Review

Final Fantasy XIV : Ajouts pour le Blanc et le Vipère

  • Updated December 15, 2025
  • Jacob Watson
  • 93 comments

Alors que de nombreux joueurs imaginent des révisions majeures pour le rework hypothétique de la classe 8.0—transformant le jeu en un titre d'action ou en introduisant des arbres de compétences complexes—pensez plutôt aux plus petites modifications possibles qui pourraient significativement améliorer l'identité de classe et le plaisir de jeu. Par exemple, le gauge de la classe Mage Blanc repose autour de la fleur de sang, mais Afflatus Misery reste neutre en termes de dégâts par rapport à l'incantation répétée de Glare, sauf dans certains scénarios spécifiques impliquant l'alignement des buffs ou les pulls de donjons. Une augmentation modeste de la puissance d'environ 200 pour Afflatus Misery, tout en laissant Glare inchangé, rendrait le système de fleur de sang positif en termes de dégâts sur tous les contenus. Cette petite modification encouragerait même les joueurs occasionnels à interagir davantage avec ce mécanisme.

De même, de petites améliorations du confort de jeu pourraient enrichir le style de la classe sans modifier les rotations principales. Prenons le gauge de la classe Vipère : ajouter un système de notation inspiré de Devil May Cry qui augmente lorsqu'on respecte les exigences de positionnement et qui diminue progressivement avec le temps introduirait aucun changement fonctionnel. Cela ne fournirait qu'un retour visuel—comme une icône "SSerpentine!"—récompensant le jeu habile avec élégance. Un tel indicateur subtil pourrait aider les nouveaux joueurs à évaluer leurs performances tout en rendant la classe plus dynamique et soignée. Quelle petite modification améliorerait votre classe ?

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93 Comments

  1. C’est une approche tellement rafraîchissante ! En tant que main White Mage depuis des années, je me suis toujours dit que le système du lys de sang manquait un peu de “punch” ; l’idée d’augmenter légèrement la puissance d’Afflatus Misery pour le rendre systématiquement rentable est géniale et me donnerait enfin l’impression que mon jauge sert vraiment à quelque chose au-delà du soin d’urgence. Ça rendrait les pulls en donjon encore plus satisfaisants. Et pour le Viper, un système de style visuel pour récompenser les positions, même sans bonus de dégâts, ça ajouterait vraiment de la saveur au gameplay. Vous pensez que des ajustements aussi simples pourraient arriver avec les patchs mineurs, ou il faudra attendre une extension ?

    1. Merci pour ton retour, et je te comprends parfaitement : donner ce “punch” supplémentaire au lys de sang rendrait effectivement la jauge bien plus gratifiante à gérer, surtout en donjon. Pour ta question, des ajustements d’équilibre comme une légère augmentation de puissance pour Afflatus Misery pourraient tout à fait arriver dans un patch mineur, comme le 6.1 ou 6.2, sans attendre nécessairement une nouvelle extension ; l’équipe de développement a déjà procédé à ce genre de réglages ponctuels par le passé. N’hésite pas à partager ton ressenti sur le forum officiel des retours, car c’est souvent là que ces suggestions prennent vie ! As-tu d’autres idées de petits ajustements pour le White Mage qui te tiendraient à cœur ?

  2. For White Mage, starting dungeons and raids with a full set of lilies would be a meaningful improvement. It’s frustrating to begin the first pull without any available, or to go through a hunt train where the boss dies too quickly to build them up. Sage already receives this benefit, so it would make sense to extend it to White Mage as well.

  3. Sage: Using all five stacks of Haima grants one stack of Toxicon, while Panhaima grants up to three.

    Samurai: Meditate pauses the Fuka and Shifu buffs, and each stack of meditation extends both by five seconds.

  4. If the potion duration were shortened by exactly one GCD, it would improve the Samurai’s burst phase. Currently, you finish your burst with Kaeshi: Setsugekka under the potion effect. With this change, you could save that Kaeshi for its extended range to handle mechanics more smoothly. Alternatively, it might shift the optimal potion usage to after the second GCD instead of the first.

  5. Paladin currently has satisfying damage, but missing every critical hit in your opener is disappointing. Since Goring Blade lost its damage-over-time effect in the rework, giving it a guaranteed critical direct hit would make it still feel rewarding to use and ensure at least one critical hit during those unlucky burst phases.

  6. A small but meaningful change would be adding a Devil May Cry-style ranking to Viper’s job gauge. Landing positional hits would fill the gauge and raise your rank, which would gradually decrease over time. This wouldn’t affect your rotation—it would simply provide visual feedback, like a “SSSerpentine!” icon when performing well. The rank would be purely cosmetic, just as in Devil May Cry, but it would look stylish and subtly indicate to new players whether they’re playing correctly.

    While I like the concept of a combo meter, Viper is too straightforward for it to feel rewarding without gameplay impact. However, this idea could work well for a hypothetical job that uses it to ramp up damage buffs during fast-paced burst combos or to unlock specific abilities under certain conditions.

