"Job Balance is Overrated" – FFXIV Discussion



It’s still important, but hear me out…

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48 thoughts on “"Job Balance is Overrated" – FFXIV Discussion”

  1. There's no perfect solution, but there is the solution most of us can get behind. It doesn't have to be this one, but everyone should at least participate in the conversation. We get diverse classes and deal with metasheep gatekeepers, or things stay [relatively] balanced but a little boring. Maybe there are more solutions we haven't thought of, though! Let us know in the comments.

    Also BIG thanks and shoutout to @KevWasHereYo (my highlight channel editor) for knocking this one out of the park!

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  2. I wasn't completely on board until the boob chart, then it clicked and I agree.

    People near those borders often misidentify themselves and their place along the low-to-high investment playstyles (rather than casual-to-hardcore). So you get incredibly high investment casuals, and weirdly detached hardcore players, both not getting what they expect because the problem is what they expect, not what the game or the community is offering.

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  3. unpopular opinion, if all jobs in their respective category Tanks for example did the same amount of damage regardless of if they are a 1 or 2 min jobs across the board and thru all fights devs would have more flexibility to design the job how they want and people could play the job that they like best without there being issues with specific jobs under performing or not being as desirable as others. alternatively Party buffs that specifically boost party damage would have to be moved to the cross class bar meaning multiple DPS could have the same ability to boost party damage but each application of the buff would overwright the previous one if not timed correctly.

    ps: the only reason i suggest this is cause as it stands now if this cycle continues there will always be a job that is undesirable that people dont play due to comp but mostly damage reasons as the hardcore community focuses mostly on how much Damage they can squeeze out while the more casual community when doing content just play the job and have fun doing things or activating skills and yes i fully understand this would be simplifying things greatly but thats the cost you have to pay if you want all jobs to be equal and viable to some degree.

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  4. I will never understand people complaining about the 2 minute Meta. I've played every single job to 90 and none of them feel the exact same even though they burst at 2 minutes. Let's start with just the tanks. I like all of them but to me. I mostly end up drawn back to paladin because all of them, 2 minute Meta or not feel squishy by comparison. Yes, they all have mitigation buttons. But besides the ones that come as roll actions. They do not feel the exact same. I don't do much healing. So I'm not gonna comment on how similar healers feel. But that's probably where the main problem is as far as I can tell. Samurai and reaper don't even feel the same and they're both melee dps. And if we go to all the ranged jobs magic or not, a dancer doesn't feel like a Bard, Summoner and redmage are nothing alike, and black mage is different from both of them.

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  5. Whilst there's definitely room to improve in these sorts of categories, a number of the core game systems need to be refined and actually work properly in order for them to succeed, namely the block system like you mentioned as being a solution for those that would use a hardcore group system. The blocklist feature lately was shown to be extremely poor and still enabled stalker like behaviour, and if it can't even work to the most basic level, then I wouldn't put too much faith in it working there until made to properly work.
    Beyond that, job balance, whilst in part is a factor of what people wanted, there's still a misunderstanding between what the devs and playerbase wants, RDM being probably one of the harshest examples this expac. The devs don't want to give it too much damage due to it having pretty good movement, flexibility, and utility especially with the ability to multi-raise. However encounter design has drastically shifted away from that to where if a RDM or SMN needs to be the one to rez, you might not even beat the check anymore, and with boss hitbox range increasing so much it can be considered safer in some situations to play a melee where you don't have to stand still at all, vs the very small limited times you do as caster (That and SMN has so much more movement then RDM that it's kinda unfair to use that as a cavaet). Just a lot of smaller things where the framework to really expand upon different alternatives doesn't really exist at current or the systems don't support it, but I'm definitely interested to see if any ideas or feedback (and I mean actual feedback, not the usual complaints) the community offers does lead to improvements in the future.

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  6. On your suggesting on specs so long as fun and does not bring out the toxic in people (as a former wow player I seen and been through it when I made my death knight more necromancer summon undead build forced into meta) I could go with whatever the devs cook up but players need keep the community in check before said toxicity runs amuck

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  7. Honestly, after leveling all jobs to 90 and doing all of my dailys and stuff on a different job every day I can honestly say they all feel different. No matter what job I play on a given day it feels completely different from any other job. I get that there are similarities between jobs but I never once felt like any job felt the same as any other job. Other than at lower levels. Lower level just kind of suck for everyone.

