for dungeons and do FATEs while waiting for queue to pop(if leveling a DPS because otherwise the queue is pretty instant). Add to that the fact that when you're below level 50(maybe even 60) the dungeon variety is painful and gets old almost instantly. I'm not saying leveling should be removed from the game or sped up or anything like. Leveling is by far my favorite activity in MMOs, but in XIV right now it is just rough. I would be totally cool with just making the side quests repeatable per class/job, honestly. So if I complete them on DRG, I can switch to MNK and go back through them again. I know this wouldn't make much sense within the game considering you are one character that can be any job and the same NPC offering you the same quest that you just completed on a different job is a bit silly, but I think it would go a long way to making the experience just better overall. The whole leveling experience(outside of MSQ) just feels bad. I play multiple MMOs and while FFXIV is probably my favorite one overall, the leveling experience is easily one of, if not the worst. I have leveled so many different characters in WoW, for example, because the experience is just so damn good, but in XIV thinking of leveling a new character just sucks away my will to live.
I agree on all points pretty much, I'm going through a leveling binge and trying to get some space in my armory bags by leveling jobs to at least lvl 70 atm and I hate the lvl 50 content I have to do usually, especially since I usually got around to an upgrade to the rotation that I now have to remove from my brain just to do lvl 50 msq roulette, alliance raids or whatever to level up faster. And just because I can't handle inventory, I would also love if the armory chest was based on the jobstone currently equipped, like, if you get whm-gear it gets into the whm armory chest, if you get nin gear you get it into the nin armory chest. Me picking jobs based on what I would like to level today is just bad currently, and I just need to level bard even though I hate leveling bard just because I need to sell or armory store the poetics gear to get more room for endgame gear later on.
When I first clicked this I thought it would be the usual early game bashing, but these are actually really good. Its so annoying to get a semblence of your kit only at lvl 60, and even then not even all jobs. Though I dont think early game should be easier (not with all MMO and gaming newbies in general that start off here), but aoe's should be a standard early on. And it wouldnt even be big adjustments... I also think, Hall of the Novice should be default. That you cant queue as any role if you havent finished your respective role training in HotN.
Thanks for addressing. This game is fantastic at a high level, but there is a substantial gap between beginner and skilled play. Also, please consider Japanese subtitles for the international audience.
I would also like the armory bonus to exp expanded for each job you have above the level of what you're working on. 50% for the first, maybe 10% for the next 5, and then 5% for each job above after that. So if you're leveling job #20 you get an 115% exp bonus on top of the current system.
This is a brilliant suggestion! The whole point of the armoury bonus is to reduce the grind in levelling alt jobs, and scaling it to reduce the grind more with each job you level further reinforces the design.
I think we need a forced tutorial when starting the game that explains how the game mechanics work. The one we have doesn't explain enough about the game, and I didn't even know it existed until I was halfway through Stormblood.
I've been saying for years that ninja should have armor crush as it's level 50 capstone skill. It's such a game changer to how ninja plays and really feels like the job is lacking if you are playing ninja and get thrown into crystal tower or any of the ARR trials when doing roulettes on the job.
Honestly, most mmos that let you que into lower dungeons/roulettes (or sync with world content), let you use all your abilities that you have unlocked and just scale down your damage. Sure the higher level player even scaled down will be stronger than lower levels missing abilities/rotations, but its far more enjoyable than just having nothing to do but bash head on keyboard. And honestly, anything 60 and lower is pretty hard to screw up outside of some of the 50 dungeons having insta-fail mechanics. Or did, not sure if those even exist anymore. Even being dropped to 80 depending on the class can feel horrible as you lose major parts of your rotation. The only other issue I really have with this game is Gil, quests, dailies/roulettes, bounties, etc should give more, I don't think that the only people who can make money are those who play the AH. AH should always be the quickest and best route for big money, but I still feel like you earn too little for what you do in a day if you aren't selling on the AH. Pretty sure if I was a serious raider and had to buy food/pots and pay repair bills I would be broke if I couldn't sell anything on the AH and relied only on what Gil I got from dailies/roulettes. Not saying it should be huge amounts, but you should be able to save up money to be able to buy some cosmetics/housing/etc if you were delignate, never would have the big item, but could at least have some goals. I suppose you can always vendor sell things, but in most cases that just feels bad even if its roughly the same as you would be able to get on the AH for it. This again goes back to all the issues with player housing, but in years past I know a lot of casual players who felt incredibly discouraged when they looked at the cost of the houses and that was before explaining to them how difficult it was to get one when they did go for sell. Easier now with the lottery system, at least you can enter it instead of having to take a week off of work to spam click a sign, but that has its own issues. But at least we got meaningless side content in the form of an instanced island that we can barely modify instead of fixing the housing market . . .
God I have felt that AoE thing so hard. I hate doing super low level dungeons because of course I don't have any AoEs and have to target enemies one at a time to attack them even when they're in large groups. It's ridiculous really. Jobs being unentertaining husks at lower levels really brings DRK to mind too.
The level 50 stuff is why I like to do SAM for 50 content. You don't have everything, but it feels good to play compared to most other classes at that level.
As someone who has been grinding the last couple jobs to be ready for Dawn trail, I agree almost too much especially the level 50 thing. Leveling up Sam is very fun since it starts at level 50, but it also feels complete and just gets better and better and even faster too. It's perfect and it's one of my favorite DPS ever because of that. Similar shout out to Red Mage but it's missing it's true finisher. I have been ultra sick of leveling and I wish these changes were made and I also wish the armory bonus was quadrupled.
solid video, have a like there's two easy solutions to this that I believe the devs can do in a reasonable amount of time. 1. Only scale down stats and keep every skill you earned available but reduce more stats the higher level you are since you have more power for the added skills. 2. Scale down still but depending on the content you're capped at the max level of that expansion. So for ARR content, you'll use everything you've learned up to level 50, HW up to 60, and ect. a bonus thing though that they need to do is rework when you get the basics for your job when leveling. I think right at the first time you get a dungeon, you should have your basic 1,2,3 chain, an aoe and 1 damage/defense cd AT LEAST. Be balanced so new players can get a feel on how the game will be at the end game much much earlier.
maybe a hot take but I actually prefer playing lower level SMN (around 70) BECAUSE the potencies are fucked up. Playing SMN in the lvl 70 ultimates is so much more engaging because now you have to actually decide whether to keep casting or to use the special gcd's for movement. I find myself doing a lot more thinking about when to use each summon, how fast to drop them, can I get a ruin cast in now and save a titan ruin for later? Its much less of the on-rails experience that lvl 90 smn feels like.
Yes. I wish they also fine tuned level 50 better so that like we can start with summon bahamut for attacking we could start with Aether Charge and have carbuncle attack with us.
until you basically mapped the entire fight out and you'll resort to the same rotation every single time, which, once you locked into 1 side, you'll likely stick to that side.
No. We don’t need further homogenization. Rogues have traditionally been single target in nearly every rpg and mmorpg, it doesn’t need aoe until way later for instance
Great video! I agree with a lot of what you said. I personally believe that AOE abilities should be learned before level 15 to ease new players into using AOE before their first dungeon. Further, I think that by consolidating a lot of the 1-2-3 skills into one button (especially for the tanks), would prevent new players from being overwhelmed in their first dungeon. Having a simple 1-2-3 that is consolidated into one button and a single button for AOE would help people who are new to MMOs not be overwhelmed by the amount of buttons there are. Obviously you cannot do this with some jobs like monk, but as a whole, I think this would like this to be in the game.
Very happy I started with dragoon through the MSQ, its my favorite job right now but I can't even imagine leveling it to 90 without the bonus msq exp. DPS queues + a slow, dull kit at low level + no aoe would feel like torture leveling lol.
