Watch this next: https://www.youtube.com/watch?v=DO-Uh5AwLJU&feature=youtu.be
See you, space cowboy.
#ffxiv #dawntrail #endwalker
source
Watch this next: https://www.youtube.com/watch?v=DO-Uh5AwLJU&feature=youtu.be
See you, space cowboy.
#ffxiv #dawntrail #endwalker
source
One thing I'd like to point out is we were supposed to get the ast and drg reworks before DT, but they pushed them back to then because of (and I'm paraphrasing somewhat as I don't remember the exact word-for-word quote) 'overwhelming negative feedback regarding recent job changes'. The only changes they had made that were 'recent' were the removal of kaiten and the modification of ninja's raid buff to the 2 minute timer (paladin hadn't yet been reworked at this point).
So we know that, very minimum, drg is seeing life surge go bye-bye and one or more gcd skills will get a guaranteed crit as part of its combo action bonus.
And guaranteed direct/crit is honestly what I'm afraid of going into DT. There's too much variance in damage right now, but everything I've seen in my years of playing the game leads me to believe they thing that they need a certain amount of differing stats, and therefore direct hit will continue to be a thing and they'll try to solve damage variance with guaranteed direct hits and guaranteed crits on more skills.
And I just don't like that. I think guaranteed direct hits and crits should be reserved for certain situations or certain jobs like sam and blm (the "selfish" jobs) and not thrown about half-haphazardly, but right now it feels like they're just throwing guaranteed direct/crit around blindly and hoping it works out. And I say this as a warrior main, the job that direct crits 6+ gcd's a minute and also guaranteed-crit heals itself and one party member 3+ gcd's a minute. Guaranteed direct hits/crits just aren't fun when there's so many of them and they happen so often.
Also I just don't like dhit as a stat. I'd rather see it dropped and maybe also crit split into chance and bonus damage, though that's only halfway related to this entire thing.
They could just make it so astrodyne builds after playing any card, i don't see why it needs to be completely gutted
Honestly, if they can rework Dragoon and also Lancer so the first 15-30 or more levels aren't the most soul-crushingly boring experience of all time given how little they get to use til much later, I'm fine with whatever rework they do for it.
i still miss DRK that was in SB.. i never liked the budget Inner release
Astrologian is the one job in the entire game that I actively hate playing. Hopefully they'll eventually get it right on one of these reworks.
Tbf, SMN has never been a traditional FF "summoner," which is something I haven't liked about the class since 2013. I'm used to having a catalog of eikons/espers and not being hard coded to three for 3/4 of their leveling
When it was announced that Summoner was getting its rework with Endwalker, I switched to maining it to be able to appreciate the rework better before the expansion released. My overall thoughts of the rework at that it better fulfills the job fantasy than old Summoner ever could.
I am not saying that I did not enjoy playing old Summoner, though. Quite the contrary in fact. Once I started getting comfortable with the rotation I very much enjoyed it. Does not change the fact that it did not feel like a Final Fantasy Summoner. Old Summoner really could have been reskinned as Beastmaster and it arguably would have fit the job fantasy well.
As for gameplay between old and new Summoner. I will say I did enjoy how much more involved old Summoner was. But new Summoner feels like the better job for the fantasy of what the job is supposed to be. I would not be opposed to Summoner spells losing some potency and them regaining their DoTs. Keep them on 30 second timers so you need to weave them between Primal summons. Oh, and bring back Bane and Fester for more Aetherflow abilities. The choice of single-target or multi-target Tridisaster isn't much of a choice.
honestly as someone who has on/off tried playing drag.. in fact it was my current characters starting class… it NEEDS a rework. it tied with og summoner on having "the longest opener" and NONE of the aoe are circles anymore.. just straight lines or cones which don't hit all mobs. they got rid of one of the better aoe in ring of thorns (pole dance hero) i think drg needs more circle aoe and a pairedd down rotation so players are not playing finger twister just to deal a basic amount of dmg.
as for astro…. it needs a rework as it's identity is just not there. In their lore, they get their magic from the stars and the duel aspects of the constellations… or the astral and umbral varients of the elements. In HW you used to do tarot card readings or rng style buffing.. each card representing each element and the elements ability… such as earth being the bole, and it being tied to defence. while fire being balance and affinity to fire. but after al the reworks, they made all the cards just the balance card and tied it to either melee or ranged, and did the arcania seals of sun moon and stars.
i think they need to go back and fully rework the card system, and go back to tarot readings just do it better so people are not "fishing for balance" anymore.