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  8. Job balance is always super hard due to people getting attached to their favorites and identifying strongly with them. While I really do miss more party utility in the classes I also remember the hard times of being a MCH player without a DRG and how massive that hurt you in heavensward. The big thing that I want is for there to be good options available in each category and the current balance partially conflicts with that. The damage difference between melee and anything ranged is frustrating as a caster player. All my gripes are muted though as we still have good balance compared to other alternatives but i would be totally fine with a larger damage disparity as long as the lower DPS options had reasons to bring them and there were options in each category that were competitive. I do not want to return to the double ranged meta where casters just did not have a spot in many groups. Luckily the balance team has way more information and experience looking at things and I am just looking forward to what we get next

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  9. Personally, i like the way classes have strict kits, since you can always swap to another job of the same role for a different experience. I do agree that individual classes could be more experimental and try out more weird or interesting things, and I hope to see that more in the future. While I understand that the devs need to try and keep people happy, games that cater to everybody (particularly the loud minority) tend to grow a bit stale. I already hear talk about removing positionals – as a melee, I like having positionals, even if I can't hit them all, because it rewards me for finding new ways to play and improve at my class. Positionals and short range are part of melee's identity and despite the gripes against it I think these things keep it interesting and seperate them from ranged DPS.

    Really, I just hope a lot of people see this video and understand that the game doesnt need to be perfectly balanced to have fun. I'm enjoying playing floor tank as DRG just fine!

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  10. As a WoW vet about the end and having fun with specs. Yes you can have fun with the "lesser" spec but thr community past the most casual of content (normal raids/low-midish M+) will not take you as the spec balence is so out of wack your seen as a liablity, doesnt matter how well you know that spec. The other worst part is if you have a guild/group that doesnt care and lets you play the spec youmlike you then will always have a meter showing how much worst that spec is vs others and there is a niggling sense in the back of your head telling you that you could be much more useful by playing anything else.

    In short you can have fun but only really at the lowest lvls. If you wanna break into higher content (which is all the game has for content) you will be constantly rejected/have the feeling you know your not contributing nearly as much as everyone else

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  11. I would love it if each job in XIV had different skill trees or specializations, each one making each job amazing at a specific thing in a way that has the potential to still balance things out. It would be super fun for FFXIV players to be able to talk about their builds in the same way that they would in other RPGs or roguelikes

    Like for example Red Mages could have one build that makes their sword attacks stronger and more frequent, or another that makes their hardcast spells just as powerful as their doublecast spells.
    Or Scholar could have a build that lets them use fairy abilities far more often versus a build that increases their amount/frequency of aetherflow

    There's so much possibility that we're not tapping into, I think

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  12. ShB balancing seemed to be just about right. Without the 2-minute meta, minor differences go away with optimization between buff timers.

    I really don't like having "must have" pairings like DRG with piercing resistance down. But at the same time I do like "selfish" DPS paired with Dancer because it's not really required.

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  13. Job balance and trying to let everyone have every utility has always been the gradual downfall of nearly every mmo. You can only homogenize it so much before jobs/classes stop feeling unique and just feel like a slightly different version of each other, which inevitably dwindles the playerbase.

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  14. I don’t think my opinion has nearly as much weight as a relatively young player with minimal hardcore experience, but Drak you are right that if there’s something we like, then it’s on us to say what it is that we enjoy. Labeling what we like, and why we like it, that sets a good foundation to help innovate on and even experiment with. I personally love how approachable the jobs are currently, I feel it gives me good incentive to learn each and every one to be more flexible and well rounded, but I’d have no problem seeing specialities be introduced or giving back some of that player expression.
    Tanking gives me especially good doses of dopamine despite it being so simple really, there’s just something about being there to soak up all the trash that works for me no matter which tank I play. Though I’m more biased towards Dark Knight. There’s never going to be a perfect solution to making things perfect, and I’m sure me enjoying the simple straightforward nature is something other people can’t stand, and that’s perfectly okay. What matters is the future of this game and it being fun.

