FFXIV 7.0 Job Reworks, Ultimate, & Level Syncing



Final Fantasy XiV 7.0 Information is already starting to be talked about so let’s discuss the job reworks for Dragoon and Astrologain along with other changes and impacts to what currently exists.
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36 thoughts on “FFXIV 7.0 Job Reworks, Ultimate, & Level Syncing”

  1. I'm kinda looking forward to the Dragoon rework. I've always like the concept of Dragoon and its playstyle, but whenever I try it just doesn't click with me. Hoping after the rework it will.

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  2. Im not happy that they're changing drg but if they are completely overhauling it I'm expecting to get a legend of dragoon style transformation like estinien has in the nidhogg trial. Similar to reapers transformation.

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  3. I was a ff11 vet and would also love the dragoon wyvern, they could make it like carbuncle so it can follow you around in towns. Not sure what they could do with it in terms of battle ability that wouldn't be too much like smn, I just love that you get adopted as a wyverns mom/dad in 11 in terms of class fantasy

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  4. Personally, I don't think dragoon needs an overhaul. But if it were to get one I would prefer it be at the end of an expansion. I don't want to be trying learn a new rotation during a new dungeon, nor do I want to sit outside someone's house wailing on a dummy when there's new content to be done

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  5. I can't lie, I am a little worried because they seem to be simplifying all the jobs little by little with SMN being the extreme example and I can't think of any that got more difficult or complex after a major change for a very long time. AST in particular, the fact it's so active and difficult is part of the appeal so I'd be lying if I said I wasn't worried it could be changed into just space WHM. Making jobs easier across the board is not good, it gets very boring, and healers already feel kinda bad with the 1 button DPS and AST is one that gives you something to juggle that makes it wake you up. It's clunky but if the choice is clunky or SMN simple, I'll pick clunky all day.

    And syncing, they need to frontload a lot of abilities, early levels feel bad in general, had a friend quit on Archer because he was level 26 and felt bored of spamming heavy shot, and since there are so many skills already, why not give more buttons early? Buff dungeon enemy health and let us have more buttons in synced content.

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  6. Black mage doesn't need an overhaul on the top end but it definitely needs a complete rework of its progression. It's the only job that you have to completely relearn every 10 levels. It needs a steady, cohesive road to 90.

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  7. I know yall and others like the smn rework but tbh if I was a drg main I would be worried with how far they could take the rework. The smn rework imo has ALOT of problems at max level. One of them being how easy it is and in turn can get really boring in high end content. This past tier I was bored out of my mind with smn bc after few pulls I already knew what to do with my summons and there wasnt nothing else to impove on or get better at… I want the job to be engaging not so simple it can play itself. Like it or not the rites are just recolor ruin spells and baha and phx are just copy of each other. The only diffenet between the two is one has few healing flavor spells tired to it that really doesnt help the raid all that much since you cant control when these heals come out. I want more with smn, I want more buttons to press, I want to have to think while I play the job, and I want the demis to be diffenet in how the play and in feel. I know some ppl say its a good base to work on but how long do I have to wait? Ppl said the same about mch in ShB and look what it got this expac, one whole button to press wow. I dont know I just feel like my fav job was strip away from me this expac and I havent been able to find something new.

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  8. So if DRG ends up getting reworked in a way similar to SMN did, I would definitely be cautiously excited. With how SMN is now, as a none SMN main, I like it in the sense, I can just pick it up and play as compared to how it was before. To that end, I can see it being better for new players because its significantly more approachable than it was before. That being said though, it definitely feel like it's been streamlined to the point that there is no real complexity to the class at all anymore. Unironically, I always compare it to bard where its a flow of "stances" from one summon to another. But that was more from the perspective of "This class has a high learning curve" which got brought down, agueably too much but brought down nonetheless.
    I don't feel like DRG has that problem though. The rotations on DRG seem fairly easy to just feel out with how their combos work and learning when to use buffs and OGCDs just require some looking into for timing, if that's even relevant to the player to begin with. So a reworking of DRG spesifically I'm not as excited for? Mostly because it just seems like it might be out of place compared to reworking SMN.

    Either case I'm not really going to be affected. I play dancer and just want starfall and fan dance IV to have their own procs off like saber dance and fan dance III. Potencies would need to be adjusted obviously but I want to throw more things while doing a high kick.

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  9. So I recently did the moogle quests SPECIFICALLY so I could get the dark blue baby wyvern minion which matches that of the FFXI one (except smaller) and I made an FFXI glam. As far as aesthetics go you just have to farm the minion, though you wouldn't bring it in instances.

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  10. I for one would be happy with getting rid of generic damage buff abilities like Lance Charge/Blood for Blood, maybe merge that button into Life Surge. I have a feeling DoT management with Chaos Thrust might not make the cut since even ninja doesn't have DoTs anymore, by and large all the old jobs that used to have DoTs keep shedding their DoTs, and I think the likes of Lance Charge/Fight or Flight/No Mercy all fall under lame contrived mechanics that bind people too strictly to certain time windows (I don't imagine gunbreaker will hang onto Sonic Break longterm either since it's a pretty extraneous ability from the rest of their kit). Putting everything on the 2-minute time window is probably the most notable contrived direction Endwalker has taken the game in, like Shadowbringers' tank/healer changes and Stormblood's job HUDs, if they keep doubling down on this everything 2-minutes paradigm it's going to make the game flow really boring/predictable and I expect they will have to walk it back as soon as next expansion.