what i want for lvling is as long as you have a maxed lvl job you get the same tomestone rewards when running a roulette regardless of what job is the roulette so i dont feel im lossing out on one or the other
I want to preface this by saying I generally agree with you! Though I do have a few notes. I think one of the problems with low level rotations is actually the job quests. A lot of the quests, especially pre-30, are specifically about teaching you new SPECIFIC skills. You can't change those without rewriting the entire questline. It's also important to note that it's good for skill gains to have a certain kind of logic to them outside of rotational considerations. As an obvious (if not illustrative) example, it would be weird and dumb for Dragoon to get Spineshatter Dive before Jump, because Spineshatter Dive is basically Jump 2: Electric Boogaloo. Even if it in some imaginary world it made rotational sense to give Dragoon Spineshatter Dive before 50 but hold off on Jump until 80 or whatever, it still wouldn't make SENSE... you know what I mean? Jump MUST come first. There's also the matter of capstone abilities. Even though leveling no longer stops at those points, you still want the Big Important Cool Guy abilities to come at 50, 60, 70, and 80. As a general rule of thumb, you pretty much don't want to shuffle what abilities you get at those levels (except maybe among themselves, for example swapping a 50 and 80 ability or something). Hitting those breakpoints should always feel good as milestones and give a sense of having "powered up". This also serves to paint big arrows pointing at certain abilities saying "HEY!! THESE ARE REALLY IMPORTANT!!" Because of this, it's difficult to recommend something like learning Passage of Arms or Royal Authority pre 50 cause where are you going to put them and, more importantly, what are you going to REPLACE them with? I understand this might be contentious, that some people might disagree and say "idgaf about defunct capstones, just make early rotations good" but as a game designer myself I definitely see restrictions there. It's not just about making gameplay feel good, it's also about making progression feel good and make sense. So some jobs, like black mage, may be so complicated that it might just not be feasible to get everything packed in early without breaking progression. Also, sometimes it's good to make players suffer a little so they can appreciate the good stuff when you do give it to them. Like the Ninja Huton thing. I just straight up totally disagree with you on this one. Ninja players SHOULD have to play for a while without a free refresh. This does multiple things: First it helps them appreciate the refresh more. You play without it for a while and you either feel "casting Huton every time is a pain, I wish I got to cast more offensive jutsu" or you feel like "Okay I guess this is how it is". Then you get the refresh and feel like "Yes, finally! Free Huton! This rules!" or "Wait, I can can refresh Huton for free?! That's a whole extra jutsu I can use! This rules!!" It also helps solidify the idea of casting Futon as the "normal" way and the refresh as kindof a sneaky cheat or a freebie, as opposed to making the player ask things like "Well if I can get Futon off my combo, why do I even have to cast it to begin with? That's stupid." Additionally, it drives home the fact that you SHOULD use the refresh, because it's stronger. If you get them at around the same level, some players might feel like it's an optional "either or" situation and opt to cast it manually every time, where you can communicate that the combo refresh is objectively better/stronger because you get it at a higher level. Again, as a game designer, I can tell you that a lot of game design is about manipulating player expectations like this. Sometimes you gotta make 'em slog in the mud for a while so they can understand why the good stuff is good lol I don't think they actually want teleport vouchers to be easy to get, because the teleport fee itself serves a function (helping curb inflation) and if it's too easy to bypass that then it is no longer serving its function. I honestly think they probably didn't want to implement vouchers to begin with, but they knew they needed a way to make it easy for low level players to get to Vesper Bay and they wouldn't be able to implement THOSE without people asking for general vouchers from now until eternity lol Hot Take: People make too big a deal about item level, especially at early levels. I've run most of the basic 1-50 content naked. Except for Ultima Weapon, it's really not that big a deal. I'm not saying they SHOULDN'T give more early accessories by any means! Just that some people REALLY make too big a deal about it. During ShB I once tanked Amdapor Keep and one of my dps freaked out and gave me a lecture because my bracelet was only level 35. Ignore the fact that the healer was a friend of mine and I was doing wall-to-walls without any trouble, my one accessory was definitely a problem that NEEDED to be addressed by a complete stranger lol No, IL restrictions exist for a reason. Outside of EX/Savage as long as you've got a decent weapon and are hitting the IL minimum for the duty and AREN'T doing something silly like stacking right side while wearing glam on the left, you're fine (which is something I've also done and even THAT is usually fine). The only duties that IL is generally ever even slightly a problem are Aurum Vale and sometimes Dzemael Darkhold, because they have no IL restriction but are high enough that you actually do kinda need at least a little something. And even then I'm talking pre-rework, they're probably fine now lol I definitely do agree that all jobs need an AOE by 15 (except healers which could probably wait a bit longer but DO need a DoT). I also want to note that none of the things I said here are meant specifically to say that you are WRONG; as I said at the beginning I generally do agree with you, especially in regards to the "early levels kinda suck" thing. I just wanted to express that this kind of design work is much more complicated than it might seem at first. There's more to it than "just make the jobs good 4head", not that I think that is what you were specifically saying of course lol
Absolutely. XIV was my first MMO and I only started playing in SHB. I had to stop playing DPS jobs when I got a couple to 60ish and they stopped making sense because they just … didn’t make any sense because I only had pieces of what the full rotation should be.
Couldn't agree more. I just levelled gunbreaker, astro and ninja back to back, and it's a real thrutch not to have at least one AOE and one DOT at the very least. Haukke Manor is dull as dishwater, and it's especially a PITA when you're the only non-sprout on the run, which happens a fair bit on the roulette.
i started ff14 in March this year (2024) and early game taught me that my job as CON/WHM was to heal only. tanks take big damage at those low levels because they only have 1 mit and i have no AOE so the most i could do to help is a DOT or two before going back to healing. when i got past ARR and learned i was expected to DPS more than heal totally threw me for a loop.
My combat gripes come from having a background in GW2. It’s simple. You have much fewer buttons at 10. You can select one for auto attack and that can be a rotational one that automatically keeps rotating the combo for that one instead of forcing you to press each one every time. Then, you balance mitigation, buffs, heals, etcetera based on your build. I know, not the thing for ffxiv. But it does bring in the other combat stuff mentioned. You level and unlock more things but, when you get synced down to the zone, you keep your skills and spec but at reduced stats, not reducing the skills back. I am still preferring ffxiv over others for now. It still has me hooked. The communities I’m in are pretty active so that’s good.
The autocombo is already a thing when you're playing as an NPC and borrowing their kit. Seems like it wouldn't be that hard to fold PC job actions in much the same way.
I agree with everything you said, I would just like to add a few points of concern, adding too many skills too quickly will result in new players who aren’t accustomed to RPG’s or MMO’s overwhelmed very quickly. Adding AOE’s to all classes could possibly make low level dungeons so easy new tanks will not understand how hard trash pulls are until it’s too late and they’re into Heavensward content and not using any mitigation and berating their healer. Lastly we have to remember things like Palace of the dead. Giving more skills to Lower level jobs will reduce the difficulty in there, while it’s not a terrible thing I really enjoy seeing titles like necromancer and thinking “Wow that dudes cool” and I’d hate to see necromancer and think “That title means nothing now and I’m sorry for everyone who struggled to get it”
@@aeoyndjuric1679 ah from some players. Wow. Some. Fantastic. Amazing. Pretty sure most people with a working brain can look up on YT for a rotation guide, or join a discord that can help, or or or do both. I understand a small amount of people get easily confused and lost and somehow can't figure out what 1+1 is. That's okay, it's 2024, that's accepted now.
8:45 aaaand I did Indeed just get whiplash! I recently picked up summoner and was glad to see myself get my third dog, but now that I mathed it out, you're right. I hadn't even really thought about it. That said, the utility of having those instant casts to be able to move at will is still nice, of course.
This is a great video and I agree with all the points made here. I'm a sprout still doing post-HW MSQ, but even I've noticed how much different some jobs feel at low levels. Dragoon feels barren of core abilities when compared to something like Samurai at level 50. Dragoon only has 1 spammable AoE skill until level 62, and it takes until 72 to get a third! Samurai has three and an AoE finisher by level 45! Why not let us keep all the abilities we have at our actual level, and just scale down our damage to fit the level sync? I need to practice my rotations, and I can't do that if every Leveling Roulette puts me in a dungeon that locks out 80% of my buttons. I forget to use some really important abilities I have sometimes simply because I rarely ever have the chance to use them!
I absolutely 100% agree with your examples of NIN, BRD, and RPR. Honesty especially Reaper because I personally believe it is currently the most accessible melee for players to try because it will completely open up the joys of melee without being too intense or taxing. However it only really does that by level 80, and you could even argue that it isn't complete until 90 because of that lack of Communio. An example that I would say of them doing a LOT better is Black Mage from Shadowbringers to Endwalker. They made two fairly minor changes to the class that has significantly improved it to play at all lower levels: Umbral Ice and Astral Fire made the opposite element spells consume no MP FROM LEVEL 1, and they packaged Fire III and Blizzard III together. Before this, Aspect Mastery was all the way at Level 72, meaning you had to always use transpose after Flare, and hope you ticked at the right time to get things to work smoothly. Couple this with Blizzard and Fire III being super smooth transition abilities, you're now learning the core basics of Black Mage right after you go rescue some cheese in Brayflox's Longstop. It's made Black Mage feel incredibly nice to play for the majority of the game and should absolutely be something they should be looking at for all other classes, even if they do not unlock at Level 50 itself. Right now because of how awkward some levelling transitions are, I don't ever do levelling roulette, and I especially never do 50/60/70/80 dungeons, and I would not be surprised if this is not the core reason as to why queues take as long as they do for new players, because the old ones don't want to play with dilapidated kits. It is probably not a wise choice to have them access everything, but smoother low level gameplay really should happen, and soon.
In my FC we encourage low level folks by the crafters making them the best gear for their level. We host gathering and crafting things where they can learn how to level up while still knowing what you're doing. We used to have a person who had level 90 in every job and she would teach each class and job. It was great. the ONLY thing I was, as a healer, is group Esuna.
Newish to the game and as someone who is leveling White Mage, I agree that a weak AoE at an earlier level would be so nice to have. When my only options in the first three dungeons so far are "Cast Cure", "Cast a DoT that wouldn't matter with mobs" and "Throw a rock at one enemy in the faceless horde", it would be nice to have some way to substantially help clear swarms. I only really feel like I am contributing when I am casting cure or fighting a boss specifically
And I do not mean "hand me holy early". I do specify, a weak AoE. I don't even mind if it is weaker than Stone or cost like 1K mana to use, just something. Maybe an offensive Water Spell that does chip over an area, like 60% of the damage of Stone over a small area for a bit more mana
Unpopular opinion it seems: Idc how it's balanced, via aura's or scaling potency etc whatever ,but I'm sick of losing my rotation due to downscaling. Yes I get it, you'll do more damage with your full kit even with downscaling, I don't care. It feels bad, stop doing it.
I started the game about a month ago after previously having given it a try all the way back in 2013, currently playing a WHM at lvl 70 (capped there for now due to my free trial status). One gripe I have with the game - aisde from the lack of AoE you mentioned - is that low level CNJ/WHM gameplay essentially incentivises "bad" gameplay. Or rather, suboptimal one. In higher level content you will want to keep your GCD rolling with glare spam ideally and use OGCD healing where possible. But even at lvl 50 you can't do that yet. Only towards the end of Heavensward will you get dungeons where start to get a glimpse of what WHM gameplay at higher levels can and should look like. Before that, it's spamming cures like no tomorrow. Sometimes it feels like healing low lvl dungeons is harder because I might not have regen yet and my tank might also not have as much mitigation/self heal yet, which is completely backwards and can lead to the experience for new players being kinda sour.
i think the only issue would be with smn/sch since they dont get their own skills until lvl 30, and im not sure how they would make it so arcanist has an aoe skill that applies to both jobs, unless they rework the basic aoe for BOTH jobs AGAIN
Maybe moving outburst to level 13/14, and having it develop into art of war for SCH once it hits level 35 or something? bc for SMN Outburst turns into Tri-disaster at level 74. It wouldn't be the first time they've moved an aoe skill to a lower level - looking at DRK's Stalwart Soul as an example (it was 72, now it's 40)
Scholar doesn't exist below level 30 period. If you look at the skills the job has that comes from arcanist, it's just resurrection. So scholar can have an AOE skill added to its kit as part of getting the job stone that is level syned to a lower level without an issue. And since up to that point, you're kind of on the summoner track, getting outburst wouldn't break things.
