Yeah, as a Red Mage main I'm sick of being punished for just having a rez even though in a lot of fights (or any fight that goes well) you don't even use it... but I would really miss not having it in those instances where you do need it. It'd rather they just find a way to limit the use of non healer rez in specific fights as opposed to removing it entirely from either RDM and/or SMN
I could be wrong about this, but would appear that with Monk, they've shifted the focus away from maintaining buffs and timers to going all in on the stance and combo mixups. You use your starter combo (Dragon Kick, Twin Snakes, Demolish) to buff the other combo (Bootshine, True Strike, Demolish). So you start by using your buff combo, then your damage combo. So far so good. However, if you look at the new guage underneath the master's gauge (The top hud item on the right), you'll notice that each time you use your buff combo, all the dots underneath the master's guage fill up, granting you a certain number of charges for your damage combo (1 Dragon kick = 1 red/Opo-Opo charge, 1 Twin snakes = 2 purple/Raptor charges, and 1 Demolish = 3 green/Couerl charges, corresponding with the stances those charges are associated with). Each time you use a damage combo move, you lose a charge, and when you run out of the charge for each stance, you have to use the respective buff move for that stance. This means that you'll be constantly mixing up your button inputs. You'll be using a different combo string each go around. This explanation might be a bit confusing, but in essence, this is the way your three hit combos will flow: First combo: Dragon Kick (Grants 1 Opo-Opo stance charge) Twin Snakes (Grants 2 Raptor stance charge) Demolish (Grants 3 Coeurl stance charge) Second combo: Bootshine (Subtracts 1 Opo-Opo stance charge) True Strike (Subracts 1 Raptor stance charge) Snap Punch (Subtracts 1 Coeurl stance charge) Third combo: Dragon Kick (Grants 1 Opo-Opo stance charge) True Strike (Subracts 1 Raptor stance charge) Snap Punch (Subtracts 1 Coeurl stance charge) Fourth combo: Bootshine(Subtracts 1 Opo-Opo stance charge) Twin Snakes (Grants 2 Raptor stance charge) Snap Punch (Subtracts 1 Coeurl stance charge) Fifth combo: Dragon Kick (Grants 1 Opo-Opo stance charge) True Strike (Subracts 1 Raptor stance charge) Demolish (Grants 3 Coeurl stance charge) Sixth combo: Bootshine (Subtracts 1 Opo-Opo stance charge) True Strike (Subracts 1 Raptor stance charge) Snap Punch (Subtracts 1 Coeurl stance charge) Seventh combo: Dragon Kick (Grants 1 Opo-Opo stance charge) Twin Snakes (Grants 2 Raptor stance charge) Snap Punch (Subtracts 1 Coeurl stance charge) Eighth combo: Bootshine(Subtracts 1 Opo-Opo stance charge) True Strike (Subracts 1 Raptor stance charge) Snap Punch(Subtracts 1 Coeurl stance charge) Ninth Combo: Dragon Kick (Grants 1 Opo-Opo stance charge) True Strike (Subracts 1 Raptor stance charge) Demolish (Grants 3 Coeurl stance charge) Tenth Combo: Bootshine (Subtracts 1 Opo-Opo stance charge) Twin Snakes (Grants 2 Raptor stance charge) Snap Punch (Subtracts 1 Coeurl stance charge) And on and on it goes until it finally loops back to the beginning combo. In between that, you'll be weaving your Perfect Balance, Riddle of Fire, Forbidden Chakra, and a few new abilities in. As for speed, I don't know if they're taking away Monk's speed, but I think they were just letting the animations play out before moving on to the next one. I don't know for certain that this is how DT Monk will work, but I have a feeling the "always need to think about what you're doing" part of Monk isn't going away entirely. TL;DR No more timers, it's all about combo mixups, weaving, and stance shifting now. EDIT: Fixed up some grammar/sentence mistakes.
Yeah this is EXACTLY how I understand the new monk as playing. And when we do perfect balance, there will likely be optimization play like setting up your double perfect balance window.
I still would of loved a dash move for Mch. A Jetpack or something like that. I get it ranged, but many classes have that now including other ranged. P.S. You should try reaper a bit more. Its so relaxing and effective. Two handed weapons aren't 'fast' but it fits the flow so well. Thank you so much for your videos. Keep it up !
People are missing some really obvious things in the pictomancer rotation. The landscape part is what triggers the ground aoe effect. Then while you have the ground aoe active you get access to three abilities which pulses once on the ground and manifests on the target (the blue glacier, the big rock, and the smaller purple orb). After you cast all those three you get a purple orb on your gauge to activate the 4th attack which is the big purple orb towards the end on the target. And then finally the aoe ground effect gets consumed when you cast the final final attack of that entire sequence, which is the big beam with all the stars second to last in the showcase right before the pride tunnel So basically you've got your three types of motifs, your basic 123 combo, a spender for your blue orbs on the gauge (which is the watery bubbly blue beam closer to the beginning), your hammer 123 combo (which can be saved up), your "summons" in the form of moogle beam and little green dude, and your combo which you can access while your ground aoe is active which consists of 5 abilities, and then finally le pride tunnel Very curiously is the fact that the 25 number on the guage just kind of randomly shows up not in connection to anything, and not ONCE in the entire showcase do they make use of that ressource. They only show us orb spenders. We have no clue whatsoever what the gauge going up to 100 symbolises or even means
I wish they’d have the pets for summoner actually do something. I miss when I could have my summon fight along side me. Dots being removed isn’t so bad though. Once I level summoner up I won’t be touching it again 😢
I'm going to have to disagree with summoner. As a summoner main from way back when FF4 was still FF2, I feel this is the first time I am completely disappointed in summoner. Another bahamut was the last thing I wanted.
