A Timeline of Destruction – How FFXIV Ruined The Warrior Job



Tank class & identity in FFXIV have gotten worse over the years, with the removal of skills, optimizations, enmity management, and tank swap stances. In this video, we take a look at some of the awesome skills tanks used to have, which have now been removed in order to make tanking more homogenized in FF14 Endwalker.

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00:00 Hello There
00:22 Tanking Poll Vote
00:26 Warrior As An Example
00:50 Job Design 2018/2019
1:14 Skull Sunder & Butcher’s Block
2:40 Tank Swap Stances
3:38 Gauge Affected Crit & Parry
5:17 Role Skills
5:44 Warrior Had 3 Combos
6:40 Tanking Keeps Getting Simpler
6:56 Overpower Cone Changed
7:16 Two Storms, One Butcher
7:56 Paladin’s Shield Swipe
8:25 Dark Knight’s Scourge
8:45 Community Messages
9:10 Closing Thoughts

References:
https://www.youtube.com/watch?v=EjizDfdYEOQ

source

21 thoughts on “A Timeline of Destruction – How FFXIV Ruined The Warrior Job”

  1. Damn….I didn't know warrior was nerfed so much….but I disagree with that cone homie🤣 FUCK THAT CONE! I rejoiced when I got my circle….can bopped the pack and keep running! No more stop and aiming bullshit lol

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  2. From my perspective, the devs have done everything they can to actively destroy tanking and drive off tank mains in XIV. If this keeps going on, tanks will be literally spamming a single button or combo in a couple of expansions.

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  3. At first I was like "oh no not another 4.1 WAR enjoyer…." but then I watched your video and you made good points. I really miss our DoT, Butchers Block combo and our Stance Dancing which enabled us to do amazing saves back in the day…

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  4. I feel the devs just do not understand tanking as a concept, and most of that comes from the vocal masses who still are afraid of the role. They shout about tanxiety and fear of responsibilities… and I'm always staring at them. What responsibilities? We take damage and make the boss look away from the party.

    But, the devs see all these complaints and seek more to simplify the experience in the hopes of more people playing all the jobs. But, that's just my two cents.

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  5. As someone who started in 5.3, Warrior was one of the first jobs I fell in love with and quickly became my main throughout the rest of the expansion. Looking back and hearing stories from more veteran players it seems like Warrior was in a pretty boring spot, and despite it being my favorite job of the expansion, I'd have to agree. I wish I could get a chance to experience the Warrior of the past!

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  6. I feel like I come here like an AA meeting to vent about WAR lol. This makes me so sad, remembering the good ol days.

    WAR has: no resources to manage outside of gauge, and gauge only gets emptied with 1 skill (2 if you count AoE alternative). That's it! It kills me that I have no control over my gauge beyond combo generation and popping or losing 50 at a time.

    I think it would've been real interesting if they had left stance-dancing on WAR specifically and allowed it to be part of its identity. Unfortunately, the way that aggro is just a 100 v 0 now, I'm not sure how that would've worked.

    The cone…it was just one of those little things that was different, and it was nice to have a little difference. I remember when I started playing, there was that assassination type skill that you could pop in the last second to kill an enemy and gain hp. It was awkward to time, but it was a nice little treat to have. Don't even get me started about them giving Bloodbath to DPS…

    I completely spaced that we used to have THREE combos.

    As a side note, yes, PLD felt so much more clutch to me when you didn't have to wait for a day long CD AND drop half your gauge to Cover people. Crystal Conflict has done such a good job of highlighting what it would feel like to have a job more focused on throwing out covers as a base aspect of play. WAR and PLD feel completely different in PvP, and I hope all the great feedback they're getting about class identities there helps them in the future.

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  7. Yeah… the game is more popular than ever. And there's tons to do. But the actual job and combat mechanics are boring for me. It's a bit depressing to see them talk about them wanting to change jobs, and then they just remove stuff and make things trivial and simple.

    Yeah yeah, I get it. It draws more people and the casual base is larger than those who are hardcore dedicated. Making jobs appeal to more people is fine. I just hate it when they make jobs appeal to people who outright didn't like the jobs to begin with, or were just plain bad at the job.

