The Astrologian job is just as uninspiring. They have a unique way of keeping their DPS high through MP management with Darkside, but it isn’t a strong enough draw. It uses the same pattern of pulling with a long ranged attack, using an AoE (area of effect) attack, and then utilizing an enmity combo. When trying to hold hate (the fun part of being a tank), the Dark Knight functions too similarly to Warrior and Paladin. With the exception of the Machinist, the new jobs function almost exactly the same as their 2.0 counterparts with a few gimmicks thrown in.ĭark Knight’s tank abilities could have just been copy & pasted from both Warrior and Paladin with a new skin.
Mechanically, the difference between the new jobs and the old ones are so minuscule that I can barely even notice when they slot-in. This time around, Alexander himself is your new endgame raid. In A Realm Reborn, it was all about Bahamut’s Coil. Alas, both of these aspects also fall short. It should fall then to the new jobs to make the experiences feel new again, and an endgame that rewards players for taking up the grind once more. New dungeons follow the exact same formula as before and still are the primary way of leveling up alongside FATEs, quests, and leve grinding, all of which are also functionally unchanged.Ĭoming up with an entirely new way to get XP might be an unreasonable request. Heavensward’s biggest disappointment is its progression system, which is essentially the same as it’s always been. One thing Heavensward is definitely not though is courageous. That isn’t necessarily a bad thing depending on how you currently feel about FFXIV. Heavensward is A Realm Reborn with a fresh coat of Gothic paint.
Perhaps still feeling the need to tread carefully after the near catastrophe that was the original launch of Final Fantasy XIV, not much in Heavensward is different than anything that FFXIV: A Realm Reborn already offers. Final Fantasy XIV: Heavensward on PlayStation 4Įverything about Final Fantasy XIV: Heavensward feels safe.