I don't main dragoon so I don't really have an in depth opinion on the matter. I feel that it is a little button heavy and that's about it. Whatever happens I hope draggons get a dragoon that they are happy to play.
If I recall correctly their reasoning for the dragoon rework is that they feel it's stuck from a design perspective. They don't know what to add to it.
There's certain aspects of old and current versions of jobs that I've liked. I generally don't hate on a job after a rework even if it did take out a lot of the complexity that a job like Summoner used to have. To me that just looks like they built a good baseline that they can easily add more into later. It does suck that we have to wait so long for them to add that depth though. I raided with Astrologian for a while and never really got bored with it though I do wish cards could do more than a small damage buff or that Astrodyne could be given to other players. Regardless, I think I'll still love these jobs after their reworks even if that means some cool aspects of them have to die.
For DRG, I forsee them getting rid of Geirskogul entirely, making it just Nastrond, or having 2 dragon eyes just refresh Geirskogul, it's one of the clunkiest parts of the kit having it required to enter the burst window, but making it easy to accidentally press at the wrong time and drift everything. It would kinda suck for high end optimization where sometimes an early Life entry before a boss goes invuln might be the move, but I think they will find some way to simplify entry into Life.
As for the jumps, when they tried to combine mirage dive and high jump into one button, i think that was a positive change if it weren't for latency. If jump was on a GCD i could 100% see that coming back to cut down on button bloat. Perhaps they will also combine Dragonfire Dive with Spineshatter or something, or have some mechanic similar to Raiden Thrust where your rotation sometimes turns Spineshatter into a Dragondive instead, idk.
On the matter of combining buttons, I think Fang and Claw, and Wheeling thrust could be easily combined as well, since neither are press-able at the wrong time anyway.
Overall I doubt they will modify the core of the class that much. They might just combine more buttons together, and dragon eyes for Life window might vanish, i agree.
I fell in love with EW DRG and it's by far my favorite melee dps even though I mained RPR through the latter half of the xpac. This was simply due to RPR's rotation being much easier to manage during Savage or Extreme prog. Not using abilities exactly on CD hurts RPR less than it does on DRG. It's very easy to get CDs out of sync on DRG and rather difficult to get them realigned. Regardless, I don't actually have any issues with that. It's just one of those "you just have to practice the fight until it's all muscle memory" things.
The positional change to High Jump made it much less wonky and was a great change. Dragon Sight is still a bit janky and "requires" the use of a macro. The biggest issue I have with DRG is … to be brutally honest… the lack of a gap closer jump that isn't necessary as part of your rotation (I'm looking at you Spineshatter Dive). Elusive jump is a great finesse ability to extricate yourself from melee range. It has a wonderful penchant for flair as well as folly from erroneous use. But DRG doesn't have an effective way back in to melee if you keep both Spineshatter Dives on CD, which you should be doing. For as much jumping around as DRG does, it still feels a tad immobile to me if you are keeping things on CD.
2 words
jump rotation
I remember how everyone meme’d on Scholar when EW was coming out. Turns out the joke was on Summoner.