I am surprised the new Bahamut (which I did think was going to happen) didn't simply upgrade Bahamut perhaps through use of Searing Light and the new Searing Light being used to upgrade Bahamut and then the new Bahamut unlocked new Summons. We know Sephirot could be used as a summon for example from the job quests which means Sophia and Zurvan probably could too unlike say Ramuh where they have already basically written that they can't. Also Sephirot, Sophia and Zurvan would correspond to the same colours as Garuda, Titan and Ifrit so...
I remembered when scholars were the bookworm. Now Sage is the nerd and scholars have become devout followers of seraph. The trauma of getting second place in exams was just too much for them 😢
As a MCH main, I'm pretty satisfied. I thought the circular saw that was in the benchmark was going to be a drill upgrade, but here we're seeing drill, bioblaster, air anchor, chain saw, and autocrossbow all in play, so it's a new button rather than an upgrade to something existing. Sure, flamethrower is still there, and I have thoughts on a better way to use it, but if it gets number adjustments that makes it worth it, I'll be happy about it. There's also a lot else that looks good. Sage, my healer of choice looks like the same but more, and this is fine. Gunbreaker having a new combo to follow a CD, also looks fun. Going to be 100ing everything anyways, so there's a lot to look forward to.
WHM: Did it tap Lilybell when the PALADIN took damage in the trailer, or was the white mage somehow hit from that distance? This is big for the job if other party members can tap the Lilybell.
I'm perfectly okay with most of the jobs being somewhat the same, if it means they get more time and wiggle room to really plan out and test larger changes for the future. I want to support the creation of a long-lasting, well-planned, _good_ game, which takes time and testing.
As a drg main im kinda glad we didnt get a full rework. The job has always played pretty well. It seems they want more of the jobs to have a huge opener bursts now. Also no juggling eyes anymore. Will just have to see once the expac drops.
Part of me wonders if the box with the job stones is a hint to how many jobs they will ever add to the game. There are 9 open spaces. Blue mage is missing, so that means Beastmaster wouldn't be counted among them either. They usually do 2 jobs/expansion (Heavensward had 3).
in a similar vain to people looking at the scenery im really curious to find out what the music here is used for in game, the first one sounds like it could be the battle theme (unless they've showed footage with the battle theme in which im not aware of) the second one sounds like it could either be a theme for a particularly energetic dungeon or a heroic theme similar to "heroes forge ahead" in endwalker, and the third theme makes me think it will play in some technological/lightning themed dungeon possibly linked to solution 9 or somewhere around that region. am likely going to be completely wrong similar to some endwalker guesses. (thought "heroes forge ahead" would be a boss theme though did get one of the dungeon theme guesses right)
I hate that they removed spineshatter dive and replaced it with a genetic dash. They should have removed mirage dive since it as no use anymore with dragon eye awakenings been removed , and geiskogul just trigger life of the dragon. But the new dragonfire dive upgrade when in life of the dragon (100% will be called Heavens dive) look real cool.
Isn't it just Dragonfire Dive follows up into the Nidhogg Head ability which looks like a life of the dragons action and Stardiver has a follow-up which is the ability at the end?
I was waiting for this latest rework to learn Astro, how are you AST mains feeling about it? Does it seem fun or should I wait for the next rework in 2 years?
It's not the change I would have made, and I'm not really sure it will make the job less buttonsy than it is now, but I don't think it's a bad change overall. There does seem to be a lot of dissatisfaction about it so far though so assuming that doesn't cool down I wouldn't be shocked if it got more changes in the future
The only thing I want for dragoon is for them to halve the level at which dragoon gets the first two parts of its are rotation. Take the level they currently are acquired at and cut that number in half and that's the level they should be acquired at instead. That's all i want.
I look forward to AST, BLM and MNK so much which I find so amusing because those are the three people are dooming about the most. I love the look of the changes for them. Hyped for other jobs too, glad my rpr rotation stays much the same. It's satisfying as is.
6:38 The RDM's "rose attack thing" is a broad line-AoE, Resolution, and it's the Lv. 90 addition to the finishing combo we got in Endwalker. Looks like there's going to be a fourth move in the finishing combo after that, and I'm all for it. More dakka for the least dakka of the casters is always good. Also, am I completely mistaken, or is MNK finally getting a _ranged attack?_ Because it sure looked like they'll have some in DT, at least some of the time (~ 13:12). -As far as DRK's Living Shadow.. I just want mine to match my Lalafell's size. Right now it's something much bigger. >.> I feel having it match the character would be much more in line with the DRK story.- I now realize it's supposed to be a shadow of a certain ally in the DRK storyline, so I'm fine with it now. But it would still be cool to have my Living Shadow being a reflection of my actual character.
AST is the only healer I really play at all and I have no real issues with the changes. It's not the change I would have made to the card system but it doesn't necessarily seem bad and I'm waiting for more information. If I would have changed anything about the job it would be to consolidate some of it's healing tools that do relatively similar things. As a caster main, though, I'm pretty disappointed in SMN. RDM will always be my top job, and Picto actually is going to compete with BLM as my secondary in the role.. but SMN is definitely at the bottom of the pile. No real additions at all and just a reskin of Bahamut tacked on. Heck, if they really really really felt they needed to have a laser firing major summon added they could have just used Alexander.
That comment/decision about them saving the bigger changes for 8.0 actually upsets me. If they already have plans for how they can make the jobs better than they are now, then it should be a priority to implement those changes ASAP. Why hold off on something like this?
I feel you, especially with this being a new beginning. But I imagine all the world on graphics update and dye stuff, on top of just making a new expansion that should have all those things we want (Savage, ultimate, relic instanced area, improving variant dungeons, alliance raid) I'm okay with it. But I do wish sometimes they'd get the staff they need to hit all of what we desire....but as a software engineer, not even a game dev....programming and fixing stuff and improving stuff takes time. Like....always more time than the high ups think it should take.