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  15. Alright, i like these kinds of videos and i absolutely loved this one aswell drak (love your content) so i will give my own experience with the game, 2 min burst and job balance (this will be a long one, so if you read all of this then thank you!) (also there might be a lot of repeating here, typing this much will make me forget what i have already typed in some parts lol, sorry)

    i started playing XIV in Shadowbringers, i reached endgame really late in the expansions life cycle so i didnt do any end game content then, i started raiding in EW instead, im ultimate raider having cleared 4/5 ultimates (missing UCOB clear), all the extremes and savage fights, im pretty midcore player i dont care about optimal jobs but i do care about optimal rotations and such, so im pretty midcore raider who likes to play the game for fun but still optimize my own gameplay as much as i can.

    my solution to this problem? well, its easy but also not easy, a simple thing is to just remove almost ALL and i do mean ALMOST ALL OF THE RAIDWIDE BUFFS, i think they are unhealthy for the game, they force players to have a specific way of using their jobs optimally and DRASTICALLY limit the job design because of these, now i think we can keep things like divination, AST cards, DNC steps and maybe just maybe the DRG dragon sight, but thats it, everything and i do mean EVERYTHING else needs to go and be removed, obliterated, thrown into the trash, this would give the devs freedom to do some really amazing job designs and unique playstyles, ive suggested this many times and people have argued about that "it would remove teamplay/cooperative part of the game" and honestly if you consider a NIN pressing that one button every 2 min "teamwork" then you are an idiot, sharing and communicating buffs is part of teamwork yes, but only when its actually planned, its not teamwork if its FORCED to happen like its now, that is why stuff like the AST cards are so good of an idea, you really need to plan and talk with your other players to figure out the best timings for your cards and buffs to actually maximize the damage and usefullness of your role/job.

    now this is not a perfect solution, first of all it requires a lot of job tweaks and a lot of players would not like to see their "support" buttons dissappear, but conquering a boss fight should not be just relying on your team to remember to press their "do more damage" button every 2 min or so, it should be about using your jobs fully, understanding it, doing mechs with your group to conquer it, not some piss poor button that increases the partys damage by 10% for 15 secs.

    there is a limit to just how much fun you can sacrifice for the sake of balance and this game has gone wayyyyyy past that line to the point where the game is just awful to play and experience, i started to play in ShB so im a pretty new player, but i already made myself a promise that if the devs cannot fix their shit and make the jobs and gameplay interesting in DT, i will quit this game cuz its just not worth paying over 15€ a month for a game that i actively hate so much.

    the really big reason why i hate this game is that im a tank main, i love playing supportive roles in games so i play either healer or tank in most game (mostly tank), but i absolutely hate tanking in this game, this might go off topic a bit, but its still part of the problem, tanking has become a mind numbing thing to do, tanking is not fun or engaging, enmity management is gone, enmity combos dont exist, unique debuffs that only tanks had doesnt exist and especially boss positioning does not matter at all in this game anymore cuz every boss just re-centers themselves when they start doing something, i absolutely hate this and im starting to despise tanking in all the games because of this game, same thing is with healing, i used to play healer in WoW, but healing in XIV is so boring and mind numbing that i gave up with healing after getting to level 30 with WHM, it was so boring and it did not get better with levels so i cannot tolerate it at all.

    but back to actual job design and balance, what i think needs to be done is that SE needs to learn that there will ALWAYS be gamers who optimize the fun out of the game, THERE WILL ALWAYS BE PEOPLE LIKE THAT, just accept that fact, and move on, you cannot please everyone, but you sure make most of the playerbase hate you for trying to please some players who complain about stuff they dont even care about that much, players love to complain, its in our nature, people always cry for buffs for their jobs, nerfs for the other jobs and QoL stuff that they want to be added but might not need or even actually care about.

    also people think that the fights are designed around these bursts, they are not, if you actually look at the EW fights, they really are not, the timings are awkward for some fights, TOP was especially bad in some cases (P2 end, P3 monitors and such) and jobs are getting reworks when they dont need them cuz of these things (i mean PLD) i absolutely DESPISE the PLD rework, it absolutely ruined the job for me, it was my 2nd go-to pick if i got bored of WAR, but now i rather play any other job than that broken husk of old PLD and pathetic GNB job, why did this job get rework? i dunno, i think it was done because PLD was not as good in ultimates, but it was not BAD, some jobs will be better in ultimates just cause how ultimates are designed with a lot of downtime, look at GNB and DRK, they were dominating ultimate logs by a LOT, not because they are necessarily better in any other type of content, its just how the jobs are designed around cooldowns rather than gauge.

    i could go and speak of this matter for hours and hours, but i will end it here, so my opinion/answer to this? remove the raidwide buffs (mostly), make jobs and roles interesting again and ignore people who bitch about balance unless its absolutely necessary (like how MCH was just deadweight for majority of EW when compared to DNC or BRD (especially DNC)) its not perfect solution, never will be, but i would say the game would be FUN!