@@anthonydelfino6171 yeah now that i think about it, it would make sense to just get an aoe skill right after getting the job stone. honestly lower level dungeons would feel so much better even with just 1 aoe
loving the improvement in the editing rinon!! And yeah, I'd love to feel like the devs are on top of this sort of stuff, and I don't join in the doom attitude some seem to have about FFXIV, but I'd not say either that I trust them to even know that this sort of improvement is wanted by a lot of people. My gf stopped playing completely when she tried the game because she hated pressing just one button mindlessly as WHM in dungeons, and it's not like she wanted an intricate rotation, just... something more?
@@SailorSumomo I mean, you're either: Spamming Aero on all the enemies during a trash pull and on the boss Spamming Holy on the trash (if you even have it (you don't before level 45 btw)) Spamming Stone when you don't have Holy (45 whole levels btw) until the tank needs a Regen refresh That's only ever really 1 button at a time. It's pretty fuckin' brainless. The only excitement I get when low-level healing is when the tank pulls every mob in the zip code and then I get to press my healing buttons. Even if it was something simple like a mirror of BLM's Thundercloud, just give me *something* to upkeep, because I sure don't need to upkeep the tank's health more than once every blue moon.
Correction on Sage. Our two stack damage aoe, Phlegma, is available at level 26 or so. It's the only healer with an aoe at that level and it comes with 2 charges off the bat.
isn't that a 30 second or 60 second cooldown though? so you got 2 AOE's in your for 1 pull, great. probably 1 AOE for the next pull, great. it's there, sure. but it's stupid.
Big agree on all points presented, low leveling dungeons on ARR classes is always sleep inducing. I’d very much like if they used a “Feature complete” rotation too do a “Hall of the Adept / Expert” - a couple of additional lessons that cover concepts like raid buffs and basic mechanic types that commonly repeat just to get people up too speed. Offer some sort of brand new ring + for bonus exp gains to speed up alt levelling or too give out a fresh set of accessories for their level (ideally 50) This would at least fill ARR out and set gamers up for a better time going into HW onwards.
I don't mind low level roulettes quite as much, but I agree 100% all the same. As someone who routinely plays monk, doing old content was made a lot better since it's functionally the same at level 50, which is far more fun. Also as a side note, Scholar in the earlier dungeons (before you can technically unlock it) is hella broken because Eos does all the healing for you, unless the tank pulls the whole dungeon. Hilarious but perhaps not ideal. haha
Man I feel that healer point so much. Leveling Scholar is PAIN, the fairy is so potent at healing you basically don't need to play the game outside of spamming the 1 key.
Imo, even if the Monk gets an AoE relatively early, I think there is some rework to do here. The thing is, if you have a look at your AoE combo: 1. Arm of the Destroyer unlocks at level 26 2. Four-point Fury unlocks at level 45 3. Rockbreaker unlocks at level 30 This means that, due to stances between level 30 and 45, either you have to squeeze a single target skill between 1 and 3 or ignore 3 and spam 1. Neither feels good to play imho.
Honestly there is only a single problem with all jobs having their AOE abilities at lv15, and that issue is WHM and Holy since Holy would be a bit overturned for for those early dungeons and makes little sense for a CNJ to be using. That being said there is an easy fix for this, which is giving CNJ a new spell called Quake, which works exactly like Holy just without the stun and then having Quake upgrade to Holy at lv45
Or re-add Aero 3 and make it a level 15 skill. Give me back my AOE DOT that was so unjustly taken from me.
@@Arrav that feeds into a separate issue entirely, which is that healer rotations are too standardized and barren
You can easily make the stun a trait or just level up the skill like most skills that just change. But as someone else said. Healer Rotations are boring af anyways and honestly the bigger issue.
well thats an easy fix - instead of holy itself, add a water AoE called "splash" that upgrades into holy at 45, problem solved, no?
At least let all dps have AoE at 15
This video really needed to include the Black Mage for issues with leveling. While the rotation slowly builds, its missing key utility at low levels and plays completely differently every ten levels after 50. It does not train you properly how to play the class and I meet so many sprouts that I need to sit down and teach the rotation.
I've leveled BLM to 90 three times now and I still have no clue how the hell to play it and then yeah it keeps changing as stuff adds/upgrades.
This 100%
BLM is insanely difficult to learn, you think you understand it later levels only to be LV synced down and forget what the hell was odd rotation for these certian low levels, like that doing ice spells dont mp regen faster here than just using transpose instead lol...
Black Mage leveling is so unintuitive that I just don't even bother. I don't see myself leveling mine any further.
i agree with this! I started to do my ARR relic weapon and all that grinding on black mage (all the hours i put into dungeons) taught me how to actually understand my spells and have a good rotation at level 50-60. However now i struggle at the 70 but my knowledge build from my now finished relic weapon after 6 months of grinding really helped! but i did have to learn it all on my own and trying out different strategies.
I had someone teach me in an Endwalker dungeon. Well, more of a shotgun lesson, but it definitely got the message through. Sadly, I forgot how to play it again because it's not my main. Only leveled it to 90 because I was bored
I think it's particularly important for most jobs to play decently well at 50 because, between the omnipresent crystal tower in alliance raid roulette as well msq roulette, and how common the ARR primals are in trial roulette, lvl 50 is arguably the most common level to be synced to when doing roulettes.
If you ever feel useless, just remember that Reaper gets True North at 50, a whole 20 levels before it gets a positional skill.
edit: I also completely agree with 12:22. as someone who does a lot of eureka and bozja, who has some of the elemental +2 gear/augmented bozjan/law's order gear, it'd be really nice to be able to wear those in eureka/bozja while not being limited to sub 70/80 glams.
I haven't unlocked reaper yet so reading this comment was wild!
Having reviewed the job actions guide, I think you could easily put gibbet and gallows at 45, move nightmare scythe to 55, then bump the rest of the skills up until you hit 70 again.
Oh this hit the mark. There is nothing more frustrating doing leveling roulettes with DRG, having a really good tank in the party who is making big pulls and clumping the mobs perfectly, and having no AoE.
I did have an amusable moment in Sastasha where the tank kept asking the dragoon and Monk to AoE.
Yeah I've seen people try to kick others for not using AOE's they don't have. I had a very aggressive person demand I use Dance Partner before I even had it too on Dancer.
I also remember seeing people demand Red Mages start rezzing people in the level 50 alliance raids. When they don't get their raise until level 64.
There's always people without a clue what they're talking about that think they're experts.
happended to me when i first started with my DRG
You forgot with Bard that Wanderer's Minuet is unlocked at lvl 52. You don't even get all your songs. It's so close too even, it just hurts :(
It's been so long ago I've witnessed my old rotations as a Bard lol.
It is absolutely not cause I dont even have access to it when progging the Alexander savage raids with my friends... its greyed out
Do your job quests lad. Whatshisface near Quarrymill@rinnnnnnnnnnrin
This is easily verifiable information by using an online resource. You're online. Why would you say verifiably false things? @@rinnnnnnnnnnrinRinOnishi
??? bro did NOT look at his actions and traits before writing this@@rinnnnnnnnnnrinRinOnishi
As someone who levels all of the jobs every expansion, this is actually an issue. In roulettes, I rarely get to use new buttons and upgrades I get until I've had them for 2-4 levels.
Also, I think the issue with sprout ilvl stems from the issue that there are pretty much no easily-accessible accessories for the back half of ARR. The merchants in the cities cap out their accessories at level 29 and there arent really any other good options until you can get tomestone gear at 50.
realistically that was probably done to encourage crafting, but seeing as they dropped it in HW... they realized the gravity of their mistake.
They do give out accessories for level 50 stuff that isn't tomestone gear when you're around praetorium, but iirc you can't access all of them until after the dungeon. I do agree that they need to update the vendors in city-states to include up to level 49 accessories at the very least
I mean you can get some accessoires but only when you do the sidequests, so disregard what i said.
It's not really explained, but it is possible to get i110 (lvl 50) gear long before Praetorium and Ultimate Weapon with allied seals you can gain from hunts.
The other issue with sprout ilvl is they literally just don't roll on gear. Almost every time I end up in low level dungeons the sprouts don't roll for the gear. I watch them get discarded from the loot table or they don't roll Need, like for a tank (and I pass sub-60 gear). And I check their gear and yes they could use the upgrades.
One of my favorite leveling things is how in level 40-49 dungeons, warrior's aoe gives it its self-buff but you don't get a single target gcd that gives the buff to you until level 50
My main thing is just that all jobs need to get more of their skills a lot earlier. Even as a newbie I found a very long stretch of the beginning of the game boring, but I started in ARR so I would have hoped it felt better but I finally got one of my friends to try the game out some months ago and he quit at level 28 on Archer because he felt it was boring and I couldn't even say anything because the combat is extremely bare bones until sometime into HW for most jobs. He spent almost 30 levels putting on a DoT and just spamming heavy shot without any position requirements outside of bosses really. So many of the jobs are incredibly boring for a long time. I don't know how anyone starts as Arcanist going into SMN and lasts until the game really picks up. For me, the story picked up far before combat did and hard carried my engagement and that shouldn't be a thing, especially since the story also has a slow start. I hope they address the snail pace of the early game.
Funny what you say about arcanist/SMN since it was my top pick after looking at all the jobs in the game and the first job i got to 90. It was probably the spell casting fantasy that drew me in but also I thought having a book as a weapon was hilarious.
@@iambecomegameend2972 I get that, some will be tied over by the job fantasy but at least for myself and my friends I've tried to get into the game, it's way too bare bones and the fact it doesn't even get a second button to push per summon until like level 86, is crazy. I could never, luckily I'm a SCH main.
For me summoner being so simple is why I picked it, I had never really played an mmo before so I wanted something very simple to get used to the game with. However, I ditched it after ARR once I got more used to the game, still a good turn your brain off class and I really like the job fantasy for it (I love carbuncle so much)
I love endgame summoner but hated leveling arcanist so at 30 I started leveling scholar instead. God bless they're linked in exp
That’s a tricky thing to balance imo. As on one hand getting a bunch of new skills early on is great. But holy shit I cannot explain how fucking boring it is watching a class level from 52-90 and get 0 new skills. Last I checked MCH unlocked every unique skill it has mid-50’s since it’s rework. And I kid you not every single “new skill” was just potency upgrades. Or maybe an extra stack of something. New animations are great and all. But I think it’s just so fucking boring to do the exact same rotation for 30+ levels where the xp between each one is in the millions
Star Wars: The Old Republic. Another MMO I play allows maxed level players to keep all their abilities when synced for lower level content.