The only thing I don't like about the new Black Mage is the fact that landing Blizzard Spells is how you'll get MP back....if we're in a mob pull and the pull ends while I'm in Astral Fire that means I'll have little to no MP for the next pull...or the upcoming boss. And you can't use Lucid Dreaming...at least not in Astral Fire....but it would be worse if it also has no effect while in Umbral Ice....
I'm happy for the card change cause honestly I was worried it was going to either be a worse form of what we have now or gone entirely. But now I'll not have to fight RNG for the right card and some of the old beneficial buffs aside from Balance's dps buff come back, it's a good day amongst the stars in my globe. Also congrats to sch on their magical girl transformation by the by XD.
As much as I would have liked a NEW new summon, I'm okay with Solar Bahamut. I'm also REALLY hoping that they hear all of our feedback and let us keep Resurrection, since as a summoner I like being able to help give the healers a hand if they need it. Plus, and I'm definitely biased here, I'm really glad we still have Carbuncle since he's my favorite summon in the series. I was hoping they'd give him a little more to do in battle than just giving us a shield, though (I kept thinking about a variation of Avatar's Favor from FFXI that could work, but who knows). I'll wait and see when the media tour happens though; we only have so much information at the moment and you never know!
I've mained monk since the 1.0, it looks pretty good, i think the doom posted are similar to black mage and people don't want the homogenization to happen. Looks like they are getting rid of buffs and dots and making it more combo centered from what they have said about it. Personally i think it looks good but dam if Viper isn't tempting me into switching. I love the fast move jobs.
Bard kinda only looked like one new attk and a few upgrades to old ones. The purple orb attk is definitely an upgrade to a really old attk. Monk I only saw the jump up and swiping downward as kinda new
Prolly gonna stay a White mage main. But Im quite interested in Scholar as well. Pictomancer is gonna be my caster main. Dragoon will remain my melee main. Dancer and Paladin will remain my ranged and tank mains respectively.
In my point of view, dragoon is perfect how it is now and I'm worrying for any changes that could be made, starting with Life of the dragon falling from 30s to 20 or that pathetic gap closer they show.
SGE & WHM seem like a step in the right direction. However there is still room for improvement. With SGE - Have the two DoT abilities stack with one another. Do not let them overlap. Decrease the timer on timer on both DoTs to the 12 to 24 sec range would also be a boon too. - Decease Phlegma CD to 20secs per charge - Give us a reason to use Toxikon. That ability isn’t exactly worth using aside from mob pulls. For WHM, don’t lock the new DPS action behind PoM. That is so stupid as PoM has a CD of 120secs. - Either decrease to CD of PoM to 60secs or - Turn it into a GCD ability that’s on a 15 or 20 second CD.
Well having the card do things besides buff damage for ast i think gives is more identity and it makes less rng heavy too with the seals and just the throwing of one card after another
AST has always been about playing around the RNG though. Some level of guarantee and ways to manipulate that with RNG to try to get something else (ex: if you don't need stuff like the heal card or defensive card, just trade it in for something else at that time), then cards would have been in a good spot, but they just removed all the RNG instead. It's a shame.
@@raidenromo13 That's like saying "What's wrong with wanting DNC to lose their procs and have consistency?" Well, it's because it's no longer DNC. Sure, players still have their dances (like AST has their stars), but they're missing one of the core aspect of the gameplay that drew them into the job in the first place. Every expansion after Stormblood has reduced the card's variability and versatility in gameplay and the complaints has always been the cards. Originally, the complaints were about the loss of card effects because the RNG aspect was still there. Now, the current complaints is losing RNG because it is half of what makes AST cards unique in gameplay. Otherwise you just end up with a rigid playstyle, such as if SCH's aetherflow can only be used with Energy Drain, Sacred Soil, and Lustrate in that specific order.
Might be an unpolpular opinion, but I can see rez being removed from SMN. For a few months now I have the thought of casters being split into "pure dps", BLM and SMN, on one side and "support dps", RDM and pictomancer, on the other. Maybe pictomancer draws an angel and then can rez or sonething like that.
Dragoon: I had hoped for more jump attacks. At the moment, Dragoon is little more than a glorified Lancer... Dont get me wrong, Dragoon is fine... but it a far cry from the airborne dragon warrior the lore pretends it to be. Astro: I'll have to see it in action. I would want their healing to get buffed, though: compared to White Mage... its just not there. Maybe the new card systems sees to that. Reaper: Well... of course it looks slow compared to Viper: it has a big heavy weapon that he swings around him. Of course it going to be slower in motion than a one-handed sword... Red Mage: Simple: make their dmg similar to that of Summoner. Black Mage: Its going to be more punishable. If you lose you Enochien, you have to start your rotation all over again, and if its a movement heavy phase (like P7S), that'll suck... You need to get your Fire IV out six times, and I'm by all means no expert but if the timer runs out, I just use my Fire I and then Despair which wipes the last bits of MP. So I wont get those six orbs. Like I said, no expert, but I think it'll be harder from here on out... Leylines looks neat, but it remains to be seen what the cd for that skill is. Viper: ... I'm not sure about it. Monk used to be the fastest job, which makes sense... Lets wait and see. White Mage: Like Astro and Sage, it seems healers get some new dmg options. I'm all for it ^^ As for the dash... it remains to be seen if its tied to the Wings... or did they already say that? Monk: That gauge looks... I'll have to see it on my end to understand it, I guess... It seems, the normal 1-2-3 combo builds the new gauge... and under Perfect Balance, your skills are different... it seems... Also, it looks like the charges in the new gauge are spend under Perfect Balance... Then the "range attacks", but it looks more like an updated version of the... whatsit AOE line attack, that we already have plus a follow-up. Dark Knight: Not sure what to think about that new gap-closer ability... maybe its now a role skill - and hopefully unlocks in earlier levels. There is nothing wrong with "evolutionary development" where changes are concerned: it just means that devs are happy with what they have and just add to it or upgrade where it makes sense. That it doesnt always align with the community's wishes is a bonus, imo: no community is of one mind after all. Summoner: I'm more interested in where Solar Bahamut actually comes from... We had a "Lunar Bahamut", like we had "lunar" primals from post-Shb, so whats it with the "solar" version? I hope this indicated that we get job quests back, but I wont hold my breath... Samurai: Another "evolutianary" development. The core isnt changed: we get a new cone attack, a new upgrade dev skill, and our three-sticker-skill (yes, I'm bad with names...) look different now - might be an upgrade. Also, *everything* looks slow compared to Viper -.- I dont mind if the jobs stay as they are core-wise. I also dont mind SMN getting their raise removed. It never fit anyway: If you pick healer, meaning Scholar, sure, here's your raise, but if you pick dps, Summoner, you dont need a raise, you have your big fat numbers to worry about. - The reminder about the EW job trailer fits: SCH was trash talked afterwards only for us to find out that its really fun with lots of cool changes. So, even with the explanations we got, we still dont know how it all plays out on release. For my part, I wont waste my time speculating about it - I'll leave that to you :D
I think overall the healers had a strong showing in this trailer! You can see the starts of branching differentiation between the individual healers and I am a big fan of that. Hopefully they keep on that path!