7.0 ast cards will be aoe by default :v
my issue with current astro is like you said, it's literally too good and powerful and versatile for the current game. it requires way too much effort and while it does offer unmatched versatility you almost never end up needing that much healing…. maybe ultimate and savage. anywhere else a whm can just cure 3 spam for the same result… 🙁 and all the cards having the same effect is literally heartbreaking to me, having played stormblood ast 🙁
I think they should keep the card system, get rid of the "get three rng stamps to use your big buff" system and instead make the buff like enochian: permanent. depending on which card you used last you and people around you get a buff (in addition to the card you applied to teammate.) you apply a debuff to the boss that u have to keep on permanently (like reaper) and every time you use a card the boss takes damage/gets a debuff (depending on the card). astro is a utility healer, it should have utility skills that buff and debuff at the same time in my opinion.
also I don't see the point of having a cast time for the attack spell. I think offensive spells for astro should have no cast time. the whole aesthetic of the job is that it's fast and can control time and space. so 🤷♂️
also I think astro should float when drawing weapon it literally makes sense they can control gravity haha
I dont think it's necessarily a positive that "old smn was scary and now with the rework lots of new people like it!" because not evey job is gonna be for everyone and thats FINE. I dont like to play most meele dps, and i DON'T want them to change it to my taste, i want them to do what meele players find fun. I dont want people who dont play healer to come in and say what astro, one of my favorite jobs, need to change for EVERYBODY to like it.
Back to the smn example, the new version is just wildly different, and the players who liked it before a ton, some of them aren't happy with the sudden playstyle change. That wouldn't necessarily be a bad thing either, if there was still a class that played like old smn or similar in complexity, not to mention theres no DoT focused class in the game anymore (debatable if shb summoner was much like that either) (also its funny how fester is so out of place in the job now since the name of the ability litterally refers to the poisons that you would place and burst in the target)
Of course that brings to mind the new caster coming in DT. Will it be a very complex job with some dot management that isnt just a phys ranged to fill in the spot left by the old smn? Only time will tell. My favorite roles are healer and caster, so i will definetely try it.
Anyway to the point to video itself, im hesitant to the astro rework mostly because i dont think they know how or want to make the healer role more fun. I feel even less hopeful because unlike most ppl, i dont want more dps rotation, more self dps and more ogcd heals, i want to heal goddamit and do some dps in the side. Anyway thats a whole other discussion tho. For astro itself, i dont want them to simplify cards even more. I'll cope that it's all gonna be dps buffs since that's the only thing this game cares about, but in my view they could keep the meele/rngd divide and make 3 types of buff: critical hit buff, damage buff and skill/spellspeed buff.
Astrodyne definetely needs to go or changed. It would actually be pretty cool if you could give it to yourself or another player, tho that would obviously have to change the way we current get seals since people would want that 5% dps buff (unless ofc they changed the skill).
Crown arcana is also something that i dont hate, just feel very "meh" about. It doesnt synergize with anything and dont feel very impactful.
I'll admit that the class fantasy is very messy as in unlike other healers, your only "gauge" is the cards which have no effect on your healing, every other skill is litterally JUST a cooldown. These two sides dont really intersect and well thats fine by me, but could be cooler if they did. (Like with every seal placed you gain a bit of a resource idk), and thers also the "timed" heals which are pretty cool (tho i think horoscope could be changed). Anyway they definitely need to revamp the class, i just dont actually thong you need to change that much because again it all hinges on their actual healer design for the game
i miss pre-ew smn. i played boomkin in wow and it was an easy transition for me. also helped that i started game as smn so got to get all the action bar fill slowly and learn how each thing works…
I think they're going to make the AST cards aoe, like in PVP.
When you know a player started at 5.0🤣 dragoon has been reworked before nothing new
Thought the AST got a rework roughly prior to endwalker anyway do to the drop of SGE. AST lost its shield aspects abilities and became a direct healer like WHM.
I think the big problem with reworks is that people aren't very welcome to change in general, because regardless of how well received or mixed the mnk/pld/smn reworks were, the sheer idea that "your job is going to change" is something that strikes fear. I don't play any of the mentioned jobs at the moment but I know if I did, the concept of change would infact make me feel uneasy, you don't know if the job is going to appeal to you after the change, if it'll be more fun or less fun, if they'll turn your job into fisher price babys first caster or if they'll remove kaiten. The main thing with such change is that the idea behind someone playing a job often is because they enjoy the job, and the idea of change in something so rooted to your likes about FFXIV can illicit negative reactions. If my main was said to be on the construction table the uncertainty of what they would do is worse than the actual result.
after having my favorite DPS job (summoner) be turned into my least-favorite DPS job (summoner), I am very worried about what they might do to my favorite healer (AST)
I'm not really sure what to think of those reworks, tbh.