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  16. I echoed similar sentiments in my own video on this. Unfortunately there's no such things as 'perfect gaming balance.' Someone somewhere is going to min/max something to hell and it'll cause problems on some level. This will always be a thing. As such, people need to compromise on what they feel is more important to them, accepting that it won't always be exactly what they want. Good work as always Drak!

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  17. In all seriousness, I would kill for a Support (Half-Healer/Half-DPS/Buffer & Debuffer) kind of job, and not just something like Dancer. Plus, it could fit into party comps very nicely:
    Light Parties would be 1T/1H/1-2D/0-1S.
    Full Parties would be 2T/2H/1M/1R/1C/1S

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  18. This is a good discussion. While i personally don't understand the job homogenization and them feeling the same, these are some interesting ideas and i think a good first step for sure, especially in regards to your…graph…

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  19. I think the way WoW does it is ok, small imbalances can exist for the sake of keeping class/spec identity strong. Of course it varies by expansion and even by patch, but whenever a spec you used to enjoy gets a buff and is "meta" in the current patch it feels amazing to go back to it. Hyper balance isn't needed or even desirable imo, as long as it's not downright unbalanced, things can shift around a little bit and it's ok if not every class is top tier all the time.
    It helps that encounter design in WoW is tuned differently too.

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  20. good video but i think you lost the plot with the spec part honestly and again you were LITERALLY playing during cross class and point allotment both terrible additions but i digress anytime this game has tried to veer into Warcraft's direction of job its failed…again they use things like logos and lost actions in bozja/eureka to get funky with jobs but id much prefer innate job variety without needing a skill tree or point system

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  21. This is a very good video, and a topic I agree is going to become more and more important for the game until it's properly addressed. Personally, I think it's more like a spectrum or gradient between "Balanced (But perceived as boring/samey)" and "Fun", and the two aren't entirely mutally exclusive. I think that the current job design has been moving down towards the "Balance First" mentality, and on average players are desiring something more in the middle of the two. And I do genuinely think that there's room for job design to reach that without having to have things one way or the other, it just depends on what the compromises would have to be.

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  22. job balance isnt super important to fine tune. HOWEVER rough balance is needed. you cant just say job balance doesn't matter, because then suddenly we end up with situations where there is no scenario where lets say, white mage is better than astro. or the issue we had through almost all of shadowbringers where, you always brough sam dancer. because their damage was just so much higher than any other ranged phy/melee combo, or the start of endwalker where mch was quite doing less damage than bards and dancers before accounting for their raid buffs.

    Perfect balance is overrated (haha pun intended). standard balance is needed, as without it some jobs just get abandoned.

    for the 2 minute window, i think that needs to change. not in that 2 minute window shouldn't exist, but that there should be other options. you should be able to tailer a team comp to have a 1 minute window, or a 30s window, or hell a 5 minute window if the numbers are big enough. Its the lack of variety.

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  23. i agree with you, i think in stormblood, while the game wasnt balanced, every job was viable(even if some could use some changes) and every job was far more unique.
    some thing like tank stance change and removal of resistence down debuffs was a good thing going into chadowbringers, but i also think that going into shadowbringers the homoginization started to stray too far and ofc endwalker made it worse. i really hope they will make jobs more unique and complex again. not every job needs to be complex either, have some simple jobs with a low skill floor low skill ceiling, some with high skill floor and high skill ceiling and everything in betwee and thats the point! make them diverse, if all jobs were complex the diversity with shrink in another way again.

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  24. I dont think "Job Balance" has been a discussion outside of the times where it actually matter like launch P4S and P8S, where certain Jobs were just objectively poor. Realistically there should be no valid reason why X Job cant beat content. But again, thats not the discussion.

    The discussion is about FFXIVs general combat design.