BLM: What are you talking about? Homogenisation and consolidation of what buttons? We saw mostly spells we already have, including one evolution to them, one new spell and one new ability. What's being consolidated? The MP recovery in ice has nothing to do with that. As for concerns about the job becoming more rigid I will wait until I know if any GCD will proc recovery or only ice spells, or at least which and how much
It's really odd to me how much I hear "I'm not sure if I'm gonna play x job" as I'm a player that plays every job and can't see ANY reason not to level them all. Jobs are content to me, so like, why not play all the content there is?
Honestly, I can play any healer by just lookign which are the 100 aoe potency rgeen, the 400 aoe heal, the 700 potency ogcd etc etc, i can put my skills on most jobs the same way on my bars, use the "press gcd to build gauge, ogcd on cooldown, buff and burst when available (generally 2 min) where you spam a button x time" rules and that's good enough to do ultimate on content. So if all the jobs are mostly the same on a concept level (woo i have 5 gcd, I have 2 buffs, my burst isn't spamming one button 5 times but 8 different buttons in the same order every time ...) with different animations, there's very little interest for me to just play them all, especially that it's been 5 years with minimal change to their rotations and it's going to be the case for 2,5/3 more. Play one > play them all, that's all. I can understand more casual people or newer people won't have as much of a problem with it, but for me I just can't unsee it or "unfeel" it when playing them.
I'll play every job, but I still have my favourite and that's the one I play in Savage, where specialisation and mastery of a few jobs is more important than being able to flex into anything individually. I get where you're coming from, but people are deeply invested in their favourite jobs beyond just levelling them to 100 - they want them to feel great at cap through a lot of different content.
I don't like the summoner at all. There are so many cool incantations but this new thing just looks wrong. I hope you listen to the community and give us what we deserve for the release and not just a redesign.
AST killed me.. HW and SB were so good then it went down hill. MNK looks good despite people thinking it will go slower or the drift is off I disagree I think it has potential just have to see whats up with it. BRD is something Im looking closely at and excited for it looks more music focused ands less arrow focused and even an actual fusion of it
I personally completely disagree. The blades and coloring looks amazing along with the spells effect. Still would have rather gotten Shiva, Ramuh, and Leviathan though.
i think the biggest problem with solar bahamut is that it plays the exact same as bahamut and phoenix its a basically just a reskin of bahamut and so is phoenix
I've been playing XIV since 2016 and for the first time ever I'm honestly feeling rather disappointed and skeptical about all this. The trailer and the dev comments after weren't inspiring, and downright a bummer for some things. As a Summoner main I wanted to pull my hair out with all this nonsense. I love this game but I'm not feeling really excited coming into this expansion still.
I really don't want Summoner to lose res. It's too thematically appropriate that one who summons Phoenix can res allies
Maybe they should change it so it can only be used during Phoenix phase.
@@TheLewisScott that would be so sick, and once used you lose phoenix phase
@@TheLewisScott That, or change it to an auto-reraise like in FF6. The buff should last maybe 30 seconds total
Yeah, as a Red Mage main I'm sick of being punished for just having a rez even though in a lot of fights (or any fight that goes well) you don't even use it... but I would really miss not having it in those instances where you do need it. It'd rather they just find a way to limit the use of non healer rez in specific fights as opposed to removing it entirely from either RDM and/or SMN
They can take the SMN rez from my cold dead bahamut hands!
I could be wrong about this, but would appear that with Monk, they've shifted the focus away from maintaining buffs and timers to going all in on the stance and combo mixups. You use your starter combo (Dragon Kick, Twin Snakes, Demolish) to buff the other combo (Bootshine, True Strike, Demolish).
So you start by using your buff combo, then your damage combo. So far so good. However, if you look at the new guage underneath the master's gauge (The top hud item on the right), you'll notice that each time you use your buff combo, all the dots underneath the master's guage fill up, granting you a certain number of charges for your damage combo (1 Dragon kick = 1 red/Opo-Opo charge, 1 Twin snakes = 2 purple/Raptor charges, and 1 Demolish = 3 green/Couerl charges, corresponding with the stances those charges are associated with). Each time you use a damage combo move, you lose a charge, and when you run out of the charge for each stance, you have to use the respective buff move for that stance.
