Shopping Cartchrisanderson6353: Wow you admitted that end game raiders caused the job homogenization. Bless you sir.
DamianRavenhold: I've discussed it in the forums before that while it is important for players to like more than one job in the game, it is equally important for them to have multiple jobs they don't like playing.
They SHOULD have jobs they just don't enjoy the playstyle of.
ek9750: its crazy to see your old cam again your transformation is incredible
XainRussell: I want every job to feel like they bring something different, both aesthetically and mechanically, or what’s the point of introducing a new class?
hbaabes: You know what's funny? the side content PvP has actual job identity compared to PvE.. the MAIN MODE of the game. PvP rotation is really fun. Even if sometimes unfair, i cannot deny that every job feels very different there and can feel fresh whenever i switch jobs, EVEN tho pvp doesn't have many buttons. Whoever designed PvP jobs, i really hope they design PvE as well. I am sure they can make jobs feel hella unique, especially with the amount of buttons we use in PvE.
shaunanderson8491: I love the analysis and I have to say, I think you are the only creator that touched on the fact a lot of these changes were actually asked for by the community
NeasumYT: As a SMN main, I've seen Summoner have some insane job identity crises over the whole history of FF14. From a DoT Mage up to ShB to the most simplified DPS in EW and on.
noint1732: Whatever they are planning, I just hope YoshiP gives us some context during the first fan fest. That way people can set their expectations, rather than the wild speculation that’s going around.
XChronicHash: Looking back, Stormblood really was peak gameplay
ACCW42: I definitely miss having enmity being something to worry about. Old black mage had tools like Diversion and Lucid Dreaming to reduce or dump enmity and when you used that with Raging Strikes, you could really pump out the damage. But knowing when to use Raging Strikes if the tank had enough aggro, or to use it when you had Diversion to lessen your enmity gain was part of the fun.
Now it's just "do my rotation and the tank's got it covered unless they die." Also, I miss old Mana Wall. Being able to take 2 physical attacks was a god send. Now if I were to pull aggro, my defensive options aren't saving me. While I guess with no risk of pulling aggro is fine, but it let you play fast and loose while having a way to save yourself.
Dillon_J: I never liked the 2 minute buff window. It is very deflating to mess up just a little, or even just misclick and now the player just performs worse for what can be a very long time in most fights. Recovering that on some jobs can be very difficult as well.
LatoninW: Had a chuckle when you ragged on PLD and MNK in HW while showing raid footage with double MNK, a PLD, and a WHM.
WikiED: I think the pre-standardizing 2min issue with "not lining up" should have been solved by removing timed party buffs instead and allow doubling down on whacky burst timings for each job. Having buffs like dance partner which is pretty much permanent buff is fine but we should really get rid of party-wide buffs to free space for any kind of dps rotation.
It'd be so fun to have a job that has 2min rotation while other has 100s rotation, while another 150s. Party buffs prevent such ideas since rotations have to align for the party buff stacking and when they dont align you block them from PF like heavensward.
Another effect of irregular dmg windows is that every job would have their own considerations for optimal dmg since every one would be dealing with different mechanic for their burst so not only rotation feels different but also entire fight dynamic changes between jobs.
CthulhuCommando: It's difficult because on the one hand it IS good to remove a certain amount of friction. TP for example was not something that was particularly fun to play around, and it is exceedingly rare to hear someone come out in defense of it.
On the other hand, having no friction at all results in a lack of engagement with the core systems at play. We're largely at the point where all you have to do is watch your hot bars and hit things on cooldown without any communication or collaboration; everything lines up every two minutes without exception, no need to strategize.
I dont really know how to fix things. Removing the 2 minute window and making each job individually more engaging would be nice, but you're still left with a bunch of people just hitting their buttons without needing to worry about synergizing with others. Adding in skills like Trick Attack, resist down, etc would encourage more collaborative play, but also runs the risk of locking out certain jobs from high level play. I don't envy the design team in the slightest, this is a major headache
ivog443: as a drk give me back my plunge. soul survivor to boot. another victim
INeosIRex: Can't wait for SE to change job design because of player feedback just for the playerbase to then complain that they want it rolled back to how it is now xD
incapableunicorn8252: Am I a weirdo for not liking elaborate 2min rotations? I mean, it doesnt feel like I am playing an awesome character, just a NPC following a rigid script and if I cock it up I am an idiot. Sure, lining up combos feel awesome but ruining your run because of something that happened 1 minute and 40 seconds ago does not. FFXIV is not the only game that does this either.
Vitreia: Frankly I think that any change that goes far enough to address the extreme homogenization is going to necessarily upset some people. Just tweaking job gauges isn't going to be enough.
You can either perfectly balance 20 different jobs, or you can have a really interesting variety. I'm not sure you can really have both.
TajinQ: I think extreme bosses auto attacks should be stronger as a whole, forcing the tanks to manage personal cooldowns outside of tank busters. As it stands now, auto attacks are irrelevent (unless both tanks are dead)
Zieg_Games: Dragoons are getting their jumps back
aticurethebrave2475: I'm one of the few people who absolutely loved Stormblood MCH. I adored the balancing act of the old heat gauge and having to keep between 50-100% or else you burst off window. I want a class to play like that again where the gauge is an interact able balancing act instead of just a build/spend system.
MahiWillTry: Using HP is kind of problematic for a tank, so I'd almost rather see leech/overheal pool up in a separate reservoir that dark knight can use. There was already so much drama surrounding Pre-Dawntrail Living Dead.
Suppose DRK HP caps out at 200k, but some overheal HP could be stored up to like 250k or something and used for other functions like spending that HP to boost TBN/Dark Mind/Shadow whatever. Soul Eater HP gain already kind of feels pointless when you're playing Off Tank anyways. This way, I could even see the DRK being able to route overheal accumulation into TBN then casting it onto another party member for a mega shield.
Could make blood weapon not boring, give it skill speed back, so you can rotate through 1-2-3 faster to build this pool up at a faster rate too.
Could maybe even have defensive combinations, some kind of a button that instantly fill the overheal amount which could either be used to face tank or be consumed to boost other things.
Regardless, I think we can all agree that maintaining darkside is the biggest nothing burger square enix has ever done to a class. Nobody even has to even know what darkside is to keep that up, compare that to dropping out of darkside because you mismanaged your mp and flatlined it back in the day. It's punishing, yeah, but at least it actually feels like you're playing a game.
Somehow after dumbing dark knight down this hard, they managed to gut a vast majority of the OCGDs on top of it. I can't say with confidence that anybody on the team has even leveled dark knight yet.
brendant.4493: A part of me thinks that the Phantom Job mechanic in Occult Crescent is a experimental attempt. We know they like doing these things before refining them. Otherwise, I have no idea what they could do. Another part of me thinks they could a bit more creative and artistic with skills. I'm not sure. I am enjoying the game right now, but I understand the criticism too. Your "Ews" are perfect btw.
Illumas: Fantastic, thank you, I can hear you now!
apharys8921: The 2 minute meta needs to go. Stop forcing every job to play on the same strict timeline and let each stand on their own.
Healers suffer the most from new stuff being added every expansion. They don't need it as much as other jobs, their gameplay changes naturally based on different damage patterns from enemies, playing with different tanks who mitigate damage in different ways, and how many people stand in fire. Make sure they all have the tools needed to handle different situations but in different ways (which will make some better in certain situations than others) and ffs give them something interesting to do when no healing or little is required.
Natromat: Shout out to RDM, it came out perfect, has a unique feeling and utility and has barely changed, manafication is probably the biggest change and that just helps you not overcap so often
Nov 26 2025
