Hey guys RDM needs ...oh, nvm, carry on.
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Let's face it, no way jobs can be "fixed" in this game ;) There are always jobs fit in optimal setup in more events, and jobs fit in less events ;)
OP do you play DNC for recognization or play DNC cuz you love DNC?
Also if you spent a lot of effort and time to gear up a job that isn't used often, why care about what others said? I'm going to argue that any gil spent on any weapon that's not bandwagonark are a waste of money, and yet 1000x ppl still builds apoc, Masa99, Amano, daggers etc.
So why care about what others said? You still play DNC in meebles(which even with empy 99, I still don't get to choose what job to play as, ironically) and lower tier VW, even prov a couple of times, isn't that enough? If you want recognization of your work, then the harsh reality is that in FFXI ppl would "look down" on any job/weapon that's not current bandwagon, much like rl reaction. If you're a MNK or SAM main, fat chances are you're still gonna get look down upon when Bandwagonark parsed higher. And a few years ago bandwagonark was the lolrelic. THF is a bit more useful than DNC as dagger job, and I'm still going to argue that building mandau 99 is a waste of money when it can go to other relic. And yet most THF mains with Mandau 99 don't QQ about "My job is useless, I just wasted money on my weapon".
If you want recognization, play bandwagonark job. If you want to play loved job, then deal with no recognization if it's not bandwagon job. Same thing apply irl too, out of 100000 jobs irl, only a few wins respect, FFXI isn't much different IMO.
The reason dnc is disregarded alot of times in content that doesnt require proc jobs is because there are so many ppl who have played the job in the past, and still currently do, horribly. They do not know how to gear or use their job abilities or what to macro in for ws or ja so the dnc falls behind. But its fairly good if played right and can not only deal out decent damage but can also survive. I was taking down mobs a hell of alot faster soloing dnc than the bsts I was competing with in dyna a few days ago. Its all about gear and ja utilization.
Its kindda like sch. Ppl use it now for embrava sure but it was laughed at for ages due to ppl not knowing how to use stratagems, weathers and the like. Still beyond embrava ppl wont take it for the same reason. It was much easier to heal in an old school pt with sch than with rdm or whm. With sublimation, weather and the ability to aoe regen, stoneskin and the like plus boost cures via aurorastorm and stratagems it made sch pretty bad ass. Not to mention the ability to nuke if needed or if there wasnt much healing to be done. But so many ppl played sch like whm and didnt utilize thier job abilities or gear to its fullest potential and the job was scoffed at.
Its not really a design flaw in some jobs cases, its just a lack of understanding on how to play that job in general that makes it worthless.
And the only problem with rdm is that its all about the zerg these days. Rdm was great pre-aby due to its survivabilty based on strategic play. You take strategy away and replace it with just the need to deal tremendous damage super fast and to hell with anything else, that is the reason rdm is neglected and disregarded.
Most of these weaker jobs can be boosted for party/alliances simply by making them stronger based on the number of people in the party/alliance. I explained why RDM is so brutally limited. SE doesn't like people soloing with it The ability of a RDM is their tactics to do a little bit of everything. If there was something that boosted the RDM's power based on the number of alliance/party members without reducing it's current capabilities low man/solo wouldn't be a fark'en issue.
To much pride exist to try implementing something like this.
The same could be done for dancer, instead of tactics their performance is increased by the (audience) IE more people abilities etc have reduced cost/durations.
Keeping jobs balanced and in check fr solo/low man aren't available ATM. These jobs are the same basic utility solo as they are in a full alliance. In an alliance they aren't very useful and rather weak. In a solo setting they can do impressive things so the developers are scared to boost them more. If they where boosted based on the party/alliance it would improve utility but not make them overpowered solo.
I just don't see why this aspect hasn't been created yet. Developers must not understand the ingenious opportunities here for improved balance in a party/alliance. :confused:
Let sambas be alliance-wide effects, and let several sambas from different dancers stack.
Make a healing waltz 2 that cures 2 status ailments, and a healing waltzga. Put HW1, 2 and -ga on a separate timer, not shared with the curing waltzes.
Decrease after-JA delay to 1 second instead of 2, make it possible to do multiple JAs in a row with only 0.5 second in between them instead of the current 1 second.
We all want the job we love to be the best, but it doesnt really work like this and the sooner we realize it, its easier to live with it... All you have to do is to play the job you love when you get the chance... I love COR and RNG but do I get the chance to play with them everytime I want? Ofc not... Thats just the way things are in this game, so relax and enjoy your favorite jobs when you can. :)
Speak for yourself. I recognize overpowered things even in the jobs I like. I also recognize weak jobs even if I don't play them.
If a job is exploited or required it can be considered to strong. If a job is ignored or left out it can be considered too weak. By telling people "All you have to do is to play the job you love when you get the chance." you're in essence putting a table cloth on top of a huge scratch. This doesn't make the scratch go away it's still under the table cloth.
I don't take kindly to people telling me tough luck deal with it when a few simple changes could bring happiness to more people. Also, I pity you because you're happy trying to desensitize others who recognize balance problems. Under this logic we'd still be stuck at the level 75 cap with only 18 jobs. I think people who are creative should be the ones that should be speaking up not the people who would blindly accept anything they're given and accept it.
Right now, top three jobs that need "fixed"?
RDM
PLD
SMN / PUP / BST (pet jobs in general)
SMN is used for two things, PD and Shock Squall, but more then anything it's PD. PUP and BST are generally ignored with legions of gimp a$$ BST/DNC's running around Dyna.
THF and DNC come along well after those three, hell NIN probably comes before those two. And BLU doesn't need a damn thing done to it, just have SE leave it the hell alone and not break anything would be good enough. It's one of the most powerful jobs in the game, it's only limit being that it doesn't perform well in super buffed zergs which is something all 1H melee suffer from.
There's some stuff that looks like ricotta cheese suspended in marinara sauce dribbling out of my right ear after making the topic post make grammatical sense in my head. I agree with the general idea, though.
Dancer's Sambas and Waltzes were really great back when lots of activities involved parties of six mostly melee engaging the same enemy and mages often being pressed for MP. If Dancer had the relative weapon and equipment selection at 75 that it has 99, it would have been a beast in that atmosphere.
Now, fights are either an alliance affair or people are split into groups much smaller than six. Issues with healing have nothing to do with MP, instead applying forms of pressure Dancer can not help relieve in a significant way, such as huge numbers of status ailments or epic damage to the groin-region with a chance of horrible seeping death as an additional effect. This marginalizes Sambas and Waltzes in turn.
Like Ranger before Legion, this leaves Dancer as a quirky job that can deal sufficient damage without any events that need its particular quirk. I don't see stuff going back to "TAKE EXACTLY SIX REAL PEOPLE, ALL MELEE AMONG THOSE SIX HIT THE SAME THING, LIKE IT", so it would be nice if Dancer's abilities were tweaked for alliance use.
The easiest way to do that would be to just make Sambas affect everyone who engaged a monster, and to increase the potency of steps being that they're directly on the monster. This would also make Dancer lean more towards a support role and less towards the "Monk of the Order of Pointy Poking" role which is currently ideal for the job.