This means that you'll be constantly mixing up your button inputs. You'll be using a different combo string each go around. This explanation might be a bit confusing, but in essence, this is the way your three hit combos will flow:
First combo:
Dragon Kick (Grants 1 Opo-Opo stance charge)
Twin Snakes (Grants 2 Raptor stance charge)
Demolish (Grants 3 Coeurl stance charge)
Second combo:
Bootshine (Subtracts 1 Opo-Opo stance charge)
True Strike (Subracts 1 Raptor stance charge)
Snap Punch (Subtracts 1 Coeurl stance charge)
Third combo:
Dragon Kick (Grants 1 Opo-Opo stance charge)
True Strike (Subracts 1 Raptor stance charge)
Snap Punch (Subtracts 1 Coeurl stance charge)
Fourth combo:
Bootshine(Subtracts 1 Opo-Opo stance charge)
Twin Snakes (Grants 2 Raptor stance charge)
Snap Punch (Subtracts 1 Coeurl stance charge)
Fifth combo:
Dragon Kick (Grants 1 Opo-Opo stance charge)
True Strike (Subracts 1 Raptor stance charge)
Demolish (Grants 3 Coeurl stance charge)
Sixth combo:
Bootshine (Subtracts 1 Opo-Opo stance charge)
True Strike (Subracts 1 Raptor stance charge)
Snap Punch (Subtracts 1 Coeurl stance charge)
Seventh combo:
Dragon Kick (Grants 1 Opo-Opo stance charge)
Twin Snakes (Grants 2 Raptor stance charge)
Snap Punch (Subtracts 1 Coeurl stance charge)
Eighth combo:
Bootshine(Subtracts 1 Opo-Opo stance charge)
True Strike (Subracts 1 Raptor stance charge)
Snap Punch(Subtracts 1 Coeurl stance charge)
Ninth Combo:
Dragon Kick (Grants 1 Opo-Opo stance charge)
True Strike (Subracts 1 Raptor stance charge)
Demolish (Grants 3 Coeurl stance charge)
Tenth Combo:
Bootshine (Subtracts 1 Opo-Opo stance charge)
Twin Snakes (Grants 2 Raptor stance charge)
Snap Punch (Subtracts 1 Coeurl stance charge)
And on and on it goes until it finally loops back to the beginning combo. In between that, you'll be weaving your Perfect Balance, Riddle of Fire, Forbidden Chakra, and a few new abilities in. As for speed, I don't know if they're taking away Monk's speed, but I think they were just letting the animations play out before moving on to the next one.
I don't know for certain that this is how DT Monk will work, but I have a feeling the "always need to think about what you're doing" part of Monk isn't going away entirely.
TL;DR No more timers, it's all about combo mixups, weaving, and stance shifting now.
EDIT: Fixed up some grammar/sentence mistakes.
Yeah this is EXACTLY how I understand the new monk as playing. And when we do perfect balance, there will likely be optimization play like setting up your double perfect balance window.
This want to make me cheat on my DNC. I love monk and I usually grind daily with it.
I wish they'd give the summoner a new summon,like odin,ramuh,leviathan,or ALEXANDER
It could have been bahamut into ifrit,titan, garuda and then phoenix into ramuh, shiva, leviathan
@@luxsignifer6996 I was thinking the same thing
@luxsignifer6996 this made the most sense and what most people were thinking/hoping for. Anything would bane been better than solar panel bahamut
@@luxsignifer6996 Exactly this! But, nope, a made-up reskin of Bahamut. Yipee.
@@WaltRBuck Part of the issue is that Ramuh specifically was ruled out during the HW SMN job quests.
I still would of loved a dash move for Mch. A Jetpack or something like that. I get it ranged, but many classes have that now including other ranged. P.S. You should try reaper a bit more. Its so relaxing and effective. Two handed weapons aren't 'fast' but it fits the flow so well. Thank you so much for your videos. Keep it up !
People are missing some really obvious things in the pictomancer rotation. The landscape part is what triggers the ground aoe effect. Then while you have the ground aoe active you get access to three abilities which pulses once on the ground and manifests on the target (the blue glacier, the big rock, and the smaller purple orb).
After you cast all those three you get a purple orb on your gauge to activate the 4th attack which is the big purple orb towards the end on the target.
And then finally the aoe ground effect gets consumed when you cast the final final attack of that entire sequence, which is the big beam with all the stars second to last in the showcase right before the pride tunnel
So basically you've got your three types of motifs, your basic 123 combo, a spender for your blue orbs on the gauge (which is the watery bubbly blue beam closer to the beginning), your hammer 123 combo (which can be saved up), your "summons" in the form of moogle beam and little green dude, and your combo which you can access while your ground aoe is active which consists of 5 abilities, and then finally le pride tunnel
Very curiously is the fact that the 25 number on the guage just kind of randomly shows up not in connection to anything, and not ONCE in the entire showcase do they make use of that ressource. They only show us orb spenders. We have no clue whatsoever what the gauge going up to 100 symbolises or even means
I wish they’d have the pets for summoner actually do something. I miss when I could have my summon fight along side me. Dots being removed isn’t so bad though. Once I level summoner up I won’t be touching it again 😢
They gave GNB Squalls Renzokuken. Dont forget to tap R1 😆
I may have laughed a bit too hard at that
Coolest limit break of all time I won't be silenced!
@@kirigherkins agreed!
Except this new one is definitely Lionheart. Gnashing Fang is more of a Renzokuken imo 😅
@@YungGokuOver dang, you might be right. That finishing slash is what threw me off
I just hope this new scholar transformation looks good for all races. and replaces dissipation.
I'm going to have to disagree with summoner. As a summoner main from way back when FF4 was still FF2, I feel this is the first time I am completely disappointed in summoner. Another bahamut was the last thing I wanted.
Exactly. Ditto.
Completely agree.