    As for astrologian, just merge the card draw/play buttons, restore the old card effects and Royal Road and Sleeve Draw and Time Dilation, get rid of Synastry and their gratuitous separate burst heal buttons. Also, I always thought Horoscope was pretty pointless, a lame needless parallel to white mage's Plenary Indulgence. Astrologian's double cast from PvP is just a red mage encroachment (same with white mage having a Phlegma ripoff in there, white mage should NOT be about lasers and line AoEs)

    Also, I for one do NOT want dragoon to have anything to do with pets. The actual evoking of dragons is done fine enough with their LB3 and Wyrmwind Thrust, and that's as far as it should go, or it will just be corny tacked on BS like dark knight's Living Shadow. And for story reasons, putting dragon pet stuff into the kit just won't work out of consideration for Heavensward context through leveling, as well as the dragoon job quests and how they relate to the dragons over time. That's something they can only tack on at late level, and that will make have the problems Living Shadow/Automaton Queen has. Just not worth it. Dragoon has a great identity without dorky pet shenanigans. Only job who warrants animal fighting is beastmaster, dragoon is a purely martial job and not everything FFXI should be emulated again, like scythe dark knights and sword blue mages. Too much of a deviation from the series-wide identity of those classic jobs.

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  11. I am personally looking forward to the DRG rework, specifically because the most recent case of a rework has resulted in a streamlined rotation that doesnt feel bloated. This puts me at odds with many in the FF community who seem to believe more buttons=better design.

    However, I would advise some caution on a more meta level. The removal of kaiten (which I agreed with) was wildly unpopular, and they have been reticent on going back on that decision despite the overwhelming negativity surrounding that decision. They should listen to the community on this, even if i disagree with their position. The reworking of drg is a big moment. This is the first time, to my knowlege that the FF team has opted to redesign a job that is by many accounts, completely fine. The idea of reworking something just so you have something to build onto it later is something that I have gone through as a wow player a few times. The effect on me who was invested in the class (ret paladin) has been negative every time this happened.

    Whats worse is that in FF there is effectively no feedback cycle for expansion launches, so you have to hope they get it right the first time. If you like drg as it is, I would advise looking into other jobs just in case. luckily the job system in this game makes it a lot more friendly to move around, where in wow you would be leaving behind thousands of hours of investment if you wanted to change. For those like me who dont enjoy drg, its something that could be something to look forward to.

    I am worried I am seeing the beginnings of the same poisonous dev cycle I saw for nearly a decade in wow where player feedback was not taken seriously. I dont think it will ever get as bad as it did in wow based solely off the communication. But the resentment that breeds is nearly irreparable.

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  12. The issue is, most of the compliants with these jobs comes in End game content (savages, ultimates) and most players do not do that content. So they dont understand how bad some of them feel to play at the high skill level.

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  13. Dragoon changing makes me cry inside. I suppose the good thing is that I could at least enjoy it for the rest of Endwalker.

    Dragoon is perfect right now and I realize that it's difficult to add onto it. But there are so many different things they can do to make some room:

    Have Wheeling thrust and Fang and Claw replace the first combo button like Raiden Thrust does.

    Combine jumps, have Stardiver replace an existing jump. Have all jumps deal AE damage.

    Give everyone an AoE stance and remove all AE specific abilities, and/or just have everything do AE.

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  14. same for drk its half its self drk suppose to have massive heals off damage like judgement that holy knight use dark knight have a spell that they spam aoe heal. they have three heals if i remember them right have to look them up the drk we using could be better

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  15. As someone who mains both DRG and AST, the biggest two things I feel when playing through EW are how twitchy/fast they need to be played and button bloat. Great for really skilled players, but not so much for new people coming in. With AST, I've even had to Macro my Royal Road just to cut down on the button bloat. Is that Optimal? No. But it's more optimal than not using that skill at all. Not a fan of the "summon thing for extra DMG" that DRK and MECH have. For DRG, I would prefer a transform (al la Nidd-stinian) for a DPS burst round.

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  16. I personally don't like the skill cutting. It's okay if you make low level skills that get replaced on later levels in my eyes. When FF14 came out, I mained monk, I recently gone back to monk to train it up and 70% of my skills were just gone. At originally max level, I can't even do a full rotation because I am missing vital skills that unlock in the expansions?

    I am all for button bloat how weird this may sound as I really don't get how new people coming in enjoy the game with only 30% of their skills until the get into the expansions.

    And I keep vouching for independent limit breaks. I keep promoting my idea of less powerful personal limit breaks, but with a FF12 kinda system. So less powerful individual limit breaks where you can choose which limit break you can fire off (level 1 for one bar, level 2 for 2 bars or level 3 for 3 bars) but if you combo with party members, special more powerful skills can fire off.

    If you reach a total of level 9 black magic LB you fire off a special meteor LB.

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  17. To the note of the wyvern pet like FFXI: I loved having that as part of my job, but considering the lore of the game and how the dragoons are literal dragon slayers, I don't think it would benefit at all other than just "having one". Besides, what would it do? Carbuncle used to do something in this game and still partially does with the shield and the party buff. The Wyvern pet used to be affected by your subclass in FFXI, which aren't a thing in this game. Makes no sense until after HeavensWard content when we have the truce between man and dragon that it would make more sense.

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