- Joined
- Feb 3, 2025
People have always had varyingly justifiable complaints about job design, yeah, especially with stuff like some jobs just straight up not working at times, or serious balance problems like MCH on release doing less damage than a BRD in Final Coil two patches before.Class Design has been wildly inconsistent the entire time. PLD having Flash as their AoE, MCH being ass nearly forever, the constant class changes to PLD, BRD, DRK, SCH, and pretty much every class being constantly "fucked with" is just something they've never figured out. Every patch is the patch that's going to "figure it out" and then it's just +10 POT here, +15 POT here and done deal. Class differences within roles are really small and generally come down to one or two signature abilities (like WAR's Bloodwhetting or WHM's Holy) and they basically gave up on Class Lore in Shadowbringers. Nearly every class having a 2m cooldown is very boring but also feels like it's carved in fucking stone over at Square.
But I think Square's response has generally been of a very "throw the baby out with the bathwater" nature, and increasingly so since Shadowbringers. This is also coupled with a complete refusal to ever consider walking back anything, I think the only time that has ever happened was SCH's Energy Drain in 5.0, where they reverted the removal in 5.05. Every time anyone asks them about wanting something back they just get looked at like they're insane and hit with some Jap corpo speak equivalent of "you think you want this but you don't".
Like there were reasonable complaints about various bits of jank back in Stormblood but generally most people were, I think, happy with where things were. I don't think anyone was actually asking for them to gut half the game's systems with no replacement because some things in SB felt a bit jank, the same way no one was asking for every single job in the game to get flattened into being 2m cooldown centric because one singular fight in Eden's Verse made 90s cooldowns feel a bit bad.
Gear design and implementation are also really really bad with the main innovation being "No more Belt Slot". Relics are the worst offenders because they take so much effort and are deliberately gated to not be useful in raids - there's literally 0 reason to not have the final step do something. The gear disparity is massive from early patch to late patch for virtually no reason and all of the gating in gearing feel pointless unless you're actively raiding (and even then, the Tomestone gating feels pointless). All of this for very minor stat upgrades that math out to fractional percentage points.
The gear treadmill in this game is not only insanely stagnant (it has been totally formulaic since late heavensward) but completely pointless. All gear is just stat sticks that provide completely marginal increases (which don't matter for anything), then an even patch hits and the new crafted gear makes all gear before it completely obsolete in a stroke, and you can get it instantly by putting down a bit of gil.
And by design there's nothing to use BIS on, except for one or two ultimates an expansion for the sweats. You spend 8 weeks reclearing savage for an hour or two each Tuesday for the reward of having BIS gear when you're no longer doing reclears, and maybe making your dungeon runs like 2 seconds faster. The tomestone restriction, I will admit, sort of makes sense in that it's clearly there to keep crafted gear relevant in early prog, but it really should not be that harsh for any longer than maybe the first 8 weeks. Anyone who cares about BIS has their stuff by then, anyone who still needs tome gear in prog has it for their main, it is literally just a pointless restriction on alt job gear then (which is kinda bad when one of the game's selling points is being able to swap to alt jobs).
It is also completely asinine that every single relic step until the last is always weaker than a raid weapon that came out 5 months earlier. And then the last one (which is still only a 0.5% damage increase stat stick over a raid weapon from the previous patch) only comes out when there's literally nothing coming at all for the rest of the expansion.
To say nothing of how every other bit of content drops stuff that's totally obsolete even on release, like dungeon gear.
I think the only thing you can reasonably call an innovation that they have gotten is expert crafts, and while those are somewhat interesting, they are very sectioned off content that you can basically completely ignore unless you do crafting for the heck of it.Crafting and Gathering classes have no soul or identity (except FSH) and have had basically 0 innovation in 10 years. Just a fairly boring and mainly automated grind that you still need to repeat (and equip) 8 times over. Having gear tied to a single Crafting class is a colossal waste of time and effort and I have no idea why they still do it on 50%+ of the scrip gear or why they still have such a boring scrip system in the first place.
For me, there was a point in 7.2 where I had the realization that they keep making the bad parts worse, while looking back at everything since Shadowbringers and realizing how much stuff I liked flat out no longer exists. And that was the point I realized that I didn't want to keep paying a monthly sub for a game I have to force myself to even open, where the devs are seemingly unshakably committed to removing all the bits I enjoyed while continually making the bad parts of it even worse, or at the very best keeping it as bad as it always has been.Dawntrail obviously didn't fix anything (and actively made some of it worse) but it's main crime is being bad enough to look at the game and think "has it always just been this way?". For me it did, at least.
Which is why I have unsubbed, bid goodbye to my house, and have no plans on coming back unless the media tour stuff indicates there's an actual change of course coming in 8.0. I am intensely pessimistic about the odds of that, though.