Yoshi P's Revelation: FFXIV's Shift to Individualistic Jobs



In this groundbreaking video, we dissect Yoshi P’s recent declaration regarding Final Fantasy’s transformative direction towards a more individualistic job system. Prepare for a deep dive into the implications of this paradigm shift, as we explore the potential impacts on gameplay, community dynamics, and the future of the franchise. Join the conversation and share your thoughts on this divisive topic!

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Timestamps:
0:00 Intro
0:15 Official Clip
1:00 Why the game needs this
3:02 Official Clip with more 8.0 Details
4:11 Call to action – Conclusion

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5 thoughts on “Yoshi P's Revelation: FFXIV's Shift to Individualistic Jobs”

  1. Current Summoner is the perfect example to me. The job has the identity of a master of the primals through the summons and offers a stream line approach to a rotation. As a controller player, the amount of buttons on Summoner is perfect while offering room for more skills or iteration. If the development team can cut down on button bloat on all jobs, while giving us more job specific animations, skills, and individual hero moments within Light and full party instances.

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  2. I’m relieved they are saying they plan on making jobs harder and not just the high end content. It should be a little of both. That said, I am disappointed they’re kicking the can down the road to ‘maybe’ 8.0 instead of working towards more interesting job design now 😕

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  3. the big issue is, you're talking about "classes not feeling like their class till i use X ability" this is an issue with the jobs at earlier levels. It's an issue people have had for a long time but this isn't an issue with job identity. A class being "streamlined" doesn't mean the class doesn't have identity i feel like that's looking at things so blindly, even the tanks play so differently outside of just "pressing a 1 2 3" or "oh they have alot of OGCs" how the jobs are executed have alot and i do mean alot of job identity and expression, gnashing fang you have to weave the ogcs with the gcd you're pressing no other tank does that and when you press them together with the gnashing fang the job experession is there. Dark Knight you have to weave alot of different things but it's not as restrictive as gnb is you can weave things however you want, you don't have to follow a strict pattern on how you weave things and alot of it is very free form. WAR is simplisitic in nature, having a good place for people to get into tanking, pld is the prep tank, always figuring out how to get your next set of gcds into your burst win, setting up a holy spirit, an atonement your final combo finish all before your FoF window while also having great utility to protect the party. If i can go about in a huge paragraph explaining all of this about the jobs i really find it hard to see how the jobs are "homogenized"

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  4. This is just funny, Yoshi – P is on record saying they streamlined due to players early on complaining how their DPS burst didn't align together and was hard to coordinate burst phases so on….so they streamlined it and now people complain non stop about it being to similar and streamlined. I think regardless this is gonna keep going back and forth between the 2 parties of complainers. Just like Eureka Yoshi-p even said it was not very popular when it came out and people were very vocal about how they didn't like it, fast forward to mid-end of EW and people act like it was a amazing thing and are mad EW didn't have something similar LOL….this community just like all gaming communities just wants to complain about something and regardless what he does the community will find something to complain about in the end.

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