FFXIV Has A HUGE Problem with Job Design...
Video Statistics and Information
Channel: Lucy Pyre
Views: 137,299
Rating: undefined out of 5
Keywords: ffxiv, ff14, final fantasy xiv, final fantasy 14, square enix, squeenix, yoshi p, devs, game devs, job design, samurai, kaiten, 6.1, changes, updates, job changes, job updates, skill, skill removal, skills removed, skill removed, kaitent, this video is going to get more chair lucy same person accusations im sure, sam, dps, dps changes
Id: 502gpaH-zNE
Channel Id: undefined
Length: 8min 5sec (485 seconds)
Published: Wed Apr 06 2022
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On OP's video there are 3,5K Likes & 92 Dislikes - a 97.5% positive ratio
For another example I just opened the 4 most recent criticism videos with negative clickbait thumbnails from Xeno (Housing market, new hairstyles, new PvP and Job Changes), the respective ratios are as follows: 100%, 99.1%, 73.7%, 94.3%
There's your answer, OP (and all other narrative-seekers/validators in this thread making stuff up). Sorry that you got baited by a fun chart that Asmon made for content's sake, but criticism has ever been present in this game and is generally welcomed, just like any other game or MMO.
Though all you guys remember are the huge blow-ups, like Quin, and associate that with how the community reacts to actual criticism, so your view is probably scewed as an outsider, as there is no reason for you to know about the day-by-day stuff and only ever hear about the handful of absolute worst takes getting their respective absolute worst reactions.
I understand the reasoning and design philosophy that led to these changes, but I also think they could have a problem moving forward.
There has been a lot of discussion in the community about how the classes are feeling increasingly interchangeable and similar, and these changes will definitely fuel those discussions further. The unfortunate truth is that there's no easy solution here.
The classes being simpler is what makes switching jobs and trying new things so much more appealing, in a genre that's always eager to immediately pinpoint the objective "best" class to use. On top of that, a significant chunk of the player base (including myself) play on PS4. Meaning controller support, which makes button bloat a HUGE concern for the team (especially for an issue that will slowly creep in with any MMO in the style of WoW or FF). At the same time, each class needs a unique identity outside of the aesthetic of it all, and part of Samurai's was Kenki management, something that Kaiten was CRITICAL for: making sure you're always able to double your damage on your most powerful attacks.
On top of that, this will also impact synergy with other classes. I main a Dragoon, and one of the Dragoon's party buffs is Battle Litany, a party-wide crit rate buff of 15%. If Samurai is going to have auto-crits to compensate for the loss of Kaiten, guess what? Battle Litany is now useless on them, just like on Warrior, another job whose burst window relies on auto-crits.
Yeah, the devs started a trend of simplifying/streamlining the jobs back in Stormblood and they've been monotonically moving in that direction ever since. The community has been hashing out this conversation over and over again over the past 5 years.
There's a few forces at play here that are always brought up:
If you have an MMO where part of the design is that every job gets 3 new buttons every 2 years, then eventually you have too many buttons. WoW hit this point in MoP and had to start pruning down in WoD. FF has been trying to creatively confront this problem for years now, through outright pruning or overhauling jobs. The reality is that when you have an MMO like this running for 8+ years, you're going to have to prune at some point; or start introducing borrowed power systems.
Jobs in HW were just waaay too clunky and waaay too punishing. I know that the community loves to reminisce about HW job design, but that shit was janky. SE really wanted to move away from that direction and make raiding more accessible in Stormblood.
Like Lucy says, this game has to be Controller accessible, and that necessitates keeping the number of buttons down. The easiest way to do it is to remove 'filler' buttons like kaiten.
The devs are steering the design of the game in the direction where all jobs are homogenized to have 2 minute burst windows and raid buffs. Outliers (like NIN having a 1 minute burst) are slowly being cut out.
So yeah, it's an ongoing thing. Many of the healing jobs and SMN have been lobotomized recently, and these changes tend to be received positively by casuals and negatively by raiders. Overall though, casuals tend to be the target audience so they get catered to first.
I really wanted to discuss about it but it seems impossible in this subreddit lol
I main Dragoon and it's only been improved since I've started playing, so it's whatever for me.
Nothing to say other than I wholeheartedly agree with Lucy and Chair. Classes should be unique in most aspects, including difficulty. And this is coming from a former Dancer main turned healer. I like healing, but it's legitimately braindead in anything below Savage and some Extremes. The game is already casual enough as it is, they dont need to dumb it down even more. They should learn the difference between QoL changes and difficulty changes.
I Will miss kaiten 😔
I see the issue they're trying to solve, and can see how they might think some abilities would be better as passives - because it is a button bloat solution. I wish they doubled up abilities more (sam sticker combs could be 4 buttons instead of 6 for example). Clean ass PVP bars comes to mind (not that clean though, that's toooo clean for all the time).
If you are a controller player - there are some good guides out there to make setting up your XHBs make sense. It's not intuitive to make a good controller set up, and that might be part of the issue too.
I play paladin on FF and when I played WoW, I played aff lock. My paladin, in FF right now, has almost as many keybinds as my warlock, with pet management, and target=focus binds for coil, fear, counterspell. A paladin...
I'm 100% okay with FF removing some OGCD abilities in order to cut down on this bloat.