FFXIV Endwalkers Biggest Job Changes That Need To Be Fixed

FFXIV: Endwalker’s Biggest Job Changes That Need To Be Fixed

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The launch of FFXIV: Endwalker has brought many job changes, but not all of them have worked and need to be fixed in future updates, including Monk.

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FFXIV Endwalkers Biggest Job Changes That Need To Be Fixed

The launch of Final Fantasy XIV: Endwalker has brought a slew of new changes for jobs in the game, but many of them need to be fixed. These changes have ranged from minor changes to potencies and effects to reworking the entire job identity, but not all of them have been seen as beneficial. While the majority of these changes provide much-needed adjustments to jobs, some of which only have to wait through entire expansions, there’s still fine-tuning that needs to be done post-launch. These changes are typically addressed during the first few months after the launch of the expansion, with most changes occurring on the X.05 patch to coincide with the release of the Savage difficulty raids. Most changes will be addressed by the 6.05 patch, but further adjustments may be needed before the launch of the Ultimate difficulty raid in 6.1.

There are currently 19 jobs in Final Fantasy XIV (excluding Blue Mage, which is a limited job) and these jobs are split up into five roles. Adopting what is often referred to by MMO players as the “Holy Trinity,” Tanks and Healers make up two of the roles. DPS is split into three roles, those being Melee DPS, Physical Ranged DPS, and Magical Ranged DPS. Each of the DPS roles also has unique traits outside of just the range of their abilities. Melee DPS will have a varying amount of abilities requiring players to hit from a specific position, Physical Ranged DPS have the most freedom of movement with their instant skills, and Magical Ranged DPS have skills that rely on cast times while having more limited freedom of movement. While Tanks are designed to hold down enemies and mitigate attacks and Healers help mitigate and restore the health of the party, in FFXIV both roles also have damage abilities to contribute to the party’s performance.

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The core gameplay is designed around each role providing their unique utility while all contributing towards the damage in a fight, which means there are certain party and job combinations in FFXIV that outperform others. The jobs are then designed to give variety to these roles by introducing different playstyles through different themes and ways of accessing the power behind each job. Thus balance becomes a key factor because a job that doesn’t feel effective performance-wise, or even in fulfilling the intended spirit of the job, it’ll quickly lose its appeal and sometimes even be admonished by the community. Thankfully, the developers do well ensuring that each job is at least playable in all forms of content, even if their performance isn’t always ideal. This isn’t something that’s seen in all games when it comes to balancing, especially one with such a large hardcore scene. Changes to jobs are often discussed during the initial launch to ensure this balance remains as the Savage and Ultimate content is introduced to the game.

FFXIV: Endwalker Needs To Fix The Dark Knight

FFXIV Endwalkers Biggest Job Changes That Need To Be Fixed

Starting with the tanks, the primary tank in discussion has been Dark Knight. FFXIV’s Dark Knight job has changed drastically since its introduction in Heavensward, but its Endwalker iteration has seen few changes. The biggest was to Delirium, one of Dark Knight’s damage buffs that gave access to Quietus and Bloodspiller. While normally requiring the Blackblood gauge, Delirium allowed you to use them without Blackblood for 10s. This was changed from a 10s buff to a 15s buff that gave only three uses of Quietus or Bloodspiller. The primary reason was to alleviate players with high ping, as the latency prevented them from getting the optimal uses.

This also affects the build path, as a certain amount of Skill Speed is required to ensure FFXIV’s Dark Knight is even fast enough to hit enough those uses. But Blood Weapon, the Dark Knight’s other major damage buff remains on that same 10-second duration. Alongside this is their new mitigation skill, Oblation. Compared to the other tanks who got stronger forms of mitigation to complement what they already had in FFXIV, Oblation feels lackluster. Even with Dark Knight’s high DPS output, its mitigation options haven’t seen much changes since Stormblood and are certainly in need of adjustment.

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FFXIV: Endwalker Job Changes That Need Fixes – Monk

Lastly, a major discussion in DPS has been about one of the original Melee DPS introduced in Final Fantasy XIV, Monk. Monk received a major rework in FFXIV back during Shadowbringers that was received positively, with news that the additions in Endwalker would complement it. The removal of many positionals on Monk’s skills made it easier to approach, and the addition of the Masterful Blitz system gave access to more powerful moves to use.

That said, the most powerful of these new moves, Phantom Rush, is impossible to use in Monk’s opener. Currently, Masterful Blitz can be used when Monk opens three Beast Chakra, which is done by using skills under Perfect Balance. Perfect Balance has two charges and gains a charge every 40s, while Phantom Rush requires three uses of Masterful Blitz to be available. This means that Monk would be unable to use their Phantom Rush until their third Perfect Balance, at least 40s into the fight, and well after party buffs have gone on cooldown. While this was intentional by the developers due to the Monk job’s already high DPS in FFXIV, the inability to align their most powerful skill with the party’s utility removes a lot of the satisfaction that comes with a DPS rotation.

The developers of Final Fantasy XIV do an excellent job of ensuring all jobs are playable in all content, but the changes that come with an expansion launch often lead to bumps in the road. The community needs to identify and discuss these needed adjustments constructively to ensure that the feedback is heard by the developers and addressed in-game. These changes are needed, not only to ensure the job’s performance in comparison to others in the role but also to ensure that the spirit of the job is present in all aspects of its gameplay. Final Fantasy XIV: Endwalker is the largest expansion to date, in the size of the content and the player base, and that comes with the heavy burden of ensuring there’s a job to fulfill the fantasy of every Warrior of Light that logs into the game.

Link Source : https://screenrant.com/ffxiv-endwalker-job-changes-fixed-dark-knight-monk/

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