The new bahamut does look incredible. But yeah not as good as other summons could have been
The new bahamut does look incredible. But yeah not as exciting as other summons could be
I am surprised the new Bahamut (which I did think was going to happen) didn't simply upgrade Bahamut perhaps through use of Searing Light and the new Searing Light being used to upgrade Bahamut and then the new Bahamut unlocked new Summons. We know Sephirot could be used as a summon for example from the job quests which means Sophia and Zurvan probably could too unlike say Ramuh where they have already basically written that they can't. Also Sephirot, Sophia and Zurvan would correspond to the same colours as Garuda, Titan and Ifrit so...
I remembered when scholars were the bookworm. Now Sage is the nerd and scholars have become devout followers of seraph.
The trauma of getting second place in exams was just too much for them 😢
XD
As a MCH main, I'm pretty satisfied. I thought the circular saw that was in the benchmark was going to be a drill upgrade, but here we're seeing drill, bioblaster, air anchor, chain saw, and autocrossbow all in play, so it's a new button rather than an upgrade to something existing. Sure, flamethrower is still there, and I have thoughts on a better way to use it, but if it gets number adjustments that makes it worth it, I'll be happy about it.
There's also a lot else that looks good. Sage, my healer of choice looks like the same but more, and this is fine. Gunbreaker having a new combo to follow a CD, also looks fun.
Going to be 100ing everything anyways, so there's a lot to look forward to.
It's a follow-up to chainsaw, while Drill is getting multiple charges
WHM: Did it tap Lilybell when the PALADIN took damage in the trailer, or was the white mage somehow hit from that distance? This is big for the job if other party members can tap the Lilybell.
I wonder about this too. As I thought whm had to be hot to proc the Lilly
I'm perfectly okay with most of the jobs being somewhat the same, if it means they get more time and wiggle room to really plan out and test larger changes for the future. I want to support the creation of a long-lasting, well-planned, _good_ game, which takes time and testing.
As a drg main im kinda glad we didnt get a full rework. The job has always played pretty well. It seems they want more of the jobs to have a huge opener bursts now. Also no juggling eyes anymore. Will just have to see once the expac drops.
Part of me wonders if the box with the job stones is a hint to how many jobs they will ever add to the game. There are 9 open spaces. Blue mage is missing, so that means Beastmaster wouldn't be counted among them either. They usually do 2 jobs/expansion (Heavensward had 3).
Machinest got the most love. Idk how i feel about that new Bahamut for SMN
in a similar vain to people looking at the scenery im really curious to find out what the music here is used for in game, the first one sounds like it could be the battle theme (unless they've showed footage with the battle theme in which im not aware of) the second one sounds like it could either be a theme for a particularly energetic dungeon or a heroic theme similar to "heroes forge ahead" in endwalker, and the third theme makes me think it will play in some technological/lightning themed dungeon possibly linked to solution 9 or somewhere around that region.
am likely going to be completely wrong similar to some endwalker guesses. (thought "heroes forge ahead" would be a boss theme though did get one of the dungeon theme guesses right)
I hate that they removed spineshatter dive and replaced it with a genetic dash.
They should have removed mirage dive since it as no use anymore with dragon eye awakenings been removed , and geiskogul just trigger life of the dragon.
But the new dragonfire dive upgrade when in life of the dragon (100% will be called Heavens dive) look real cool.
Isn't it just Dragonfire Dive follows up into the Nidhogg Head ability which looks like a life of the dragons action and Stardiver has a follow-up which is the ability at the end?
Yea i think you are right dragon fire dive > nidhogg and star diver > heavens dive.@@TheLewisScott
@@cellrien personally I think they should swap them but eh.
I gotta say as a main SMN I’m kinda disappointed, probably gonna switch to RDM which looks amazing, it was my second main either way lol
I was waiting for this latest rework to learn Astro, how are you AST mains feeling about it? Does it seem fun or should I wait for the next rework in 2 years?
It's not the change I would have made, and I'm not really sure it will make the job less buttonsy than it is now, but I don't think it's a bad change overall. There does seem to be a lot of dissatisfaction about it so far though so assuming that doesn't cool down I wouldn't be shocked if it got more changes in the future
The only thing I want for dragoon is for them to halve the level at which dragoon gets the first two parts of its are rotation. Take the level they currently are acquired at and cut that number in half and that's the level they should be acquired at instead. That's all i want.
I look forward to AST, BLM and MNK so much which I find so amusing because those are the three people are dooming about the most. I love the look of the changes for them. Hyped for other jobs too, glad my rpr rotation stays much the same. It's satisfying as is.
6:38 The RDM's "rose attack thing" is a broad line-AoE, Resolution, and it's the Lv. 90 addition to the finishing combo we got in Endwalker. Looks like there's going to be a fourth move in the finishing combo after that, and I'm all for it. More dakka for the least dakka of the casters is always good. Also, am I completely mistaken, or is MNK finally getting a _ranged attack?_ Because it sure looked like they'll have some in DT, at least some of the time (~ 13:12). -As far as DRK's Living Shadow.. I just want mine to match my Lalafell's size. Right now it's something much bigger. >.> I feel having it match the character would be much more in line with the DRK story.- I now realize it's supposed to be a shadow of a certain ally in the DRK storyline, so I'm fine with it now. But it would still be cool to have my Living Shadow being a reflection of my actual character.
AST is the only healer I really play at all and I have no real issues with the changes. It's not the change I would have made to the card system but it doesn't necessarily seem bad and I'm waiting for more information. If I would have changed anything about the job it would be to consolidate some of it's healing tools that do relatively similar things.
As a caster main, though, I'm pretty disappointed in SMN. RDM will always be my top job, and Picto actually is going to compete with BLM as my secondary in the role.. but SMN is definitely at the bottom of the pile. No real additions at all and just a reskin of Bahamut tacked on. Heck, if they really really really felt they needed to have a laser firing major summon added they could have just used Alexander.