But that leaves lower leveled players in the dust when they still haven't unlocked their full kits.
WoW is the same. Honestly makes the dungeons way too easy.
Honestly it would be for the best to let people have their skills up to their level but stat/level adjust down to x level. This way jobs aren't suffering. Look at scholar.. it only has 3 skills at lv 16 when you use its job stone... it was MISERABLE TO DO!
This is the real solution. Just nerf out of sync skills.
You feel like royalty when playing Machinist at low level dungeons with their level 18 AOE lmao
This plus reassembled feels godlike
The funny thing is that back wheh we had cross-skills, healers had access to Blizzard 2 from BLM right away for dungeons. Scholar also had Bane but thats another thing. When the removed the cross class system they didn't replace the glaring holes it created in some jobs or roles with something else. If they dont wanna give healers a proper AoE at low level at least give them a dot and a dot spreader (Bane). Weirdly since they changed the jobs we don't stomp old dungeons as much as we used too because not all jobs are created equal at low levels.
They wont because the devs are averse to making any real changes to the gameplay flow that address community concern (such as healer complaints). At this point story seems to be the absolute priority at the expense of making these much needed adjustments.
The only reason I am not touching the leveling roulettes for months now.
I'd really love to help some new people through the content, see old dungeons for myself from time to time. Maybe remember a few fun stories i connect with these.
But everything below lv60 or 70 just feels like punishment, at least most of the time. It is set, that it will be a boring next 20 minutes or sth, because there is just nothing to do other than wait for the Mobs' HP to drop to 0.
The worst part of the ARR 'Training Wheels', is that retroactively adding Duty Support made it at least 10x worse (also true with HW).
Every single mechanic that introduced an element of unpredictability (and IMO fun) is gone, just so the bots could handle it.
Have you tried running an ARR dungeon with bots? I used them for Haukke manor once and they were sooooo sloooowwww!
Trust me, no sprout is going to want to run with the game's AI once they see first hand that running with other people will clear the dungeon 3 times faster.
@@GameGod77 I've done a few albeit not ARR (unless GC squadron counts?) using duty support.
They make dungeons take around 2.5x-3x longer, and I'm not a fan.
As I see it, the feature is useless unless your average queue is 25min+, and even then those 25mins would be better spent doing fates or anything else.
@@billy65bob I see your point about duty support, and I don't generally use it myself because of the speed issue (except for maybe my first time through a brand new dungeon). And yeah, the duty support NPCs are really slow -- afaict, they never use AoE, except for maybe the tank. But I don't think you and I are the target audience for the feature.
CBU3 more or less said explicitly, when they introduced the feature, that it was intended to support players who want to experience the story but for whatever reason don't want to play with other people. I've encountered a number of folks on the subreddit, for instance, that really don't feel comfortable running dungeons, particularly for the first time, with other players, either due to fears that they'll hold the group back and be harassed for it (an entirely reasonable fear if they're coming from other games that are less welcoming to novices), or just straight-up social anxiety. For them, it might be a valid trade-off to take a slower run in exchange for not having to deal with other players.
@@rccobbe What you said in your second paragraph is pretty much exactly why I use duty support, yeah. Especially in late-game content that's been out for a while, I feel very nervous when queuing into a new dungeon for the first time, because I never feel like I'm able to keep up with anyone who knows what they're doing, but going into a new dungeon with the NPCs is actually really helpful *because* they go so much slower, it really gives me time to get a handle on the dungeon and learn it's mechanics at my own pace, which in turn makes me better at playing when I do queue with other players. Same goes for learning a new class, I'll often duty support for a dungeon or two while I get everything sorted in my head.
I actually wish there was duty support for higher-end things like EX and savage, I don't think they should give rewards or anything but as a tool for learning the fight? I would actually go play high end content if there was some way for me to learn it practically without worrying about dragging others down. Ofc I can absolutely understand why Square doesn't do that lol, but for me personally it would be nice.
Another reason why Trusts in specific are good is that I like going through it with the NPCs when I'm playing the story, it feels nice that they actually get to be involved and do things rather then the game just going 'oh lol it's lucky your adventuring friends just so happen to be around rn'
@@loreanth6746 i'm a healer main and let me tell you: every time there is a new player that doesn't know the mechanics and thusfore does them wrong, i'm glad that that person is in my group, because i finally can use my kit instead of spamming one button with an occasional heal on the tank every now and then.
seriously, i would take newbies over veterans without even thinking about it.
so don't overthink it and let your healers enjoy the game too, if you get what i mean :P
The problem is there is no situation that will satisfy anyone. One of the reasons I like Monk is because Monk has a pretty full kit at 50 like you said. At 50 Monk has a full AOE rotation, a full single target rotation, a gap closer and group utility.
The problem is you have monk mains who complain about this because it "feels like I don't get anything really interesting for the rest of the leveling experience". Yes, the very thing you mentioned as a plus I've seen Monk mains complain about. . . .
I agree with you though. Having more skills at lower levels would make the leveling experience much more enjoyable.
In Guild Wars 2, instead of losing your abilities when you're synced, you get to keep them, and your stats are synced, I think it'd be very cool and make XIV a bunch more fun if it was like that, but went by expansion so if you went into a ARR dungeon you'd have all of your abilities up to 50.
would make fresh tanking harder... cuz fresh tanks wouldn't have their full kit while dps will pull threat even simple due to out damaging them over the threashold of the enmity gain from tank stance. I see it happen in dungeons at 90 when i teajm up with people who are in sav/bis gear and im in crafted gear.
@@azadalamiq Fresh tanking as it currently is isn't that hard, but I do see the issue of having a possibility of a level 50 dps with a bunch more DPS abilities out aggroing a tank. I've personally seen it a few times but mainly in current alliance raid where the tank is under geared and isn't very knowledgeable. I sometimes dabble in tank, so my tank isn't the best geared, only 629. The only times I come close to losing agro in a dungeon is when my aoes aren't hitting an enemy.
My idea isn't perfect, there would have to be hoops you'd have to jump around to get it to work, but I do think if it could work, that it would allow the game to be a lot more fun.
@@azadalamiqdont tanks automatically get/keep aggro now?
@@xL0stKIlah You can still get aggro ripped away with stance on, but it's not common.
Excellent points. As a WHM main, I spent a long time running MSQ roulettes, which taught me to rely heavily upon regen, medica 2, cure 2, and cure 3. In later content, you want to rely instead upon oGCD heals and Afflatus Misery, but the lvl 50 MSQ roulette built in such a dependence upon stacking regens that I still consider them as my primary tools. Far better to have had oGCD heals by level 50.
always find it funny when I see a cure 2 in lvl 90 content, like dude, there are so many healing tools are your disposal, yet for barely any damage taken you decide to use cure 2 on me ... a warrior.
I’ve just started the game at the behest of my friends and wanted to try healer for the first time. I’m level 30 something and have been pressing aero and rock for so many hours I’m about to cry
Ninja is actually fine at 50. You get 3 mudras every minute. One of these is used for Suiton for Trick Attack, one for Raiton during that Trick Attack, and then one for refreshing Huton. Then you also use Kassatsu for another Raiton during Trick Attack. The only problem is that Huton will often drop just before you refresh it, but it's not a big deal to lose it for 1 weaponskill and the duration of the mudra. Once you get armor crush, the mudra for Huton simply switches to another Raiton. The rotation doesn't change significantly.
Yeah this is genuinely a major issue and why it’s not talked about more often is beyond me. I doubt it’s going to happen as there’s been absolutely zero mention of it, but the levelling and entire system involving when and what skills are learned needs a major overhaul for Dawntrail.
I have been working on my crafters as of late and the lack of info for them in game is appalling, i have ran into so many mats that the game gives no indication where to get them let alone how for some of the more unique ones that it is frustrating.
I have had to google so many items just to figure out where they come from/what vendor has them then on top of that there is the items that have gather times that they don't tell you until they have been gathered or don't tell you what zone they are in as well as time.Thank goodness for the supportive community that post comments for that stuff.
It be one thing if there were systems in game to use to track them down that are not the gathering lists or if there is then they did a shitty job of making it known for new players.
The reason I haven't touched crafters until now for the pteranodon mount farm, how extremely left alone you are with most of it. Extremely appalling as you said. Especially in the beginning for the job quests they make you fetch your stuff yourself instead of just giving you the items so you can focus on what you actually want to do and level
The low level spellbooks doesn't bother me as much as it does others, probably because I don't raid. But yes, backport shared Fates to old zones. It would be so nice to just go do a few FATES for gems to get some leather like I do in ShB and EW.
this so much.. its why i miss ff11 at times, everything added in ff11 was retroactive. would love shared fates in ARR/HW/SB
PLEASE GOD! One of my friends loves doing content with friends literally no matter what it is, fates? Relics? Savages and extremes? She loves it all. The fact arr and hw fates feel mostly useless compared to stormblood WHICH STARTS GIVING EXP BONUSES is hella annoying to me
On the teleport vouchers: given that they changed teleport pricing in Endwalker and announced that vouchers wouldn't fully cover all teleport costs at first (before walking it back due to negative feedback), I think there's no shot we get more ways to buy them.
Besides that, if they created more avenues to get teleport vouchers(aka, made them easier/less time consuming to get) they might as well just remove the teleport fees altogether because everyone would have them and nobody would be paying the fees anyway.
@@maxv658 uncapping the teleport price from max 999 to uncapped was such a stupid move.
