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Ok stop.
There is a huge difference between static and percentage buffs. Percentage buffs are tacked on at the end while static buffs happen before the percentage buffs. Take a job like BLU/WAR that applies Berserk and Natures Meditation. Give them +100 attack (easy math to use) before and it's now 145 attack, add on Chaos and / or Fury and that number gets bigger. This is why Honor March is so powerful, that 184 buff to base attack ratchets up to some pretty silly numbers once you start layering stuff on. BRD having static buffs is a good thing, they just need to scale better with skill. Minute V should be 100 cap @900 skill and +5~10 per additional "+ song". Doing an across the board increase to the skill cap along with scaling would greatly increase BRD's offensive power in melee orientated parties.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
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I used Minuet as an example because the effects of both Minuet and Fury are easily verified by using /checkparam. I'm not asking for a change to only Minuet tho, or only melee oriented songs. If songs were converted to a percentage based scaling of buff effects, that would allow for continued parity with other support jobs as player stats continue to climb. The only way that increasing static values would not be a mere stopgap would be to make them insanely stronger than what any other job is capable of providing, which IMO is a "bad idea" for the record. :x Player stats will eventually outpace any sort of reasonable static value buffs, which would only bring us back to the point we're at now.
Percentage based songs = "Hmm. Should we bring GEO or BRD for this fight?" < Parity = competition for the support spot
Static high-value songs = "Hmm. If we have a GEO, then we want a BRD or DD. If no GEO, then grab a DD." < Being a support-of-support = competition for a DD spot dependent on having a support to support
WAAAAYYY oversimplified and ignoring rest-of-group job composition and most other factors, but I can see the decision boiling down to something along those lines in a LOT of situations.
So long as our final values compensate for the loss of stacking buff increases, I see zero problems with moving from static to percentage.
Heck, I believe that given the other support jobs' ability to contribute directly to damage in addition to support, then a pure support like BRD should logically have greater buffs than they do to make up for it. I'm not gonna shoot for the moon though. I'm asking for equality among supports and I believe that, in addition to increased skill caps, a conversion to a percentage basis for our direct stat buff songs would be the simplest long-term solution.
The goal should be roughly around the "2x songs = 1x bubble" mark, in comparable effort-to-obtain gear. The decision on which support to bring should be entirely based on what unique advantages each provides and not on numerical strength of buffs alone. If the numbers say that a top-class BRD with full RME can provide less than a Dunna GEO, there is simply something wrong that needs to be fixed.
Also.... ABSOLUTELY NO JOB should be balanced around assumption of possession of a certain "Ultimate Weapon". Yes, Honor March is badass. No, it should not be used as a basis for balancing the job around UNLESS they gave it to us baseline. That would be like balancing THF around having access to Mercy Stroke after buffing it.
Last edited by Nyarlko; 12-04-2016 at 12:27 AM.
I'm not sure why people don't also complain about the fact that a Geo can magic burst for tens of thousands of damage while providing the strongest buffs in the game bar none. Or also the fact that certain jobs like RDM can't even do their role of enfeebler on certain fights that are LITERALLY DESIGNED AROUND BEING ENFEEBLED(Maju) without a geo giving them as much macc and lowering mobs mevasion as much as possible so they can land their enfeebles to disable a mobs aura/mechanic.
The job just does not belong in the game.
Nerf geo to the ground so that other other support jobs are actually good again and stop balancing bosses around geo buffs.
Last edited by Shiyo; 12-04-2016 at 04:53 AM.
I'd concur it seems especially generous to give Geomancer elemental, enfeebling and dark magic while Bard hasn't figured out how to dual wield.
I think first and foremost bard needs songs that effect pets, akin to corsair rolls.
This would probably be one of the biggest buffs to the job and make it playable again, as a LOT of the meta on quetz is certainly pet burning fights. Being able to have songs that have "pet: accuracy+" or "Pet: Attack+" or whatever would be plenty to get the job back on the party list.
Devs just posted.
Their idea of fixing bard is to add new "All Songs +" equipment in slot other than the instrument one.
Sigh...
Aside from the sadness bursting out of such a weak choice, we can at least rejoice *something* is gonna happen to BRD.
Let's just hope these new items won't be too hard to obtain.
Honor March is gonna get quite... interesting.
And the autumn of life has finally come
with the promise of winter thaw.
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