That comment/decision about them saving the bigger changes for 8.0 actually upsets me. If they already have plans for how they can make the jobs better than they are now, then it should be a priority to implement those changes ASAP. Why hold off on something like this?
I feel you, especially with this being a new beginning. But I imagine all the world on graphics update and dye stuff, on top of just making a new expansion that should have all those things we want (Savage, ultimate, relic instanced area, improving variant dungeons, alliance raid)
I'm okay with it. But I do wish sometimes they'd get the staff they need to hit all of what we desire....but as a software engineer, not even a game dev....programming and fixing stuff and improving stuff takes time. Like....always more time than the high ups think it should take.
The only thing I don't like about the new Black Mage is the fact that landing Blizzard Spells is how you'll get MP back....if we're in a mob pull and the pull ends while I'm in Astral Fire that means I'll have little to no MP for the next pull...or the upcoming boss. And you can't use Lucid Dreaming...at least not in Astral Fire....but it would be worse if it also has no effect while in Umbral Ice....
I'm happy for the card change cause honestly I was worried it was going to either be a worse form of what we have now or gone entirely. But now I'll not have to fight RNG for the right card and some of the old beneficial buffs aside from Balance's dps buff come back, it's a good day amongst the stars in my globe. Also congrats to sch on their magical girl transformation by the by XD.
As much as I would have liked a NEW new summon, I'm okay with Solar Bahamut. I'm also REALLY hoping that they hear all of our feedback and let us keep Resurrection, since as a summoner I like being able to help give the healers a hand if they need it. Plus, and I'm definitely biased here, I'm really glad we still have Carbuncle since he's my favorite summon in the series. I was hoping they'd give him a little more to do in battle than just giving us a shield, though (I kept thinking about a variation of Avatar's Favor from FFXI that could work, but who knows).
I'll wait and see when the media tour happens though; we only have so much information at the moment and you never know!
I've mained monk since the 1.0, it looks pretty good, i think the doom posted are similar to black mage and people don't want the homogenization to happen. Looks like they are getting rid of buffs and dots and making it more combo centered from what they have said about it.
Personally i think it looks good but dam if Viper isn't tempting me into switching. I love the fast move jobs.
Bard kinda only looked like one new attk and a few upgrades to old ones. The purple orb attk is definitely an upgrade to a really old attk. Monk I only saw the jump up and swiping downward as kinda new
Prolly gonna stay a White mage main. But Im quite interested in Scholar as well. Pictomancer is gonna be my caster main. Dragoon will remain my melee main. Dancer and Paladin will remain my ranged and tank mains respectively.
I'm a sage main myself. But I'll be sage and picto man's.
In my point of view, dragoon is perfect how it is now and I'm worrying for any changes that could be made, starting with Life of the dragon falling from 30s to 20 or that pathetic gap closer they show.
SGE & WHM seem like a step in the right direction. However there is still room for improvement.
With SGE
- Have the two DoT abilities stack with one another. Do not let them overlap. Decrease the timer on timer on both DoTs to the 12 to 24 sec range would also be a boon too.
- Decease Phlegma CD to 20secs per charge
- Give us a reason to use Toxikon. That ability isn’t exactly worth using aside from mob pulls.
For WHM, don’t lock the new DPS action behind PoM. That is so stupid as PoM has a CD of 120secs.
- Either decrease to CD of PoM to 60secs or
- Turn it into a GCD ability that’s on a 15 or 20 second CD.
Well having the card do things besides buff damage for ast i think gives is more identity and it makes less rng heavy too with the seals and just the throwing of one card after another
AST has always been about playing around the RNG though. Some level of guarantee and ways to manipulate that with RNG to try to get something else (ex: if you don't need stuff like the heal card or defensive card, just trade it in for something else at that time), then cards would have been in a good spot, but they just removed all the RNG instead. It's a shame.
@@fang4481 what's wrong with consistency? Plus this is still pre-release footage we know thing of the job in combat yet
@@raidenromo13 That's like saying "What's wrong with wanting DNC to lose their procs and have consistency?" Well, it's because it's no longer DNC. Sure, players still have their dances (like AST has their stars), but they're missing one of the core aspect of the gameplay that drew them into the job in the first place. Every expansion after Stormblood has reduced the card's variability and versatility in gameplay and the complaints has always been the cards. Originally, the complaints were about the loss of card effects because the RNG aspect was still there. Now, the current complaints is losing RNG because it is half of what makes AST cards unique in gameplay. Otherwise you just end up with a rigid playstyle, such as if SCH's aetherflow can only be used with Energy Drain, Sacred Soil, and Lustrate in that specific order.
@@fang4481 🪝~🐟 keyboard must be really tired of this
Did the old skills get upgraded visual effects?
Some did
Might be an unpolpular opinion, but I can see rez being removed from SMN.
For a few months now I have the thought of casters being split into "pure dps", BLM and SMN, on one side and "support dps", RDM and pictomancer, on the other.
Maybe pictomancer draws an angel and then can rez or sonething like that.
Can red mage get rid of rez and have its damage back
That is a terrible idea
What the f*ck is a Solar Bahamut? Soo many other Summoning options
Dragoon: I had hoped for more jump attacks. At the moment, Dragoon is little more than a glorified Lancer... Dont get me wrong, Dragoon is fine... but it a far cry from the airborne dragon warrior the lore pretends it to be.
Astro: I'll have to see it in action. I would want their healing to get buffed, though: compared to White Mage... its just not there. Maybe the new card systems sees to that.
Reaper: Well... of course it looks slow compared to Viper: it has a big heavy weapon that he swings around him. Of course it going to be slower in motion than a one-handed sword...
Red Mage: Simple: make their dmg similar to that of Summoner.