I now just do my daily Masked Carnivals and get like 100+ aetheryte tickets, i'll be doing this till 7.0, which automatically means i'll have enough for DT and probably 8.0 (i set them to be used once the price is over 500 gil)
I get having a gil sink somewhere, but gil is already so worthless in FF14 that it's laughable at best, they recognized how bad it is since they constantly add a 20 mill mount or a 25 mill mount.
meanwhile anyone even remotely competent can easily earn that.
i'm doing subs now, 1 is now finally ready to just farm, before that i'm constantly sending 3/4 of my retainers for dark matter clusters so i can make magitek repair materials out of it.
basically netting me a lot of gil on top of that.
Hell, just do your roulettes, roll for gear, hand them in for seals, buy Coke and sell Coke, easy stonks.
Honestly, I find I get more than enough just doing my masked carnivals and using those seals to buy teleport tickets.
More rants for our beloved game to get better! 🗣 🔥
Oh hey Sam, didn't expect to see you here! xD
I agree with every point you have here, The one additional thing I'd change game mechanic-wise if I only got one. Normalize enrages and wipes in earlier content. They don't need to be aggressively tuned, but there should be more things you can't just raise your way through, and people need to be contributing to clearing. The game can start this in solo instances and slowly feed more of it in so that by the time you're lv 50, along with other changes you suggested, not only have you been taught that your rotation is important, but you have one to use. I'm not expecting anyone to need to get to a level where they will be comfy with savage or ultimate dps checks from this, but it's a group effort to clear, and it's noticeable when people have never learned what their job is capable of at lv 90 in an expert roulette taking 3 times as long.
1. Make sure each job gets their foundational playstyle by 50. Why does my bard rotation have a huge gap with no songs by the end of ARR?
2. Trim ARR MSQ of the unimportant parts *even more*. Speed up the path to 50 for players that are still doing MSQ, because it takes way to get to the actual MMO part of the game.
3. Implement a few solo duties into ARR MSQ that forces players to correctly resolve popular raid mechanics in order to complete the duty.
Love this video! After leveling all jobs to 90, this is why I avoid roulettes of leveling, 50/60/70/80, trials and msq.
I go for specific queues only, 90 roulette, and hunt community for the new tome stones currency.
Ya, i hate when i join a low level and half my abilities are gone. Particularly when i tank. Nothing like punching a defensive -- that isn't there suddenly.
I was talking to a friend the other day about dungeons and that you should keep the skills you unlock even at low levels but they are just scaled down for the dungeon you’re playing.
BOY DO I LOVE GETTING A MID LEVEL DUNGEON AS SAMURAI AND HAVE MY AoE ROTATION GO FROM TWO CIRCLES TO CONE AND CIRCLE
BOY DO I LOVE GETTING SUB-50 DUTIES AS SAMURAI AND HAVE MY ENTIRE ROTATION JUST GONE
Hall of Novice should be mandatory before Sastasha
It's very strange that it isn't.
It's the proper tutorial and it gives the player a good low-level armor set.
Hall of novice is a very nice tuto and doesn't take long (compared to leveling), it should really be mandatory
I agree completely.
Much of the weirdness is because of both baggage from a decade of button bloat trimming and ARR being spread over 50 levels instead of 10.
During ARR and HW, job design was more around building each job as a unique niche of gameplay far more than now, so these older jobs had to be steadily grandfathered into the methodology the devs use now, which is picking a role first, then designing the aesthetic and feel within that role. Scrapping so much of the old stuff that built to each capstone so they’re still comfortable and balanced by 90 nuked the job feel in ARR.
The main thing I want is Summoner’s two good DoT abilities back. Yes, I just want Shadowbringers Summoner back, but just the DoTs would help so much. Garuda’s DoT doesn’t even stick to an enemy. And it’s a tiny AoE.
Still bigger than ninja sand(btw they really should make it suck in enemies to the center consistently that touch it)
good riddance to old summoner. I liked it but this version is better.
I really wish that Slipstream worked like Feather Rain. Still have the AOE initial hit, but then apply a DOT to the enemies in range rather than a floor placed damage circle.
But I also will admit I just want them to remove floor based circles from the game entirely.
I agree 200%. Every single time I do an ARR levelling roulette as WHM or SGE, I have to apologise to my co-dungeoneers for not having an AoE attack spell. Doing the old dungeons just feels weird, like you're playing a single-player game with no AoE or decent wall-to-wall pulls. They even changed TamTara Deepcroft because the section with three levels and a giant Miqote-eating frog next to an exploding crystal, always wiped new tanks that didn't know how to handle it.
That's a bit much there. Apologizing for not having AOE as a healer? Tf is this woke garbage
I find myself agreeing with you 100%. These changes need to be implemented ASAP.
I think one thing that would help ARR leveling gear is to even out the levels new gear is available. In all of the expansions, odd levels have a complete set of crafted gear, and even levels have the dungeon gear sets. But in ARR, the crafted sets and dungeon sets are all over the place in terms of levels. For example, at level 30 you can get a complete set of DoW left side gear, but the DoM gear is split between levels 31 and 32. Same thing for the accessories. Some accessories are level 28 and some are level 29. ARR gear sets are a messy hodgepodge of gear levels that I think makes it difficult for new players to know when there is better gear available. Making complete sets every five to ten levels I think would help out tremendously.
So, so many good ideas in your video!
Give Ranged Physical their 10% damage mitigations by lv. 50 too, please.
Red Mage's Vercure needs to be part of their kit from the beginning (currently 54).
Moving Verraise to 60 (currently 64) would be lovely, too.
You dont really need the AoE mits at level 50, theres so few raidwide attacks and no Savages, its not necessary or even that important in any extremes, etc., its just added difficulty to optimal raiding. Even in alliance raids, bosses have very few attacks that arent dodgeable AND will do anything more than a single Helios/Medica can recover. Nor do I think its important for Huton to be available to Ninja at an early enough level. Its common, and perfectly fine, for "QoL buffs" to get added later to a kit, with things like the CDs on phys range party mit even going way down in CD at a certain point, gaining access to buffs and chains or resource gen on abilities you had for a long time before.
BUt then there's Warrior, having an AoE gauge spender and a self-buff they get from using their AoE.
But no way to generate gauge on their AoE combo until level. Seventy. Four. And the self buff only gets added to the melee combo at 50.
Now that I think about it, when I started out, my first class was monk and it was the least stressful job for me to learn because they didn't add something that completely changed the job every few levels
I've just never understood why you don't keep all the spells you've learned but they just get scaled down for the dungeon's level. As a new player I'd be inspired to continue leveling a job if it was showed off more.
SE is too lazy to balance all the higher level skills for low level content and vica versa.
The lower lvl quets need a revamp
Reaper main here with my proposed changes for job action levels----
Lvl 1: Slice
Lvl 5: Waxing Slice
Level 10: Bloodstalk
Level 15: Spinning Scythe
Level 20: Hell's Ingress/Egress
Level 26: Infernal Slice
Level 30: Harpe
Level 34: Grim Swathe
Level 38: Gibbet
Level 40: Arcane Crest
Level 45: Guillotine
Level 50: Gallows
Level 52: Soul Slice
Level 54: Soul Scythe
Level 56: Nightmare Scythe
Level 60: 13th Echo - Shroud Gauge (3 stacks)
Level 60: Reaping - Single Target 2.5s
Level 60: Cross Reaping - AOE 2.5s
Level 64: Regress
Level 68: Arcane Circle
Level 70: Plentiful Harvest
Level 73: Shadow of Death (Job Mission)
Level 73: Whorl of Death (Job Mission
Level 75: Gluttony (Job Mission)
Level 78: Tempered Soul (Job Mission) (Trait)
Level 80: Enshroud (Job Mission) (5 stacks)
Level 80: Void Reaping 1.5s
Level 80: Soul Reaping 1.5s
Level 80: Grim Reaping 1.5s
Level 82: Enhanced Avatar (Trait)
Level 84: Enhanced Arcane Crest (Trait)
Level 86: Lemure's Slice
Level 86: Lemure's Scythe
Level 88: Soulsow
Level 88: Harvest Moon
Level 90: Communio
Adding only a few new actions. 13th Echo, which works like Enshroud but a lighter version of it: only 3 stacks, and so Reaping & Cross-Reaping are 2.5 seconds so the timing is the same as Enshroud's 5 action burst. I left a lot of the good stuff for levels 70-90 in order to retain some of the novelty of doing the jobs missions and then going through Endwalker with the job, which was an amazing experience.
I also changed the name of what was called "Cross Reaping" originally, because Soul Reaping sounded too good to use as a lighter version... so now Cross Reaping is Soul Reaping, and then I turned the lighter AOE into Cross Reaping instead
I wish I could like this video more than once. I agree 100% about the skill acquisition slope and inconsistencies. I think most jobs in FFIV don't start to feel good until about lvl 60, and that's just a nuts amount of time to ask a new player to wait to start feel like their rotation is fun. The other thing I would like to see Square do is split leveling and 50/60/70/80 roulettes up. I know there's a good argument for why not to do so, but here is why I think it is necessary:
I do leveling and 50/60 every single day, and the majority of the time, we get sub-50 for leveling and 50 or 60 for 50/60/etc. Which is great for helping out low level players, but extremely bad for helping sprouts exercise their 51-90 skills an rotations. It is all too easy to get all the way to 90 with barely touching your higher level skills, no matter how many roulettes you do. I would like to see something like 1-60 leveling, 61-89 leveling, 50/60, and 60/70 roulettes...or thereabouts.
I agree with alot of these being a player whose got many hours in the game, but I recently have been taking a player through the game, a wow player, and honestly his view of how things progress step by step and in his words are lovely that you slowly learn the steps has been amazing. Hes now at heavensward only playing 3 weeks on and off. And its been insightful. But yes for us vets, gawd id love to have rotations and aoes early xD 🎉
never really gave this too much a thought, as I don't often end up in super low level content. My complaint primarily arises with the alliance raid roulette Refusing to do anything other than crystal tower. More specifically, labyrinth of the ancients.
There are so many fun alliance rates in 14, whose gear score requirements Mean that you actually have to engage with the content, And you have enough buttons to do cool shit.
But no, If you want to queue up for anything other than labyrinth of the ancients, expect to never ever ever pop queue. Even as a healer, Who are notorious for having really quick duty pops.