I didn't particularly like the direction of most of the reworks of EW we got(except one), so while I know they're sorely needed, I'd also rather not have any if it means keeping what's already fun about them here.
There's only one I feel was okay was only SMN, and that's only because it actually brought the job fantasy it should've had, since how non-engaging it currently is (to me) makes it unappealing.
as a drg main i snatd hopefully spook
Astro is in such a weird place man. I think its a job that feels really fun when theres prog and has great synergy with each healer now with the slight change to bubble mit. Savage mechanics can be soo trivialized with alot of the tools given good timing. Lightspeed is GOAT D imo and square does NOT respect that marcocosmos exists at all lmao. Healing is alot of fun and feels great even if its more work in some cases.
When it comes to its actual cards and dps gimmicks though… Theyre soo unrewarding to play around as intended. The star being needed to drift slightly for some mechanics to even properly get both damage and healing out feels not great. Each 2 minute window feels awful and just fishing for melee cards is not fun. The seals are such a joke i dont even bother working towards em half the time as two different seals is enough. Lady/lord would be cool if it alternated and wasnt such a fucking gamble. The fact that i enjoy the job soo much just moreso shows how bad the healer role is designwise as a whole atm. Looking at PVP and seeing the healers having vastly differing kits and realizing theres no way something like that could be implemented into PVE is kinda disheartening. I would love the healers to have better job identifying gimmicks as DPS and tanks atleast have SOME semblance of uniqueness beyond the two minute window. Healers have such similar kits that saying the regen healers have differing gameplay atm is a bit of a stretch, granted idk how tf you really can diversify the healer pool of skills beyond the two minute with the games current design.
I swapped from AST to SGE because of button bloat and how much faster sage felt. I love both my healers because astro was an aesthetic, but sage is my preferred healing style.
I personally don't agree with the removal of the second life surge charge. With 2 charges i personally find it easier to line them up with buffs without overcapping the cooldown compared to earlier levels. A big change I'd like to see if stardiver becoming a GCD and given a sizable potency buff to compensate. At the moment it feels weak for a level 80 skill and the longer animation lock can make it awkward to weave at times. Other OGCDs I like the way they are cause making sure you don't drift them is part of what makes me enjoy the job.
Astro main
I like rng element of astrodyne but can see how it doesn't fit in with the combat design right now. I'm neutral to the 2 min window system but I think it works in 14 because of scripted raids on timers / how they design fights now.
The random job design previously was ok because fights were Not designed around a 2 minute window. It gives devs the ability to fk with players a bit lol.
I equally like chaotic fights though and unpredictability.
I like where astro is right now but the one thing I criticise is minor arcana because you should never need random healing. The heal does not align with boss design. If you are PLANNING to use the heal of minor arcana for a mechanic then you aren't playing the job right. On the other hand in a pug situation it can be clutch – but it'd may be a little better if it were a single target heal with more potency giving you a oh shit heal
I still miss nocturnal sect to be able to apply shields instead of regen. Not every group wants to go in with a white mage OR ast AND Sch OR sage in savage. I miss that flexibility.
Above anything else dragon sight 100% needs to either be removed or it needs to function like dance partner because right now having to either macro it or stop what I'm doing and click on or scroll to a party member to apply it to them feels awful and I hate it
(Mini rant ahoy) As one of the few Noct sect AST mains… I've been living a rough life these past few xpacs. AST was my main when I first started playing in 3.1, but I think I've finally hit my breaking point and will swap to Sage unless they make AST feel fun to play again.
Noct AST was my favorite niche of being a proactive healer/buffer. They stripped my poor niche away! Now none of the healers feel very fun at all.. I want to stay a healer main but it's becoming a struggle with how dumbed down and same-ey they feel. For those out there standing strong, I salute you.
TLDR; They made AST unfun and I am crying about it.
This can all be solved by letting doh/l jobs into duties
I doubt they gonna do a huge change on DRG. Maybe they gonna add some follow up ogcd from Claw combos.