    The way that Rez works. The complete design inconsistency between 2 Jobs. Poor Job design. Lack of available minmaxing/player expression. Removing "fun" from a Job for the sake of balance (RIP Kaiten). Melee positionals. The size of bosses hitbox. Ranged Tax. SMN and RDM tax. The state of Crit Direct Hit and massive potency differences. And of course, 2min meta.

    The actually balance of a Job is somewhat irrelevant, nobody really talks about that.

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  25. I'm just here enjoying FFXIV and enjoying every class/job no matter what changes or balances there are (I have my gripes with SOME jobs) but I still enjoy playing them whenever I'm in the mood to play them ^^

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  26. This might be a hot take, but I always figured jobs could be MORE unbalanced. It takes nothing to switch job stones. And a lot of classes share gear.

    I’m not saying one class has to be bad and one is bis, but final fantasy games are about exploiting enemy weakness and fighting around their mechanics. You should have to the appropriate jobs to each boss.

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  27. While I agree with most of what's said here, I also want to add that it feels like player feedback is the /only/ thing devs take in. Like the devs don't actually know how they want to make their own game. Which… honestly sounds awful? Why would anyone trust the mishmash illiterate mess that our playerbase is?

    The above especially comes to light when we see the job imbalance that was present in 6.2. Not just issues of perceived quality or max-parsers whinging or w/e, but the fact that the game balance got to the point that some parties just /couldn't/ clear P8S phase 1.

    I don't have anything to add to this, really – I'm not a game dev, I'm not smart enough to know what the devs see, and Drak has wrapped my thoughts on things pretty well – it's honestly just something I wanted to bring up for people to consider in these kinds of discussions.

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  28. I love class identity over class balance. I love that like mnk is fast rotation vs say my main, drg, which has a very concise rotation with jump mixed in between.

    I was actually sad when they made Ast easier for players and took away what made, well, Ast, ast. Sure, I didn't like it; Wasn't my thing, but I still loved its identity and always respected the players who had it locked down.

    I am also an old 1.0 player, so I've watched a ton of changes and even come from ff11. So yeah job fun and identity should be first. Balance only if, only if, that job is having trouble doing the general content.

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  29. I'd like the idea of "ranged tax" to die in Dawntrail. It doesn't need to exist anymore when melee doesn't have all the positional and uptime stuff.

    I'd like machinist to be more competitive with black mage and samurai. Equal level skill and gear, I can't even keep up with one. Even if they're not as good, they can generally at least be on par with me putting in effort. Yeah it's numbers griping but I don't like feeling like I was hobbled before the race even started, or that I'm playing with a disadvantage. Machinist was just…Bad in Endwalker for a long time, and while it's in a better spot now, I still question why I'm not a dancer. I mean the answer to that is I don't find the play of dancer fun, thus I play machinist.

    Still, job balance is a hard thing to discuss and will be. Part of the complaint though is it takes awhile to fix problems with jobs. Most jobs get changes on major patches, and then maybe little buffs over the cycle of that patch. An example was samurai getting kaiten removed in 6.1, which hurt the job massively. Little fixes were added, and eventually they fixed the problem they created…Months later in 6.2 and over 6.2 series of patches. But for the entire 6.1 cycle, the job's problems were put on display with the devs doing little changes which did very little until the real solution came. Basically, they have a team of testers, put 'em to use. Or put up beta servers, I don't know. It's not an easy solution.

    As for the 2 minute meta…Yeah. I wish it didn't exist. I didn't like the idea of it much since I initially thought it was a problem with some classes being stacked, but you had to obey it in later content for awhile since the checks required more than just people hitting buttons to clear it. But what to replace it though? That's a good question. 1 minute stuff? 3 minute stuff? Who knows, it's not an easy thing to answer.

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  30. About the idea of creating two different playstiles for each class with one being focused around the 2 minute burst meta and the other one being more unqiue and flavorful: I think it is worth to take a look at how things look like in MMO's like WoW, that do allow players to uniquely desing their own builds. Or, like in the example here, Guild Wars 2.

    What fascinated me with GW2 was the fact just how verstiale the a class can be, a factor that only grew when each new addon added new playstiles to each of the classes. It is a game where even the Thief or the Warrior can heal and support the group. And while tanking isn't really a think outside out of raids, you can even make the squishy mage classes super tanky if you are more comfortable with that playstile. If you have a fantasy of what you want your character to be, there is atleast one playstile that allows you to play it.

