Shopping CartComaToast-243: You can go through and try to do a mock "hotbar" of what buttons will consolidate into each other, and when i did that most of my concerns went away
I main Black Mage, and im sorry, i dont need individual buttons for half of the inputs, like Fire and Ice spells dont need to be individual buttons, we dont need Foul, AOE BLM doesnt even use half the spells that exist
You can really cut down a significant amount, and more importantly, as theyve already stated, traits will be the main thing you get levelling up
But people forget that GNBs Reign of Beasts combo is a trait, Picto gaining Medea is a trait, Reawaken on Viper is a button that then changes all its other inputs, same with Reaper
Theres so much button bloat that doesnt need to be there
The only concerning Job to me in Ninja, as thats always been a crowded button Job, and Mudras are iconic
01Bokaj: I love the zero explanation on the samurai skills so as someone who doesn't play the job it's just a flurry of japanese words
firefly1509: I'm reasonably optimistic and curious to see what we'll get, but with the ones we've seen so far and the PvP jobs in mind I'm somewhat hopeful on the job identity/uniqueness side.
I'm all for merging "pointless" buttons into contextual ones personally, as long as there's still the possibility to meaningfully deviate rather than stick to a rigid rotation (which is also something I got the impression they want to do with the evolved mode design, focusing more on making context-depnedent decisions rather than just the one rotation). As someone who started with black mage but hasn't played it in quite a while/really throughout dawntrail, I thought your ideas sounded interesting (and it's a bit telling how many hotbar buttons are greyed out at a time, heh). Looking forward to learn more in coming fanfests/as we get closer to release ^^
Strider_Shinryu: Beyond even just having seen only 4 jobs (in potentially very early design phase), we're actually missing what would likely be considered the biggest part of the equation: encounter design. Even with PLD, WHM, BRD and DRG we saw them essentially "fighting" a training dummy. Combat design is as much about the thing you're fighting as it is about what you yourself can do (and are required to do). While we do know that, at least for now, all content will still be balanced towards being something you can complete with either Reborn and Evolved jobs they did also point out that some fights would feel more naturally built for one "style" or the other. And I imagine this will likely lean more and more towards being Evolved oriented as the next expansion goes on (given that, with development timelines being what they are, a lot of the fights that we'll see earlier in the expansion may have been concepted and designed under Reborn combat almost exclusively).
In short, everyone should of course be free to speculate and dream and worry but it's important that everyone bears in mind we basically know barely anything at this point. It would be nice if the devs did address some of the major questions (MT/OT split, healing requirements, etc.) before the next Fan Fest even if just in text form.. but we are where we are
asymmetrikon: I think it's way too early to be either very positive or very negative about the way Evolved jobs look. We got 4 jobs, and they don't personally look particularly promising to me in my opinion, but that's 4 jobs out of 23 so it's entirely possible (and even likely) that it isn't meant to be a representative sample, just jobs they felt illustrated some of the general ideas they were going for. I don't think we'll even have a good idea of what the picture will look like until we get multiple other examples of jobs in the same roles, so I'm holding real judgment until more data is available and not prematurely celebrating or despairing.
idaret.: you will never hear phys ranged speaking, he's already muted ;(((
Blank-MTX96: cover should not be tied to the dash maybe shield lob instead
SUP3RSH4DOW: I think a lot of the expectation that jobs are going to be the same in evolved is caused by the reality of how similar the jobs play currently. If all of the jobs follow the exact same principles to “evolve” well, then all of these similarly designed jobs evolve in similar way and end up, similar again! As such, the key to instilling confidence in evolved mode is proving divergence. Some jobs are going to have to become things that they currently are not in directions previously unexplored. dragoon kind of did this but at the end of the day we just need more data.
deecb165: My prediction has always been, and nothing here has persuaded me otherwise, that warrior's self healing capabilities are going to change beyond recognition or be removed entirely. The reasoning will be that they're not the ones taking damage, so they don't need them. And of course their defensive capabilities will need to be less than a main tank because, again, not meant to be taking hits. That's going to lead to some very sad warrior mains (and presumably healers) in dungeon pulls.
Raionhardt: There's not really anything I can do to change the future of evolved mode so im just chilling until next xpac basically.
I assume they'll show more and Berlin and Tokyo.
How tanks will feel will be at least half-dependent on how Extreme/Savage/Ultimate content plays out in Evercold.
