Phantom Jobs are a step in the right direction but need iteration.

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I personally feel like Phantom Jobs are one of the best things but also one of the worst things about occult crescent. Making them permanent fixtures that you don't have to repeatedly gather is an amazing improvement over logograms and lost actions. Farming those were the biggest barrier to participating in later content in Eureka and Bozja. It makes Phantom Jobs feel that much more desirable and impactful to recieve.

Unfortunately, they do other things worse. They aren't as flexible, and several of them don't do enough to change the way you play and only show the majority of their value inside of Forked Tower, which is almost impossible for the general player base to enter, and even less likely for a PUG that does, meaning most players will not ge tthe opportunity to appreciate these jobs entire toolkits.

Phantom jobs have the potential to be an amazing addition to the game, but they seem to be afraid to to be as outstandingly weird or powerful as older versions of this system, as well as afraid to step out of the box mechanically, they are, overwhelmingly, buffs, debuffs, or minor or expensive damage increases, of which only some few debuffs are usable in Critical Engagements. Much of what phantom jobs bring to the table is not interesting enough or not impactful enough to cause players to prefer them outside of forked tower, meaning the playerbase gravitates to the roles with damage based skills, or chemist, which would have been amazing had it not been a consumable based class. Rather than having consumables for Chemist and Samurai, Timed Consumables that enhance or alter certain aspects of phantom jobs would have been better options to encourage grinding, though that has the same problem as logograms and lost actions, it would be mitigated by the Jobs themselves already being permanent fixtures.

Please, Square Enix, do not be afraid to go big and bold in extra content. It won't unbalance the rest of your game, have fun with it, iterate, be wild and crazy. Make this Field operation memorable just for how it plays. Oracle's ability to sacrifice a ton of HP for a powerful attack makes for a very interesting risk reward factor, making most classes have to really learn mechanics of a fight to find a window big enough to ensure safe access to Starfall. Make just the idea of getting to use a phantom job fun and engaging enough to make people want to come back to forays like this. The sheer joy of raising people en masse as chemist alone is some of the most fun I've ever had in XIV, despite its other flaws.

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