    Now, sadly. Guild Wars 2 is also perhaps the most Meta defined Community I have ever seen. I have made many negativ experinces in that game with players gate keeping or critizing others for how / what they play. And the sad part is that that game doesn't even have the difficulty that would merit such a try hard approach to the content.

    And from what I've seen when directly playing an MMO or just looking from the outside into one I see the same behavior over and over. So even if there was a casual mode in Party Finder that would allow players to use "the fun" game style of their class I fear that the community at large would still end up expecting them to play their class atleast "the right way".

    I do however 100% agree that we need to be more positiv with the aspects of the game that we do like and to remind us and others that, most of the time, this hyper level of optimization isn't needed.

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  31. Knowing a few MMO’s, it’s impossible.
    You can’t balance it. You can’t make an omelette without breaking a few eggs, and I think the eggs that need breaking are player’s attitudes.

    Things are too monogenised to add many differences, but each have an identity – the identity that has gotten stale. And vocal players have come to love that ideology through conditioning, because it means they don’t have to try. We have been conditioned to expect the wrong things, thus we need to shake everything up by breaking conditioning.
    Toxicity is suprisingly this attitude in the game. Remember when the axolotl mount was locked behind raids? Yeah all those “cutesy uwu” players came out of the woodwork and tried to gatekeep mounts by saying “mounts should not be locked behind such hard content when not everyone wants to play with others”

    Some players expect everything, we need to break that conditioning in order to help the game progress past its design philosophy in every aspect.

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  32. Great video:) such a tough subject. I wud hate to see this game "die" cuz of the meta chase. Nothin wrong with being meta. It is sooo satisfying and fun to figure out how to be better in this game. Tryharding has such a bad stigma but its a good thing lol. But i know casual players enjoy playing the game the way they want. Thats good too. The devs are working so hard to try to make sure theres no seperation for the casuals and hardcore but i dont think its bad that theres two groups. Says alot for your game when u have content for all kinds of players. It really is on us to make sure we dont crap on each other for not being wat we are and let everyone enjoy the game how they want.

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  33. Difference in damage are fine even if there is an outlier. Clearing before a lot of the tank buffs was a lot easyer to do with drk. But i don't think this is a problem as long as everything is clearable with every non dup comp min item level.

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  34. I really feel like YoshiP needs to understand that with a community the size of FF14's, asking for us to 'reach a consensus' on what we want is frankly just dumb. ~1.4 million active players are never going to have a consensus, hell just having 5 people in a room will probably gives you 7 different opinions.

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  35. Back in 2013 up until 2015 the people i played with preferred PLD over WAR as a MT. WAR was a great off tank with dps accessories, the issue wasnt that they were bad or sucked, the issue was at the time people didnt know how to use their skills or mits properly.

    It wasnt until 2.4/2.5 area that people didnt care who MT or was OT. That's how it use to be, I played both and could comfortably tank coils without echo in i110/130 gear for the time. 2.1-2.3 was a very awkward time for jobs and people figuring out how to play properly. In the end did it matter? The answer is NO, prior 2.3? It was always PLD MT no questions asked, and dungeons were a healers worst nightmare for WAR even with the buffs they still couldnt mitigate the dmg a PLD could at the time.

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  36. Honestly, I feel like the discussion as a whole is a trap; cause no matter how much we want argue fun or unique over sameness but with efficiency, It's simply just dps, heal and tank. It's like eating Chicken but with different seasonings; at some point, the blandness will eventually come out, even with all the herbs and spices on it. Also not a coincidence this argument started to flare up with Endwalker going in the rear view mirror, minor nitpicks or suggestions can easily turn into hostility and toxicity.

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  37. Getting the community to agree on 1 thing or anything is near impossible. I agree to most bullet points, but them listening and wanting feed back? I dont buy it. They cant even take stalking/in game harassment issues seriously. There are so many other things that plague the game that just nailing 1 part wont be a cure all. (Not saying its biggest but).

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  38. Omg yes!! Ty for makin this i legit love drk and it got hit the hardest when all the tanks became the same ;-: its so boring to play now i miss being able to soam abyssal drain and using all my mp up to then regain it all in an instant when shb released they made it so boring we only have like 3 magic attacks now when most of the kit in stormblood was pretty much all magic i wish theyd bring back old drk

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