NebulaHalo: I just began the video, so I will post my main concern right now not knowing if it'll be touched on.
I do not like how so far we've seen most of the buttons combined into one that then combo into each other similar to pvp. Not only that, but I really hope we can split it into separate buttons, I enjoy when I have more buttons to press, and seeing less buttons and pressing less buttons will take away a lot of the enjoyment I have with the combat. It also in my opinion takes a bit more skill having the buttons separated, as when I'm doing content I haven't done yet sometimes I panic and press the wrong button breaking my combo, or fat finger a key on accident, when I get better at the fight I stop doing that less, to me, it shows personal growth in that fight making me feel more rewarded. I will personally not feel that sense of improvement as much if I only press fewer buttons.
Edit: I did just finish the video and to be honest I am glad to be seeing changes, especially on this scale, even if it's not something I'll 100% enjoy I am happy to see the game changing so much with job identity even if it's not something I will enjoy, BUT ALSO, there is a chance I will like it, so even if I am nervous about evolved mode I am really excited to log in and test out every job on evolved mode.
pyrosianheir: Yeah, the biggest thing for me is just that we need to know more about the MT/OT distinction (I have a suspicion that it'll end up being more like Block Tank/Mit Tank or something to that effect), and we need to see more Healers in general. Not to mention that these are likely still some degree of Alpha build.
Personally, I'm just a little terrified of what the heal checks of the future look like with the way they described their intended goal for healers.
bendonatier: We might not know what the other jobs or final system will look like, but we do know their spoken intent for healers and it's... not reassuring. They explicitly said they want white mage, the easiest healer to be even easier, so they removed it's cast times, made crunched all the gcd heals into single target and AoE, with a button that turns them into a form with a regen, and took away the dot, and presence of mind. It's fair to worry that, at least white mage will not be a real job in ever cold, just a brain dead mess. I'm really hoping that the presence of holy on the bar means there's something more, and that this isn't final, because there has to be something more. You can't fix healer design with dungeon design, we have 100 levels worth of content where that won't be present.
shybandit521: I'm REALLY SCARED about Summoner, my main job, because Summoner has notorious Class Fantasy issues. Will DoTs come back? Will it finally be a pet job? Will they REMOVE summons outside of "Bahamut every 2 minutes", ala PvP summoner? I DONT KNOW!!!!!!!
Aside from that, I'm really excited, every other rework looks like it honestly might be fun.
SAKA701: Amazing intro lmao
tikkibomb8101: One thing I have been thinking off is that for main tanks on the slide they said counter actions not counter attacks. Makes me wonder if they will have different kind of counter responses for the new job rather than an attack.
ShikiRen: I am not very optimistic, as of the 4 shown jobs, only DRG looked promising to me personally, and even that had a concerning lack of OGCD's. Bard looked like a rehash of SMN, and SMN is mind-numbingly boring rn, and worse until 86; PLD had stupid decisions made in its kit; and WHM... like, I already like it the least of the healers, and it lost the 2 specs of fun I had with the job.
And while yes, they can definitely change things yet; but, knowing something about software development cycles, and the fact they definitely would have shown the "most complete" jobs, it is unlikely they can change as much as you'd hope.
EDIT: Bard is literally a SMN copy. 3 songs/summons that unlock differently coloured buttons for 2-3 gcds. They could easily copy-paste SMN over the other casters the same way. Blackmage gets fire-ice-thunderphase, RDM gets black-white-melee phase etc. Will they?` Probably not; but I do not trust ANYONE that thought repeating current SMN even once was a good idea. And clearly, they did.
In the end it comes down to this: I do not trust them to do this right. They have shown me, time and time and time again, that they do not know how to balance anything without adjusting jobs do be even more similar to each other. Every tank got streamlined to a single 1-2-3 combo over time. Any DoT's they had were made less accessible, less relevant, and finally deleted. Every single one got a flashy special ender combo. Everything that made them different from warrior slowly got eroded. And Evolved PLD simply continues that very same trend. It fully lost its personal damage buff, it fully lost the DoT - which already had been relegated to a "use once after your damage buff" affair. It lost its second "1-2-3" combo leaving it just with one. So now the only difference between it and current DRK, really, is that DRK - right now - has one or two offensive ogcd's, where Evolved PLD has defensive ones. That is it. That is the entire difference. Now, of course, WAR, GNB and DRK could have changed in return... but does anyone here believe that? Because I just do not see them continuing the trend with reducing tanks to pressing 1-2-3 90% of the time with PLD and then turn around and undo the damage they already did to DRK.