I feel like that issue is exacerbated by the fact the lvl50 alliance raids are required for MSQ. Some players literally only have those unlocked when they re going thru the story even if the player themselves is lvl60+
If someone is only running the content that’s required by MSQ they will only have the Crystal Tower alliance raids.
@@flivine Best solution I can think of is have future Alliance Raid series be required like Crystal Tower so that it guarantees a bigger pool of duties in roulettes
@@patrickginart1780 I am pretty sure the HW 24 mans are going to be required for MSQ eventually due to stuff currently happening in endgame.
@@JathraDH I could definitely see that
@@JathraDH I don’t think so at all. Void Ark raids can sort be seen as a side story. I think with your reasoning, THM/BLM job quests would be required for MSQ, but that’s not the case……Come on this is what I was saying that your tunnel vision isn’t “The Vision”.
yeah I never understood that either. Like, you unlock AST, you need to go level that up so you can actually use it, and while they give you your cards right when you unlock the class, you go do dungeons below Level 30 and suddenly no cards for you.
I don't get it, you want me to learn the core mechanic of my class right? Why would you take the most basic tools away from me when entering a dungeon?
It actually used to be way worse because you wouldn't even have aspected benefic at lower levels. Well, you'd have it but you can't use it because you unlocked dirunal sect at 30m which meant you wouldn't be able to even use aspected benefic in dungeons below 30.
And Black Mage... Poor Black Mages. You have to learn, unlearn, and relearn your rotation every 10 Levels.
Like, every job has a central mechanic. The core of their gameplay. Black Mage has Umbral Ice and Astral Fire. Red Mage has the Mana Gauge. Warrior has Rage. Summoner has the Gems. Astro has Cards, and so on. It's the mechanic that is arguably what makes the job unique and integral to your gameplay.
Why do some jobs have their mechanic intact when they have to do lower level dungeons, and some don't.
Why does Thaumaturge start with their mechanic form Level 1, and Marauder doesn't?
It's so weird. I can image that many new players, especially wow refugees, come to FFXIV and think the game is slow and simplistic solely because they don't get enough buttons to press until they reach at least 50.
I really hope they manage to fix this come dawntrail.
If it was up to me, I'd say give every class/job an AOE at 15. Have every class start out with some semblance of their jobs core mechanic.
Like give Marauders a Meter and a spender at the start (or at least early on). Give AST their damn cards at Level 1, for fucks sake.
Expand the hall of the novice with teaching tools for not just roles, but also class/jobs.
Have the hall of the novice feature tutorials on important universally used raid/dungeon boss mechanics.
They already have a tutorial for "don't stand in the orange", but they don't have anything for stack markers, tank busters, spread markers, etc. These mechanics are being integrated even in earlier ARR Dungeons now, and its vital for new players to learn about them, or at least have a way to learn about them in game.
Also, have your job/class quests actually teach you the core mechanics of your job, like reaper did with their job quest (sort of, at least).
Like, put players in solo duties that function like little dungeons where you have to perform specific actions to progress, like reach Astral Fire 3, then empty your MP and transpose, then use ice spells to recover MP. Its so crucial to know how Fire and Ice work and affect one another, but without a guide you are really left up shit creek without a paddle.
I will never forget as a healer main how i had to effectively "un-learn" using cure 2 or the equivalent as my main healing tool.
Through most of the game, my ogcd abilities were kept as a last resort, something to use when things went wrong. It wasnt until late into SHADOWBRINGERS CONTENT (somewhere in the ballpark of 600 hours of memory serves) that i learned to prioritize my ogcd healing tools and keep my damage up. Because my first 50-60 levels in healer had taught me that was what i needed to do.
It is bonkers that WHM's first ogcd heal is learned at lvl 50, and it's Benediction with a 180s cd. All the other three healers get their first much earlier (SCH with Whispering Dawn, AST with Essential Dignity, SGE with Physis if level synced that low). Couple that with the single worst mp management at lvl 50, and Medica II being unlocked at lvl 50 as well when AST is given Aspected Benefic with lower mp cost at lvl 42? WHM is easily the worst healer to level up, and way too many people recommend it to "get into healing" when I highly disagree because it develops very poor habits that some WHM players carry all the way to lvl 90 (i.e. Cure botting at lvl 90 heals 11-13% of a tank's hp every gcd; 16-18% if target is not a tank).
Be me, a casual Black Mage main, looking at the queue with dread. "What buttons will I need."
I've always hated not having access to Armor Crush at level 50, like it's one of the reasons I refuse to play ninja in Sub Fifty content.
If it was up to me I would move Shukuchi out and armor crush in (I'd probably make Jin the Level 40 ability and Armor Crush the 45) I love the shit out of Shukuchi and mastering its use in Savage Raids has made me a better player in general but holy shit does not having armor crush at sub fifty make me want to pull my hair out.
I think shukuchi is used in one of the job quests they would have no real incentive to rewrite to move around the skill is all. But they could swap out maybe armor crush and kassatsu? Or maybe swap it with assassinate?
I see the point with the late aoes on jobs and stuff, but if we homogenize that too, people will just complain that everything feels the same, theres no winning in this matter xD
I definitely agree with most of this. The stuff I don't agree with I don't necessarily disagree with, I just wouldn't implement it the same way.
Personally, my big issue with leveling in FFXIV is the leveling itself(for DoW and DoM jobs) and I REALLY hope the whole leveling experience gets overhauled at some point. Dungeons/roulettes, deep dungeons and FATEs are kind of all you have. Levequests exists, but for DoM/DoW they just don't feel very impactful. MSQ is good for the first job you take through it and side quests exists, but there is a finite amount of them so after one, maybe two jobs those aren't an option. I don't have a problem with the pace of leveling at all. I think it's in a decent place, but my issue is that it feels like when leveling a new job all I do is queue for dungeons and do FATEs while waiting for queue to pop(if leveling a DPS because otherwise the queue is pretty instant). Add to that the fact that when you're below level 50(maybe even 60) the dungeon variety is painful and gets old almost instantly. I'm not saying leveling should be removed from the game or sped up or anything like. Leveling is by far my favorite activity in MMOs, but in XIV right now it is just rough.
I would be totally cool with just making the side quests repeatable per class/job, honestly. So if I complete them on DRG, I can switch to MNK and go back through them again. I know this wouldn't make much sense within the game considering you are one character that can be any job and the same NPC offering you the same quest that you just completed on a different job is a bit silly, but I think it would go a long way to making the experience just better overall.
The whole leveling experience(outside of MSQ) just feels bad. I play multiple MMOs and while FFXIV is probably my favorite one overall, the leveling experience is easily one of, if not the worst. I have leveled so many different characters in WoW, for example, because the experience is just so damn good, but in XIV thinking of leveling a new character just sucks away my will to live.
I agree on all points pretty much, I'm going through a leveling binge and trying to get some space in my armory bags by leveling jobs to at least lvl 70 atm and I hate the lvl 50 content I have to do usually, especially since I usually got around to an upgrade to the rotation that I now have to remove from my brain just to do lvl 50 msq roulette, alliance raids or whatever to level up faster.
And just because I can't handle inventory, I would also love if the armory chest was based on the jobstone currently equipped, like, if you get whm-gear it gets into the whm armory chest, if you get nin gear you get it into the nin armory chest. Me picking jobs based on what I would like to level today is just bad currently, and I just need to level bard even though I hate leveling bard just because I need to sell or armory store the poetics gear to get more room for endgame gear later on.
When I first clicked this I thought it would be the usual early game bashing, but these are actually really good. Its so annoying to get a semblence of your kit only at lvl 60, and even then not even all jobs. Though I dont think early game should be easier (not with all MMO and gaming newbies in general that start off here), but aoe's should be a standard early on. And it wouldnt even be big adjustments...
I also think, Hall of the Novice should be default. That you cant queue as any role if you havent finished your respective role training in HotN.
my god that sastasha dnc bit was hillariously good !!
I can only hope that CBU3 and Yoshi see this and appreciate it.
Thanks for addressing. This game is fantastic at a high level, but there is a substantial gap between beginner and skilled play. Also, please consider Japanese subtitles for the international audience.
I would also like the armory bonus to exp expanded for each job you have above the level of what you're working on. 50% for the first, maybe 10% for the next 5, and then 5% for each job above after that. So if you're leveling job #20 you get an 115% exp bonus on top of the current system.
This is a brilliant suggestion! The whole point of the armoury bonus is to reduce the grind in levelling alt jobs, and scaling it to reduce the grind more with each job you level further reinforces the design.
I think we need a forced tutorial when starting the game that explains how the game mechanics work. The one we have doesn't explain enough about the game, and I didn't even know it existed until I was halfway through Stormblood.
I've been saying for years that ninja should have armor crush as it's level 50 capstone skill. It's such a game changer to how ninja plays and really feels like the job is lacking if you are playing ninja and get thrown into crystal tower or any of the ARR trials when doing roulettes on the job.
Honestly, most mmos that let you que into lower dungeons/roulettes (or sync with world content), let you use all your abilities that you have unlocked and just scale down your damage. Sure the higher level player even scaled down will be stronger than lower levels missing abilities/rotations, but its far more enjoyable than just having nothing to do but bash head on keyboard. And honestly, anything 60 and lower is pretty hard to screw up outside of some of the 50 dungeons having insta-fail mechanics. Or did, not sure if those even exist anymore. Even being dropped to 80 depending on the class can feel horrible as you lose major parts of your rotation. The only other issue I really have with this game is Gil, quests, dailies/roulettes, bounties, etc should give more, I don't think that the only people who can make money are those who play the AH. AH should always be the quickest and best route for big money, but I still feel like you earn too little for what you do in a day if you aren't selling on the AH. Pretty sure if I was a serious raider and had to buy food/pots and pay repair bills I would be broke if I couldn't sell anything on the AH and relied only on what Gil I got from dailies/roulettes. Not saying it should be huge amounts, but you should be able to save up money to be able to buy some cosmetics/housing/etc if you were delignate, never would have the big item, but could at least have some goals. I suppose you can always vendor sell things, but in most cases that just feels bad even if its roughly the same as you would be able to get on the AH for it. This again goes back to all the issues with player housing, but in years past I know a lot of casual players who felt incredibly discouraged when they looked at the cost of the houses and that was before explaining to them how difficult it was to get one when they did go for sell. Easier now with the lottery system, at least you can enter it instead of having to take a week off of work to spam click a sign, but that has its own issues. But at least we got meaningless side content in the form of an instanced island that we can barely modify instead of fixing the housing market . . .
