The biggest problem with job gauges in Final Fantasy XIV was always conceptual because there were two jobs built from the ground up to have gauges and 13 that had not been. That doesn’t mean they didn’t convey real and tangible improvements in the visual displays for the jobs or things already being tracked; I have little doubt, for example, that things like Dragoon’s Blood of the Dragon and Black Mage’s Enochian were part of the concept process. It just means that the job gauges were something included later to functionality.
For consistency’s sake, of course, every job got a gauge and thus they could all work more or less the same. But there’s a world of difference between the jobs with integral gauges and ones that have had gauges added very much as an afterthought. So let’s talk about all of the gauges in the game, from the good to the utterly pointless.
Also worth noting as that this is about the mechanics of the gauges themselves, not the jobs as a whole. There are jobs with good gauges and poor performance and vice versa; this isn’t about that in the least, just what the gauge adds (or doesn’t) to the job.
To summarize? Most of the gauges that are really good are ones where I feel the gauge format isn’t just “tracking mechanics you already had,” while the worst ones are places where the mechanics have clearly been added to justify the gauge. I doubt that most of the gauges will go away in the next expansion (that’s not how this game works, after all), but I suspect that some of those will be altered and improved upon. Or at least, I hope so.
Feedback, as always, is welcome in the comments or via mail to [email protected]. Next week, let’s talk a little bit about storyline overload and whether or not we’ve had too many plots in Stormblood or just the right number.
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