Also, the fact that it is very possible to do essentially the same thing to every melee job is exactly why I am dreading this; they essentially did it to tanks (aside of GNB...yet) and to healers... and to me, personally, it sounds absolutely awful. If that is indeed the way they go, I do not think I'll be playing this game for much longer. The only hope I have is that Reaper, Pictomancer and especially Viper are so simple to just consolidate buttons for, two of them were designed by Mr. Prime, and so they do not really have change how they play at ALL. Aside from probably deleting Arcane Circle completely.
volpixel: i struggle to think of what they might do to red mage, especially considering i think it’s in peak form right now in all aspects. its movement is really good (but you still have to plan accordingly) it has insane burst damage even not accounting for embolden, it’s the only caster left with anything close to a fail state, and most importantly i just find it really fun. balancing its mana keeps me on my toes especially when acceleration and swiftcast come in to flip flop which of your spells you’re casting.
my only hope is they lean into the white magic aspect of it a lot more. i’d like if vercure was more useful. maybe have it give a proc to deal damage with and have it give you white mana (assuming they keep the balance gauge.) give it an ogcd regen maybe? maybe make the melee aspect a lot more prevalent by giving it positionals that you still have to hit at range? i genuinely do not know.
hellokatyfac3: I think - I HOPE! - for healers and casters, a lot of the spells will just replace each other. Cure2 will just outright replace Cure1, and Fire3/4 will just outright replace Fire1.
My hope for BLM specifically is that High Fire / High Ice will be your AOE buttons and will be actually used, and their 2 variants will outright replace- say 120 aoe up to 240 aoe or something.
same with Fire- once you get Fire2, it just flat-out replaces Fire1. That way when you down-sync, you've got the same buttons and same rotation without needing to switch anything.
And for the 28275096th time, I sincerely hope that scathe gets to be used, ideally in place of something like Xenoglossy. I hope Flare turns into Flare Star as either a level upgrade or a context button the way that we have our 1-2-3 combo, with ice having Freeze > Xenoglossy as the ice-equivalent of flare > Flare Star
pyrosianheir: Oh! And with you building a MNK and BLM concept, i remembered my other big concern - i don't want them every job to end up having some kinda 10 or 20 second resource gauge. So long as that stays true, I'll be good with basically whatever.
WaifuWielder: Bard having a damage ability tied to a sideways roll seems really really annoying. I’ve always hated damage being tied to gap closers for tanks but it being tied to a generic movement ability seems even worse. There’s a reason repelling shit doesn’t do damage, it’d be very annoying in multiple situations.
Jezhy22: Bard with no procs and no real dots, its not the same, its now physical range summoner xD
HeavenOnHigh: "everything will be in ruins" first off, i hope so, i hate that they removed ruin from sum rotations, except that one time every minute.
second, thous are the same people complaining that square does not do anything new...
what these people always keep to forget is, there are like 1 jobless raider who can play every job above 90%, and trained his inner clock to tick every 3 seconds so he knows when the next mana tick comes in, so he doesn't waste a darker edge or something to like 50 casualy who keep standing in the same AOE.
final fantasy was always a casual game for casual players that has challenging content here and there for the hardcore gamers.
To make the game engangin enough for the casuals to enjoy the game more, You cant have 120 IQ job rotations and full on RNG while simultaneously have the boss tell you a riddle "what has 2 legs at day and 3 at night, and why is it not a morbol" while also putting 12 different colored memory games on the back, you either have hard fights, or complex jobs.
and then again, why, oh why do i keep wondering why after every patch, somehow, there are no more Raid parties, rarly andy savage parties, and not a single fatal parties, but as soon there is "plogon back? yes", i cant enter the game anymore because suddenly there are thousands of people flooding the game again.
for those people, i have only one thing to say, don't cry about easy game, when you can't play without training wheels.
tanhongyi7180: The biggest irony of people whom are comfortable with status quo is how much they desire change, while being afraid of it at the same time.
nicholasruble3262: The doomer argument really boils down to, “if all the jobs are the same as what we saw, then all the jobs will be the same as what we saw!”
TheHarmacist001: Evolved mode will either "revive a dead game" or "ruin a great game" depending who you talk to.
1wayroad935: People complaining about Warrior being off tank didn't play 2.0
May 31 2026
