7k is pretty good damage, if you ask me. Although lolsurveyor
2.3k on the other hand...
7k is pretty good damage, if you ask me. Although lolsurveyor
2.3k on the other hand...
All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
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FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
Well 3~7k every 1.5minutes to get 300% aftermath up is nothing to scoff at imo. During that time you can just Evisceration as much as you want.
Now Redemption and Rhongomiont have it bad. That's like 1~3k every 1.5minutes to get 300% aftermath up.
Rudra's is also still best outside, where as Scythe WS's suck outside period, and Drakesbane is better everywhere.
Meanwhile, Cloudsplitter is so disappointing under normal conditions that you can't even bring yourself to mention it.
The buff-nerf rollercoaster is more for the lulz than anything else. They know the right answers. After all, the community tossed them at the devs en masse via theorycrafting and so on. The testers on the test server do their part. The devs at times don't when they chose to ignore the feedback.
Not really. Most of the time it has some sort of explanation from the developers. Once in a while you'll get the "we just felt XX was OP, so we nerfed it" (see: Vindication nerf).Although it's funny when they nerf jobs, they give an in-game reason. Like Paladins have lost XXX ability because XXXX Boss is evil and took it from them.
As for WS, the elemental WS could use a buff. The mods could also be changed to something more uniform and offense-oriented.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.
Instead of them nerfing stuff like Ukko's directly, I'd rather them introduce crit resistant/immune mobs as a pseudo nerf.
Relics need a massive boost to both the WS and the aftermath, rages me that when I wanna have fun on a melee job I use my emps and I pretty much haven't touched my relic in over a year. Took me 2 years to finish relic and I had to do a disgusting amount of camps and stuff to make money to get it done, and now it's pretty much garbage.
So yeah make relics/mythics the absoloute best DD weapons in the game but leave emps as they are I guess.
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