God I have felt that AoE thing so hard. I hate doing super low level dungeons because of course I don't have any AoEs and have to target enemies one at a time to attack them even when they're in large groups. It's ridiculous really.
Jobs being unentertaining husks at lower levels really brings DRK to mind too.
Started leveling Ninja lately, and yeah... Dragoon was fairly painful for only having 1 line aoe until the 50's too.
The level 50 stuff is why I like to do SAM for 50 content. You don't have everything, but it feels good to play compared to most other classes at that level.
As someone who has been grinding the last couple jobs to be ready for Dawn trail, I agree almost too much especially the level 50 thing. Leveling up Sam is very fun since it starts at level 50, but it also feels complete and just gets better and better and even faster too. It's perfect and it's one of my favorite DPS ever because of that. Similar shout out to Red Mage but it's missing it's true finisher.
I have been ultra sick of leveling and I wish these changes were made and I also wish the armory bonus was quadrupled.
solid video, have a like
there's two easy solutions to this that I believe the devs can do in a reasonable amount of time.
1. Only scale down stats and keep every skill you earned available but reduce more stats the higher level you are since you have more power for the added skills.
2. Scale down still but depending on the content you're capped at the max level of that expansion. So for ARR content, you'll use everything you've learned up to level 50, HW up to 60, and ect.
a bonus thing though that they need to do is rework when you get the basics for your job when leveling. I think right at the first time you get a dungeon, you should have your basic 1,2,3 chain, an aoe and 1 damage/defense cd AT LEAST. Be balanced so new players can get a feel on how the game will be at the end game much much earlier.
maybe a hot take but I actually prefer playing lower level SMN (around 70) BECAUSE the potencies are fucked up. Playing SMN in the lvl 70 ultimates is so much more engaging because now you have to actually decide whether to keep casting or to use the special gcd's for movement. I find myself doing a lot more thinking about when to use each summon, how fast to drop them, can I get a ruin cast in now and save a titan ruin for later? Its much less of the on-rails experience that lvl 90 smn feels like.
Yes. I wish they also fine tuned level 50 better so that like we can start with summon bahamut for attacking we could start with Aether Charge and have carbuncle attack with us.
until you basically mapped the entire fight out and you'll resort to the same rotation every single time, which, once you locked into 1 side, you'll likely stick to that side.
No. We don’t need further homogenization. Rogues have traditionally been single target in nearly every rpg and mmorpg, it doesn’t need aoe until way later for instance
Great video! I agree with a lot of what you said. I personally believe that AOE abilities should be learned before level 15 to ease new players into using AOE before their first dungeon. Further, I think that by consolidating a lot of the 1-2-3 skills into one button (especially for the tanks), would prevent new players from being overwhelmed in their first dungeon. Having a simple 1-2-3 that is consolidated into one button and a single button for AOE would help people who are new to MMOs not be overwhelmed by the amount of buttons there are. Obviously you cannot do this with some jobs like monk, but as a whole, I think this would like this to be in the game.
Very happy I started with dragoon through the MSQ, its my favorite job right now but I can't even imagine leveling it to 90 without the bonus msq exp. DPS queues + a slow, dull kit at low level + no aoe would feel like torture leveling lol.
Backfilling shared fates and adding rewards is such a good idea. Please let me get teleport tickets and the mount speed stuff from them too.
what i want for lvling is as long as you have a maxed lvl job you get the same tomestone rewards when running a roulette regardless of what job is the roulette so i dont feel im lossing out on one or the other
I want to preface this by saying I generally agree with you! Though I do have a few notes.
I think one of the problems with low level rotations is actually the job quests. A lot of the quests, especially pre-30, are specifically about teaching you new SPECIFIC skills. You can't change those without rewriting the entire questline.
It's also important to note that it's good for skill gains to have a certain kind of logic to them outside of rotational considerations. As an obvious (if not illustrative) example, it would be weird and dumb for Dragoon to get Spineshatter Dive before Jump, because Spineshatter Dive is basically Jump 2: Electric Boogaloo. Even if it in some imaginary world it made rotational sense to give Dragoon Spineshatter Dive before 50 but hold off on Jump until 80 or whatever, it still wouldn't make SENSE... you know what I mean? Jump MUST come first.
There's also the matter of capstone abilities. Even though leveling no longer stops at those points, you still want the Big Important Cool Guy abilities to come at 50, 60, 70, and 80. As a general rule of thumb, you pretty much don't want to shuffle what abilities you get at those levels (except maybe among themselves, for example swapping a 50 and 80 ability or something). Hitting those breakpoints should always feel good as milestones and give a sense of having "powered up". This also serves to paint big arrows pointing at certain abilities saying "HEY!! THESE ARE REALLY IMPORTANT!!" Because of this, it's difficult to recommend something like learning Passage of Arms or Royal Authority pre 50 cause where are you going to put them and, more importantly, what are you going to REPLACE them with? I understand this might be contentious, that some people might disagree and say "idgaf about defunct capstones, just make early rotations good" but as a game designer myself I definitely see restrictions there. It's not just about making gameplay feel good, it's also about making progression feel good and make sense. So some jobs, like black mage, may be so complicated that it might just not be feasible to get everything packed in early without breaking progression.
Also, sometimes it's good to make players suffer a little so they can appreciate the good stuff when you do give it to them. Like the Ninja Huton thing. I just straight up totally disagree with you on this one. Ninja players SHOULD have to play for a while without a free refresh. This does multiple things: First it helps them appreciate the refresh more. You play without it for a while and you either feel "casting Huton every time is a pain, I wish I got to cast more offensive jutsu" or you feel like "Okay I guess this is how it is". Then you get the refresh and feel like "Yes, finally! Free Huton! This rules!" or "Wait, I can can refresh Huton for free?! That's a whole extra jutsu I can use! This rules!!" It also helps solidify the idea of casting Futon as the "normal" way and the refresh as kindof a sneaky cheat or a freebie, as opposed to making the player ask things like "Well if I can get Futon off my combo, why do I even have to cast it to begin with? That's stupid." Additionally, it drives home the fact that you SHOULD use the refresh, because it's stronger. If you get them at around the same level, some players might feel like it's an optional "either or" situation and opt to cast it manually every time, where you can communicate that the combo refresh is objectively better/stronger because you get it at a higher level. Again, as a game designer, I can tell you that a lot of game design is about manipulating player expectations like this. Sometimes you gotta make 'em slog in the mud for a while so they can understand why the good stuff is good lol
I don't think they actually want teleport vouchers to be easy to get, because the teleport fee itself serves a function (helping curb inflation) and if it's too easy to bypass that then it is no longer serving its function. I honestly think they probably didn't want to implement vouchers to begin with, but they knew they needed a way to make it easy for low level players to get to Vesper Bay and they wouldn't be able to implement THOSE without people asking for general vouchers from now until eternity lol
Hot Take: People make too big a deal about item level, especially at early levels. I've run most of the basic 1-50 content naked. Except for Ultima Weapon, it's really not that big a deal. I'm not saying they SHOULDN'T give more early accessories by any means! Just that some people REALLY make too big a deal about it. During ShB I once tanked Amdapor Keep and one of my dps freaked out and gave me a lecture because my bracelet was only level 35. Ignore the fact that the healer was a friend of mine and I was doing wall-to-walls without any trouble, my one accessory was definitely a problem that NEEDED to be addressed by a complete stranger lol No, IL restrictions exist for a reason. Outside of EX/Savage as long as you've got a decent weapon and are hitting the IL minimum for the duty and AREN'T doing something silly like stacking right side while wearing glam on the left, you're fine (which is something I've also done and even THAT is usually fine). The only duties that IL is generally ever even slightly a problem are Aurum Vale and sometimes Dzemael Darkhold, because they have no IL restriction but are high enough that you actually do kinda need at least a little something. And even then I'm talking pre-rework, they're probably fine now lol
I definitely do agree that all jobs need an AOE by 15 (except healers which could probably wait a bit longer but DO need a DoT). I also want to note that none of the things I said here are meant specifically to say that you are WRONG; as I said at the beginning I generally do agree with you, especially in regards to the "early levels kinda suck" thing. I just wanted to express that this kind of design work is much more complicated than it might seem at first. There's more to it than "just make the jobs good 4head", not that I think that is what you were specifically saying of course lol
Absolutely. XIV was my first MMO and I only started playing in SHB. I had to stop playing DPS jobs when I got a couple to 60ish and they stopped making sense because they just … didn’t make any sense because I only had pieces of what the full rotation should be.
Was not ready for that jumpscare at @8:18 XD
Couldn't agree more. I just levelled gunbreaker, astro and ninja back to back, and it's a real thrutch not to have at least one AOE and one DOT at the very least. Haukke Manor is dull as dishwater, and it's especially a PITA when you're the only non-sprout on the run, which happens a fair bit on the roulette.
Man those after effects and animation skills are insane!
"And yes I am mad", I am happy you said that because you don't sound mad lol
PLD at lower levels makes me cry, just spamming 1,2,3 with no sustain and it's like that until high end. Also no gap closer woohoo!
i started ff14 in March this year (2024) and early game taught me that my job as CON/WHM was to heal only. tanks take big damage at those low levels because they only have 1 mit and i have no AOE so the most i could do to help is a DOT or two before going back to healing. when i got past ARR and learned i was expected to DPS more than heal totally threw me for a loop.
My combat gripes come from having a background in GW2. It’s simple. You have much fewer buttons at 10. You can select one for auto attack and that can be a rotational one that automatically keeps rotating the combo for that one instead of forcing you to press each one every time.
Then, you balance mitigation, buffs, heals, etcetera based on your build.
I know, not the thing for ffxiv. But it does bring in the other combat stuff mentioned. You level and unlock more things but, when you get synced down to the zone, you keep your skills and spec but at reduced stats, not reducing the skills back.
