Shopping CartSaltSoul94: I liked playing Astro during Stormblood because it really did feel like I was banking on the heart of the cards lol
polyrhythmz2620: Give dragoon extended melee range! It's such a cool flavor that they have in other games like FF Tactics
Lily-iu9ms: It's still insane to me that they added solar bahamut instead of doing the obvious thing that would give SMN some depth and variation and add 3 different summons between Phoenix and Bahamut
bendonatier: Since XIV positions itself as a game where all roles do damage, I think it's fine if tanks and healers have similar utilities so long as their damage kits are allowed to be different, and especially in the case of healers greatly expanded.
PastaTime88: i almost wish dancer had a longer button combo than technical step just because i enjoy the "rhythm game" style, Ninja's ninjutsu feels similar with its different combos
Vandread231: I still kind of feel like bard got gutted when dancer came out and SE didn't know what to do with it after that.
cusco9985: It would be awesome to see DRK mitigation abilities tied to it's health so you sacrifice some health to give you better defence and you could leave the MP for their DPS abilities. Or maybe vice versa where you sacrifice health for offensive abilities and use their mp for mitigation. Either way would be cool
Amooseable: Warrior has the best identity because I look at WAR and go "Yeah that dude looks like he just goes unga" and then you play WAR and go "Yep he definitely went unga"
dreamcastaway: I know we're focused on how these things play but I think finding moments to give classes differentiators outside of combat would go a great length to addressing this as well. Making a higher level black mage levitate instead of run, having monk "stances" look different as you cycle through them.
There's probably room for very minor out of combat abilities as well. Although I am not sure what those should be. All this comes after
ColeMu: As a SCH player, I just want the faerie gauge to feed into anything else but the channel heal beam. Give the fairy a heal bomb i can detonate for offense and defense, or make it create a temp fairy clone. The beam I never touch as it locks out of the other fairy abilities I'd gladly use over it.
gravitycat6862: I love Paladin, but I do wish it had a specialization like cover. I love using Cover and I with there were more interesting Oath Skills like it. My only complaint with PLD is the gauge being built by Auto Attacks which. I do miss the physical dot and magic dot phases of before 6.2 PLD though.
axelthemexican: I love gunbreaker it makes me feel like a power ranger
Banisteriopsis: I'm desperate just for SCH to get an Aesthetic overhaul. Its all over the place, Faeries, Christian Angels motifs, futuristic laser tv monitor spells...I mean wtf. I'm bipolar and even I'm more consistent than that. lol. I want them to lean into the scholar name. Give me a full blown dark academia aesthetic. Even if the spells start to look a little pictomancer (flat 2d art). I want BOOKS, parchment, Quills, abacus, etc cliches etc. lol ... Now someone smart can talk about SCH combat. Although, I love it as it is.
LeraikhaLoray: I really liked your point re: tanks regarding damage vs tanking. As a GNB main, I feel it's damage rotation is pretty solid re: the other tanks. Gnashing Fang and Blasting Zone being 30 seconds gives you a strong sense of flow that avoids some of the dead space I find other tanks get, and the way it utilizes the same resource as your burst means you still have to manage carts.
That said, I do think the individual changes to the 2-mins in DT are likely a prelude to broader changes re: tank mits. If nothing else, I expect to see reworks to the general mits to make them more unique between the tanks. I wouldn't be surprised if we saw the elimination of several role actions and their replacement with more individual tools as well.
As a random additional comment, I wouldn't mind if they actually made MP a resource on more jobs in 8.0. It's still kinda weird to me that we just have a pool of 10k that does nothing on like 8/10 jobs.
vasylpark2149: One of the things that I would like to see is a combining of button presses. with more buttons that are support or utility instead of just more damage, more tanking, more healing.
I want my dots back on summoner. I would like the job to feel less like one giant circle.
petrus9067: Literally why did they make the healer bubbles gigantic
I understand that arenas are getting different shapes and stuff but good god we have a ton of ogcds. Asylum and Sacred soil sometimes take the entire arena, it's no different than using a regular type of buff
polyrhythmz2620: As crazy as it would be I think if they reworked bard to be more of a musical theme and add another bow using class like Ranger would be amazing. If they choose not to do away with starter classes you could even have it spawn from Archer like SMN/SCH does.
kuronaialtani: An idea I had that I don’t expect to be implemented but I’d love to see is that for black mage, what if it “burned” mp rather than have set costs on fire spells? As in, your mp in fire just ticked down a certain amount. Not like the timer where you’d just lose the gauge entirely, but you’d have a clear window to keep attacking, just go go go, then literally “freeze” and regenerate it under ice.