  7. Warrior: Make Surging Tempest a gauge-based timer.

    Paladin: Remove the Oath gauge cost for Cover.

    Dragoon: Change the AoE combo to a line AoE that doesn’t require a target to use, but still needs one to progress the combo.

    White Mage: Have Thin Air automatically activate Swiftcast if the next spell is Raise.

    1. Tengetsu is named for its ability, which encourages DPS players to anticipate raidwide attacks. While I appreciate Samurai having a unique skill, it feels like a generally useful ability for any DPS. Reaper’s Arcane Crest offers partywide regeneration but shares the same focus on timing against incoming attacks. It’s challenging to introduce more such abilities without sacrificing their uniqueness.

  8. Bring back the nature aesthetic for White Mage instead of the Catholic priest style. I miss abilities like Stone, Aero, and would also like to see Fluid Aura and Stoneskin return.

    1. While the purely Holy theme is a classic Final Fantasy and RPG staple, the nature-based approach with a twig and leaf was uniquely Final Fantasy XIV. It distinguished the White Mage from every other Final Fantasy and RPG.

  9. Adding random procs, similar to Dancer’s feathers or Red Mage’s mechanics, could make repetitive tasks more engaging in any job. Alternatively, incorporating more timer management, like Monk had before the 7.0 update, would require closer attention and improve involvement across all types of work.

  10. Dragoon: You can now hold up to three scales. Wyrmwind Thrust still costs two scales to use, or its damage scales proportionally with available scales—dealing 50% more damage if used with three. Mirage Dive and Life Surge each grant one scale. This creates a proper gauge after losing Life of the Dragon and improves interaction between actions.

    Bard: Add a second charge of Empyreal Arrow.

    Reaper: Perfectio grants 10 Soul and 10 Shroud. Harvest Moon could also grant 10 Shroud.

  11. Give Bards an ability called “Rehearsal” that resets their song cooldowns after a wipe. It’s frustrating to make one mistake and be out of sync for the rest of the encounter.

    Balance suggestions:
    – You must be in the middle of a song to activate it, and it reduces the cooldowns of your other two songs.
    – After learning “Radiant Finale,” refreshing costs 1 Coda. If you reset during “Wanderer’s Minuet,” it nullifies the next Coda. This means you lose the 2% party buff for one burst window but regain your rhythm.

  12. To meaningfully improve White Mage, lower Temperance to level 70 so it’s available for mitigation in ultimate raids like UWU and UCOB. Additionally, adding a 10% mitigation effect for 5 seconds to the lily system would help. There’s also a case for reducing the levels of Rapture and Misery to between 50 and 70, but regardless of the exact levels, most would agree the job needs to become functional earlier than it currently does.

    1. I suspect Kaiten was one of the most misused skills in the game, as some players didn’t realize Midare is a weaponskill and mistook it for a spell due to its cast time. Simply removing the “Can only be executed while under the effect of Zanshin Ready” requirement from Zanshin and making it a cooldown would help significantly.

      That said, disconnecting Tsubame-gaeshi from Meikyo and allowing you to double Midare every time is a small change that greatly improved Samurai. Raiders can align Tsubame with buffs, while casual players enjoy the satisfying rhythm of slash, slash, slash, charge Midare, and unleash—it feels rewarding every time.

      1. The possibility of someone not using Kaiten before Midare never even crossed my mind. All Iaijutsus are clearly labeled as weaponskills in-game, and what else would you use it for? If you can read that it only works on weaponskills, you can also identify which skills those are. If you considered using a 50% buff on something like Hakaze, then perhaps it’s best to let natural selection take its course.

        1. Clearer tooltips would help, especially for understanding how skills interact on jobs you don’t play often. For example, on Machinist, it’s easy to forget that Drill is a weaponskill despite being an oGCD, or that Heat Blast counts as a weaponskill for Wildfire. This leads to wasting the Reassemble buff on the wrong ability. While it’s not a balance issue for casual play, many occasional players likely struggle with these nuances.

    1. Like many combat aspects, this issue is worse with high ping. An extra 100 ms of ping can feel like it adds 300–500 ms of delay to combat actions. I’ve had many casts interrupted after they should have gone off because of this, but Red Mage plays smoothly with low local ping.

    1. No. The random cards were only useful for casual players who may not even know what each card does. I remember during Savage Stormblood, we often wasted time because our Astrologian didn’t have a Balance card ready at the start, forcing us to jump off the platform.

      It would be good to make the system more interesting, but please avoid bringing back random mechanics.

      1. Random can have different meanings. I doubt anyone quit in Endwalker over getting two ranged and one melee card instead of the reverse, but at least you had some decisions to make compared to the current system.