I am still preferring ffxiv over others for now. It still has me hooked. The communities I’m in are pretty active so that’s good.
The autocombo is already a thing when you're playing as an NPC and borrowing their kit. Seems like it wouldn't be that hard to fold PC job actions in much the same way.
I agree with everything you said, I would just like to add a few points of concern, adding too many skills too quickly will result in new players who aren’t accustomed to RPG’s or MMO’s overwhelmed very quickly. Adding AOE’s to all classes could possibly make low level dungeons so easy new tanks will not understand how hard trash pulls are until it’s too late and they’re into Heavensward content and not using any mitigation and berating their healer. Lastly we have to remember things like Palace of the dead. Giving more skills to Lower level jobs will reduce the difficulty in there, while it’s not a terrible thing I really enjoy seeing titles like necromancer and thinking “Wow that dudes cool” and I’d hate to see necromancer and think “That title means nothing now and I’m sorry for everyone who struggled to get it”
More Rights for my Sage yes! We dont want to be forgoten when we left!!!
I ABSOLUTELY agree with AOE being mandatory by level 15. Same with NIN and BRD having Armor Crush and Iron Jaws locked off at 50.
I freaking love leveling ! I honestly wish all jobs started at level one instead of 50-60-70 like some of the new jobs.
How to lose players 101 right there.
@@aeoyndjuric1679 ah from some players. Wow. Some. Fantastic. Amazing.
Pretty sure most people with a working brain can look up on YT for a rotation guide, or join a discord that can help, or or or do both.
I understand a small amount of people get easily confused and lost and somehow can't figure out what 1+1 is. That's okay, it's 2024, that's accepted now.
I would't say lv 1. Lv 30 would be more accurate with game mechanics,
8:45 aaaand I did Indeed just get whiplash! I recently picked up summoner and was glad to see myself get my third dog, but now that I mathed it out, you're right. I hadn't even really thought about it. That said, the utility of having those instant casts to be able to move at will is still nice, of course.
This is a great video and I agree with all the points made here. I'm a sprout still doing post-HW MSQ, but even I've noticed how much different some jobs feel at low levels. Dragoon feels barren of core abilities when compared to something like Samurai at level 50. Dragoon only has 1 spammable AoE skill until level 62, and it takes until 72 to get a third! Samurai has three and an AoE finisher by level 45!
Why not let us keep all the abilities we have at our actual level, and just scale down our damage to fit the level sync? I need to practice my rotations, and I can't do that if every Leveling Roulette puts me in a dungeon that locks out 80% of my buttons. I forget to use some really important abilities I have sometimes simply because I rarely ever have the chance to use them!
The thing about every job not having a basic rotation by first boss is the fact that every other FF game has those
I absolutely 100% agree with your examples of NIN, BRD, and RPR. Honesty especially Reaper because I personally believe it is currently the most accessible melee for players to try because it will completely open up the joys of melee without being too intense or taxing. However it only really does that by level 80, and you could even argue that it isn't complete until 90 because of that lack of Communio.
An example that I would say of them doing a LOT better is Black Mage from Shadowbringers to Endwalker. They made two fairly minor changes to the class that has significantly improved it to play at all lower levels: Umbral Ice and Astral Fire made the opposite element spells consume no MP FROM LEVEL 1, and they packaged Fire III and Blizzard III together. Before this, Aspect Mastery was all the way at Level 72, meaning you had to always use transpose after Flare, and hope you ticked at the right time to get things to work smoothly. Couple this with Blizzard and Fire III being super smooth transition abilities, you're now learning the core basics of Black Mage right after you go rescue some cheese in Brayflox's Longstop. It's made Black Mage feel incredibly nice to play for the majority of the game and should absolutely be something they should be looking at for all other classes, even if they do not unlock at Level 50 itself.
Right now because of how awkward some levelling transitions are, I don't ever do levelling roulette, and I especially never do 50/60/70/80 dungeons, and I would not be surprised if this is not the core reason as to why queues take as long as they do for new players, because the old ones don't want to play with dilapidated kits. It is probably not a wise choice to have them access everything, but smoother low level gameplay really should happen, and soon.
In my FC we encourage low level folks by the crafters making them the best gear for their level. We host gathering and crafting things where they can learn how to level up while still knowing what you're doing. We used to have a person who had level 90 in every job and she would teach each class and job. It was great. the ONLY thing I was, as a healer, is group Esuna.
Newish to the game and as someone who is leveling White Mage, I agree that a weak AoE at an earlier level would be so nice to have. When my only options in the first three dungeons so far are "Cast Cure", "Cast a DoT that wouldn't matter with mobs" and "Throw a rock at one enemy in the faceless horde", it would be nice to have some way to substantially help clear swarms. I only really feel like I am contributing when I am casting cure or fighting a boss specifically
And I do not mean "hand me holy early". I do specify, a weak AoE. I don't even mind if it is weaker than Stone or cost like 1K mana to use, just something. Maybe an offensive Water Spell that does chip over an area, like 60% of the damage of Stone over a small area for a bit more mana
Unpopular opinion it seems: Idc how it's balanced, via aura's or scaling potency etc whatever ,but I'm sick of losing my rotation due to downscaling. Yes I get it, you'll do more damage with your full kit even with downscaling, I don't care. It feels bad, stop doing it.
remove freecure
I started the game about a month ago after previously having given it a try all the way back in 2013, currently playing a WHM at lvl 70 (capped there for now due to my free trial status). One gripe I have with the game - aisde from the lack of AoE you mentioned - is that low level CNJ/WHM gameplay essentially incentivises "bad" gameplay. Or rather, suboptimal one. In higher level content you will want to keep your GCD rolling with glare spam ideally and use OGCD healing where possible. But even at lvl 50 you can't do that yet. Only towards the end of Heavensward will you get dungeons where start to get a glimpse of what WHM gameplay at higher levels can and should look like. Before that, it's spamming cures like no tomorrow.
Sometimes it feels like healing low lvl dungeons is harder because I might not have regen yet and my tank might also not have as much mitigation/self heal yet, which is completely backwards and can lead to the experience for new players being kinda sour.
i think the only issue would be with smn/sch since they dont get their own skills until lvl 30, and im not sure how they would make it so arcanist has an aoe skill that applies to both jobs, unless they rework the basic aoe for BOTH jobs AGAIN
Maybe moving outburst to level 13/14, and having it develop into art of war for SCH once it hits level 35 or something? bc for SMN Outburst turns into Tri-disaster at level 74. It wouldn't be the first time they've moved an aoe skill to a lower level - looking at DRK's Stalwart Soul as an example (it was 72, now it's 40)
Scholar doesn't exist below level 30 period. If you look at the skills the job has that comes from arcanist, it's just resurrection. So scholar can have an AOE skill added to its kit as part of getting the job stone that is level syned to a lower level without an issue. And since up to that point, you're kind of on the summoner track, getting outburst wouldn't break things.
@@anthonydelfino6171 yeah now that i think about it, it would make sense to just get an aoe skill right after getting the job stone. honestly lower level dungeons would feel so much better even with just 1 aoe
loving the improvement in the editing rinon!! And yeah, I'd love to feel like the devs are on top of this sort of stuff, and I don't join in the doom attitude some seem to have about FFXIV, but I'd not say either that I trust them to even know that this sort of improvement is wanted by a lot of people. My gf stopped playing completely when she tried the game because she hated pressing just one button mindlessly as WHM in dungeons, and it's not like she wanted an intricate rotation, just... something more?
Was she not DPSing? There's at least 3 buttons white mages can press in the way dungeons😂😂😂😂
Clearly she only pressed her healing button and never attacked 😂
That's a you problem for not explaining that to her.
@@SailorSumomo I mean, you're either:
Spamming Aero on all the enemies during a trash pull and on the boss
Spamming Holy on the trash (if you even have it (you don't before level 45 btw))
Spamming Stone when you don't have Holy (45 whole levels btw) until the tank needs a Regen refresh
That's only ever really 1 button at a time. It's pretty fuckin' brainless. The only excitement I get when low-level healing is when the tank pulls every mob in the zip code and then I get to press my healing buttons. Even if it was something simple like a mirror of BLM's Thundercloud, just give me *something* to upkeep, because I sure don't need to upkeep the tank's health more than once every blue moon.
Correction on Sage. Our two stack damage aoe, Phlegma, is available at level 26 or so. It's the only healer with an aoe at that level and it comes with 2 charges off the bat.
isn't that a 30 second or 60 second cooldown though?
so you got 2 AOE's in your for 1 pull, great.
probably 1 AOE for the next pull, great.
it's there, sure.
but it's stupid.
I was going to say, I usually do my dailies as monk because it's just the most fun to play.
I really like when you use the Cat Eating Rocks clip
Big agree on all points presented, low leveling dungeons on ARR classes is always sleep inducing.
I’d very much like if they used a “Feature complete” rotation too do a “Hall of the Adept / Expert” - a couple of additional lessons that cover concepts like raid buffs and basic mechanic types that commonly repeat just to get people up too speed.
Offer some sort of brand new ring + for bonus exp gains to speed up alt levelling or too give out a fresh set of accessories for their level (ideally 50)
This would at least fill ARR out and set gamers up for a better time going into HW onwards.
I don't mind low level roulettes quite as much, but I agree 100% all the same. As someone who routinely plays monk, doing old content was made a lot better since it's functionally the same at level 50, which is far more fun.
Also as a side note, Scholar in the earlier dungeons (before you can technically unlock it) is hella broken because Eos does all the healing for you, unless the tank pulls the whole dungeon. Hilarious but perhaps not ideal. haha
Man I feel that healer point so much. Leveling Scholar is PAIN, the fairy is so potent at healing you basically don't need to play the game outside of spamming the 1 key.
Imo, even if the Monk gets an AoE relatively early, I think there is some rework to do here. The thing is, if you have a look at your AoE combo:
1. Arm of the Destroyer unlocks at level 26
2. Four-point Fury unlocks at level 45
3. Rockbreaker unlocks at level 30
This means that, due to stances between level 30 and 45, either you have to squeeze a single target skill between 1 and 3 or ignore 3 and spam 1. Neither feels good to play imho.