Black Mage: Its going to be more punishable. If you lose you Enochien, you have to start your rotation all over again, and if its a movement heavy phase (like P7S), that'll suck... You need to get your Fire IV out six times, and I'm by all means no expert but if the timer runs out, I just use my Fire I and then Despair which wipes the last bits of MP. So I wont get those six orbs. Like I said, no expert, but I think it'll be harder from here on out... Leylines looks neat, but it remains to be seen what the cd for that skill is.
Viper: ... I'm not sure about it. Monk used to be the fastest job, which makes sense... Lets wait and see.
White Mage: Like Astro and Sage, it seems healers get some new dmg options. I'm all for it ^^ As for the dash... it remains to be seen if its tied to the Wings... or did they already say that?
Monk: That gauge looks... I'll have to see it on my end to understand it, I guess... It seems, the normal 1-2-3 combo builds the new gauge... and under Perfect Balance, your skills are different... it seems... Also, it looks like the charges in the new gauge are spend under Perfect Balance... Then the "range attacks", but it looks more like an updated version of the... whatsit AOE line attack, that we already have plus a follow-up.
Dark Knight: Not sure what to think about that new gap-closer ability... maybe its now a role skill - and hopefully unlocks in earlier levels.
There is nothing wrong with "evolutionary development" where changes are concerned: it just means that devs are happy with what they have and just add to it or upgrade where it makes sense. That it doesnt always align with the community's wishes is a bonus, imo: no community is of one mind after all.
Summoner: I'm more interested in where Solar Bahamut actually comes from... We had a "Lunar Bahamut", like we had "lunar" primals from post-Shb, so whats it with the "solar" version? I hope this indicated that we get job quests back, but I wont hold my breath...
Samurai: Another "evolutianary" development. The core isnt changed: we get a new cone attack, a new upgrade dev skill, and our three-sticker-skill (yes, I'm bad with names...) look different now - might be an upgrade. Also, *everything* looks slow compared to Viper -.-
I dont mind if the jobs stay as they are core-wise. I also dont mind SMN getting their raise removed. It never fit anyway: If you pick healer, meaning Scholar, sure, here's your raise, but if you pick dps, Summoner, you dont need a raise, you have your big fat numbers to worry about. - The reminder about the EW job trailer fits: SCH was trash talked afterwards only for us to find out that its really fun with lots of cool changes. So, even with the explanations we got, we still dont know how it all plays out on release. For my part, I wont waste my time speculating about it - I'll leave that to you :D
I think overall the healers had a strong showing in this trailer! You can see the starts of branching differentiation between the individual healers and I am a big fan of that. Hopefully they keep on that path!
Blm not standard rotation might be 'dead' not the standard one
BLM: What are you talking about? Homogenisation and consolidation of what buttons? We saw mostly spells we already have, including one evolution to them, one new spell and one new ability. What's being consolidated? The MP recovery in ice has nothing to do with that.
As for concerns about the job becoming more rigid I will wait until I know if any GCD will proc recovery or only ice spells, or at least which and how much
Maybe some comment on gunbreaker would be nice. I hear you say its not your cup of tea also on the artifact gear video, ok we get it, move on
Pictomancer looks so slow
The only reaction i care to see is yours. Thanks for the vid.
It's really odd to me how much I hear "I'm not sure if I'm gonna play x job" as I'm a player that plays every job and can't see ANY reason not to level them all. Jobs are content to me, so like, why not play all the content there is?
Honestly, I can play any healer by just lookign which are the 100 aoe potency rgeen, the 400 aoe heal, the 700 potency ogcd etc etc, i can put my skills on most jobs the same way on my bars, use the "press gcd to build gauge, ogcd on cooldown, buff and burst when available (generally 2 min) where you spam a button x time" rules and that's good enough to do ultimate on content.
So if all the jobs are mostly the same on a concept level (woo i have 5 gcd, I have 2 buffs, my burst isn't spamming one button 5 times but 8 different buttons in the same order every time ...) with different animations, there's very little interest for me to just play them all, especially that it's been 5 years with minimal change to their rotations and it's going to be the case for 2,5/3 more. Play one > play them all, that's all.
I can understand more casual people or newer people won't have as much of a problem with it, but for me I just can't unsee it or "unfeel" it when playing them.
Not everyone likes all the jobs, or prefer to choose the main jobs they like. Not everyone is a completionist.
I'll play every job, but I still have my favourite and that's the one I play in Savage, where specialisation and mastery of a few jobs is more important than being able to flex into anything individually. I get where you're coming from, but people are deeply invested in their favourite jobs beyond just levelling them to 100 - they want them to feel great at cap through a lot of different content.
I don't like the summoner at all. There are so many cool incantations but this new thing just looks wrong. I hope you listen to the community and give us what we deserve for the release and not just a redesign.
AST killed me.. HW and SB were so good then it went down hill.
MNK looks good despite people thinking it will go slower or the drift is off I disagree I think it has potential just have to see whats up with it.
BRD is something Im looking closely at and excited for it looks more music focused ands less arrow focused and even an actual fusion of it
I completely disagree on Solar Bahamut being cool or looking good. I think it was a terrible idea and looks awful.
Completely agree.
I personally completely disagree. The blades and coloring looks amazing along with the spells effect.
Still would have rather gotten Shiva, Ramuh, and Leviathan though.
i think the biggest problem with solar bahamut is that it plays the exact same as bahamut and phoenix its a basically just a reskin of bahamut and so is phoenix
I've been playing XIV since 2016 and for the first time ever I'm honestly feeling rather disappointed and skeptical about all this. The trailer and the dev comments after weren't inspiring, and downright a bummer for some things. As a Summoner main I wanted to pull my hair out with all this nonsense. I love this game but I'm not feeling really excited coming into this expansion still.
Idk man, the monk is making my stomach turn PTSD from stormblood days, idk how to feel about it until i play it.
first?