Or for dragoon, make use of “max melee range” for your attacks. Use the extended reach of the lance (and maybe scythe too for reaper) to keep uptime at a reasonable distance like the AoE combo is now or piercing talon, and yeah, more jumps involved in the combo rotation, whether just the animations or weaves as they are now. Monk not having a basic ranged attack at 15 is a great piece of identity to show how skilled players keep uptime without being too greedy. Use that in the opposite direction for dragoon, be able to keep hitting when you’re “out of range” as a lance should.
bcasx: While I can appreciate the premise of the video....some of what was mentioned were things people complained about in previous expansions, specifically raiders. The "loss" and "lack" of identity we've seen in classes was a direct result of people not wanting to work around/with the quirks jobs used to have. I think people really need to think about what it is they prefer and how hard it is to balance and design so many unique options. Stop asking for more "fun" options if you don't want the quirkiness.
igormontalvao2817: I love this discussion, please keep doing.
AlvaMeyerPak40: I actually used to love the recognition Black Mages got in Shadowbringers. I had mained it once i finished ShB and all the way through Dawntrail after. Dawntrail just left an awful taste in my mouth with how it played. Took a break just to come back to less cast time on literally everything and too many instant casts.
mitchellradspinner4491: As a Tank main since STB my main thoughts are there. Right now I just want more interesting fight design for tanks but also more interesting mitigation options. I actually feel the changes in DT were great and Tanks as a role are actually in a great place. But id love even more ways to express skill and identity through mitigation not through damage alone. TBN for DRK or Passage for PLD for example.
aaronkettelhut: I really like Summoner's visual aesthetic since the Endwalker rework, but I feel that the gameplay side of that rework has utterly failed when it comes to the job identity.
It really bothers me that all 3 major summons they do (Demi-Bahamut, Phoenix, and Solar Bahamut) are effectively just 3 reskins of the same gameplay loop and I would much rather them lean into each summon being suited for a unique purpose gameplay wise. e.g. Moving Phoenix to being a utility summon and having Solar Bahamut/Demi-Bahamut be your primary 2min burst window summon. I think that would open the job up much more to fill in the moment-to-moment gameplay with more interesting interactions around the Arcanum summons and Aetherflow resources.
I really miss managing Dreadwyrm Trance timings and building up Further Ruin procs from the Shadowbringers version of the job and right now everything involved with Aetherflow for the job just feels lackluster and like an afterthought; Ruin IV is just a once a minute filler spell and spending Aetherflow is something you only really do during 2min burst. I think there's potentially a place within the caster role to have Summoner be something akin to Ninja or Samurai where its gameplay loop is about setting up and managing resources for your 1min and 2min burst windows rather than just pressing your demi-summon and spamming 1 button for 15s every minute on repeat.
WikiED: I think dancer's green feathers are both more unique as they are frustrating and i'd attribute that exclusively to 2min line up.
Over the course of the fight feathers procing or not is not a big deal and it gives flavor, however when you're missing them for the 2min it feels awful.
Like i'm never upset when basic 1234 combo is unlucky but when green feathers are missing for 2min it feels like a gut punch.
Without 2min having to line up i'd agree dnc feels quite perfect.
DacianGradaMusic: I am a simple man when it comes to job fantasy and that’s why I don’t get affected by them “butchering” a job. I still play BLM because I am a ranged magic who throws big booms and has interaction with the elements, this will likely never change so I’m good. As a Machinist I go pew pew with cool looking tools and as a Reaper I use a big scythe to slice with cool VFX and summon my buddy voidsent.
It’s the idea of doing those things for me and while some can definitely be implemented better like DRK with some HP x DMG or even x DEF shenanigans and others, as long as the core idea is intact the gameplay is mostly irrelevant and that’s why I didn’t think BLM was “butchered”.
I do understand the POV of others who got other things out of older job design and I sincerely hope the Kaiten copers can win someday, but I also understand gatekeeping jobs in a game where the goal is to have more and more people play it is bad and if “simplifying” helps with that I don’t have a reason to complain.
I still play those aforementioned jobs and I likely still will be after any and all change. Now give me more fun fights and banger songs, pick up the intriguing story beats in the new “saga” and let’s have a great XIV time with 8.0 !
Dec 11 2025