        1. The success of the run depends on the Astrologian cards. While randomness can be frustrating for an optimal run, it can be enjoyable in a more casual setting. However, players often overlook the decisions involved, such as which melee should receive the Balance or which ranged the Spear. Some argue there’s a fixed priority for which DPS benefits most, but that ignores individual skill and gear. Blindly following such a list without considering these factors doesn’t help the group. The same applies to Dancers giving Devilment to a lower-geared Samurai over a BiS Machinist just because “Samurai is stronger.” You still have decisions to make, just without the randomness.

          1. The decision you mentioned occurs at the start of a duty with unfamiliar players. In contrast, the one I’m referring to happens every two minutes during the burst phase.

            Additionally, the entire run did not hinge on card choices. In Endwalker, the difference between optimal and sub-optimal carding was minimal; it simply served as an engaging mini-game to maintain your focus.

          2. Astro players I know who do savage and ultimate content are happy with the card changes. They’re not amazing, but still an improvement over before.

            I’m not sure about Endwalker Astro, but I recall our Astro wasn’t very happy with it then either.

            I also wish the critical hit card would return. I just want my reliable crits back for my ninja.

        2. As a controller player who can’t mouse over tooltips during combat, I wish the card names and effects were more clearly related. This would make it much easier to remember what each card does, especially since the effects keep changing.

  13. The smallest change that would meaningfully improve my job would be restoring Royal Road to Astrologian. Being able to extend a card’s buff duration, make it area-of-effect, or strengthen it was what originally drew me to the job. I also miss the Disable animation.

  14. One small change to improve Reaper would be allowing Perfectio to grant 10 blue gauge, which fits thematically since our teal attacks already provide that amount. This would help with negative gauge generation.

    Alternatively, adding another stack of Gluttony would effectively resolve the negative gauge issue for a long time and also fix Gluttony drift.

  15. Making Death’s Design on Reaper a personal buff instead of applying it to enemies would be a small but meaningful change. It would make the job much less cumbersome in fights with multiple enemies, like M6S adds or Necron hands, by removing the need to refresh it on every new target.

  16. Making Scholar’s Recitation instantly apply the next Adloquium would make deploying Spreadloquium smoother, since you can’t weave it without clipping. However, I understand this might reduce the planning aspect, so it’s likely just a minor quality-of-life improvement.

  17. I’d like Warrior’s area-of-effect abilities to consistently be a gain on three targets. Currently, the AoE combo and Orogeny are gains on three, but Decimate and Chaotic Cyclone only become worthwhile on four. This inconsistency is the only part of Dawntrail’s Warrior design I dislike.

  18. Please allow just five more seconds on Bloodfest so that if I need to disengage for a global cooldown during my burst phase, I don’t lose a significant amount of damage unnecessarily.

  19. Sage has a solid identity, but adding more color variety to the skills would help. Reducing Psyche’s cooldown to 55 seconds would make realigning easier, and having Rhizomata also grant an Addersting would be a nice addition. For a stretch goal, consider a gauge that charges from damage absorbed by Sage barriers, which could then be used on a powerful ability.

  20. A simple but effective change would be placing Dragoon jumps on the global cooldown with a cooldown period. Removing the animation lock made the jumps feel weightless and weak. I still appreciate Stardiver’s brief animation lock because it conveys power. Generally, longer and slower animations would help actions feel more impactful, similar to Dark Knight’s animations.

    Regarding Dark Knight, I believe it had a solid foundation, but all tanks now need distinct niches. Currently, they feel too similar with no clear strengths—only noticeable weaknesses.

    1. I really dislike Last Dance because it removes the steps. While it may be more efficient, the steps and their one-second cooldowns are a core part of Dancer’s identity. It feels strange to receive an upgrade that makes me stop dancing.

  21. For Paladin, Divine Might charges should stack like Gunbreaker cartridges. It would also be interesting if Divine Might could be used to fill the Oath gauge, even if it’s suboptimal in most situations. Overall, Paladin would benefit from better integration between Divine Might and the Oath gauge, and there’s a lot of design potential there.

    1. Warriors don’t need more damage—tanks are well-balanced as they are. If warriors got a damage buff, dark knights and gunbreakers would need one too due to their lower utility, and we’d just end up having the same debate all over again.

      1. I don’t actually want more damage—that was just a joke.

        What I’d prefer is more distinction between tanks. Perhaps rework Inner Release to stagger damage taken and unlock our big moves, but disable all healing from outside sources during that time.

        This would make me feel like my rage is what’s keeping me alive, not just dealing high damage.

        But that’s not exactly a small change.

        1. I believe paladin should be the only tank with self-healing. Tanks already have strong mitigation, and adding healing makes them too self-sufficient. Removing this would make dungeons more challenging by requiring healers to actually heal, which is a distinction I’d like to see. However, I expect some players would complain about needing healing support.

    2. A small but meaningful improvement would be to balance Warrior’s overpowered state in casual or solo content. While it gives the job a distinct identity, it’s ultimately not healthy for the game.

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