    The only thing fun is PvP, and it kind of annoys me because a lot of people started joining because of the Crystal Conflict changes and I'm just like….. pvp was always at least decently fun with cool gimmicky kits. You people just never gave it a chance until Yoshi decided to care.

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  8. I started tanking in 2.1 and it has lost so much over the years. Keeping the boss while effectively stance dancing was so satisfying to pull off, even more so in a raid setting where your DPS were going apeshit. I still enjoy tanking but it does seem more like a DPS class with a few defensives now.

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  9. Warrior peaked in Heavensward for me, but it's hard to know if I'm not just using rose tinted glasses. The synergy between its skills created this weird mix of being both complex but fluid, and ultimately satisfying.

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  10. Finally a video discussing my points on tanks, the way I feel about them, I feel like the perfect balance of tanking identity vs ease of play was storm blood, tanking was easier then before but at least the identity of tanking still existed. I miss it so much. Warrior was the most effected by these changes but all the tanks felt the effects.

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  11. I think that S-E is making tanking less confusing, you mention "hidden" things about Warrior such as the gauge being at 50% being desired to optimize damage due to a crit boost but things like that are what S-E eventually has to optimize their endgame content for in terms of expected dps. Lately S-E has been removing hidding or confusing mechanics and making things more open which has brought more of the player base to consistency levels which has been good for endgame content as we encounter less players that can't meet the dps checks.

    One thing you didn't mention in the way back machine is that Warrior didn't give up any skills to the role actions, not one that I can see. It was largely raided from Paladin's toolkit and given to Warrior and that should be an indication of what has been wrong with Warrior for a long time, it was exceedingly damage focused in HW and SB with just enough mitigation techniques that it still could take on the games tank busters. The other tanks were playing catchup for a long time in SB due to how they were designed and treated in HW/SB and to this day Dark Knight still doesn't feel great and has basically taken Warriors old damage tank spot but still doesn't feel like its skillset fits right.

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  12. I think making all jobs simple is a bad idea. We should have a variety of difficulty between jobs. From easiest to hardest/most mechanically demanding jobs. We should have at least 1 job that is easy and straight forward to play in each role. As well as 1 job in each role that requires more effort to pull off.

    Though one thing I have to note, one complaint I had in the past when playing one of the most punishing jobs. Other DPS from the same role that was much easier to play can pull the same numbers. I think harder to play jobs should be more rewarding. It was sad seeing how I’m pressing and managing a lot of things while the other dps is chilling and we end up doing almost the same dps (less than 5% difference).

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  13. I think because of the speed run dungeon format there can’t really be that same complexity to tanking, it’s not like we slow down and interact with dynamic mobs. The skill gap for tanks comes in with cd management while doing proper dps. Positioning the boss or mobs for dps to do their positionals. I have found ways to distinguish myself from other Dark Knights and it feels good getting those commends. That being said storm blood is still my favorite expansion tank combat wise

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  14. Big reason they removed stance dancing was that people were just not being in the tank stance. Once you had aggro, you switched and pumped dps. Alexander was famous for tanks basically living without their tank stance since it lowered damage.

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  15. I might be playing devil's advocate here but I do like tank changes were good but the problems that I see are that most tanks share a similar identity and honestly I am surprised you did not mention DRK being very similar to war with their dark blood gauge. Also, I think aggro should be more of a thing that players should be careful of especially for healers. Also, I wish they bring back some old skills or animation for them like bring back shield swipe but fix it in such a way where pld does not need to MT to gain the best damage from it.

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  16. I just think the game is getting a little too homogenized and they really need to pull back, tanks and healers are really feeling more and more simple and like all of them are getting less and less unique from each other. It's not terrible yet IMO, but if they keep slowly tweaking more and more, it's gonna be dire. I still like healing but honestly, tanking is kinda boring for me now that I'm actually thinking about it, I think I've only tanked anything like 2 times in the last month so I guess I feel worse about it than I even realized but they are feeling kinda boring in EW. I really miss enmity actually being a thing beyond new tanks remembering to provoke after they get raised. I just got nostalgia for old Ninja and the old enmity shenanigans.

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