Last edited by Manux; 03-19-2015 at 04:34 AM.
Where did I ask for a SMN nerf? Also when we talk about job nerfs, its about job potential. I'm happy to point out that the THF job (mythic or otherwise) cannot do that kind of damage on that content level and that no one is crying SMN nerf.
Whether or not people play a job to its potential (or how many) has no bearing on what that job's potential actually is.
My greater point is that most of the people crying that THF is OP, are really unqualified to be making those assertions (unfortunately, even the dev team in this case). Mostly becuase they have no idea what other jobs are really capable of and are basing these remarks off their own experiences...where 99% of the time they are just incapable of pushing whichever job to its potential in the first place.
The problem? The dev team seems to take its queues to where jobs stand by the amount of complaining they hear from the playerbase. They don't seem to have a real grasp on how the mechanics actually play out or what endgame groups really look like.. Virtually all groups take some combination of BRD COR GEO RDM etc. Capping Attack on SAM/WAR with proper food using a STR mod WS (increases STR/VIT ratio, WS Mod, and Attack) is trivial. The fact that the dev team does not know powerful this is at all content levels is worrisom. Especially when these jobs can exponentially increase their damage with haste and other powerful support buffs.
It doesnt matter at all if a melee job is balanced without support buffs or on low level content. If they can't compete with full support buffs (capped delay reduction, acc, att/def ratio, etc) on endgame content, they aren't getting invited. You'd think that if they played the game, they'd know that by now.
Last edited by Nebo; 03-19-2015 at 12:33 PM.
Pretty much this. Thf isn't op, just lots of people like playing it. Lots of love goes into finding best in slot thf's sets. You should see how heated the debates get on ffxiah. And even if you think it's easier to gear thf to do okay damage, when it comes to balance that should be adjusting the upper limit of the job, and the upper limit of thf is far from op. I don't like having my favorite job being the bandwagon job right now, but I don't want it to be nerfed into nothing.
I must say though after watching the video I'm very impressed with that 4 man group. Run served multiple purposes, tank, opening skillchains, and used gambit to make the mobs weaker to fire. The geo's Malaise also helped with the extra magic damage. I didn't pay much attention to the cor, but I'm half surprised they didn't have them go /nin for Hyoton: Ni. Also that was the best smn I ever seen. I guess that is to be expected from a mythic smn.
All I see is that Papesse uses windower and you just told on him.
The way it should be is, if you let SAM have strong SC potential, then let WAR and DRK have high WS damage, and DRG have high WS frequency. Every DD should specialize in one or two aspects of damage, yet SAM specializes in all of them with no weakness. For example. DRG has pretty high WS frequency due to Jumps, but DRG has flaws in WS attack power. WAR and DRK have decent WS power but gain TP slower compared to SAM and DRG. SAM weapon skills harder, more frequently and skillchains better. You need to bring other DDs' WS power above and beyond Samurai's -- especially WAR and DRK as they are jobs that sacrifice defense and/or HP for increased power. The concept should be RISK=REWARD. WAR and DRK use risky abilities like Berserk and Last Resort to increase their power but risk taking hate and dying. SAM WS just as hard, if not harder than DRK and WAR, but have no penalties to defense or HP and Hasso and Hagakure don't produce the same kind of volatile enmity as Soul Eater and Last Resort do. WAR and DRK should be glass cannons that when their abilities are used, have the strongest attack power and WS damage in the game. SAM should have weaker WS in comparison because they can WS much more frequently and skillchain better. DRG should be somewhere in between as they have poor skillchain weapon skills but they have pet bonuses.
Long story, short:
SAM: Leave as is.
DRK: Increase Scythe and Greatsword power, predominantly 1-hit WS so they have similar risks as Fudo(chance to miss completely), Souleater potency increased, Last Resort potency increased. High Risk=High Reward.
WAR: Increased attack power from Berserk, like +40-45%, increased power of Retraint. Maybe a trait or JA that allows WS to ignore some defense.
DRG: Abolish Drakesbane's attack penalty. It has a 4.0 modifier with a small chance to crit, the -20% attack penalty it has is much too harsh, lower high jump timers and increase potency and frequency of Conserve TP. Maybe add in a job ability that allows additional hits of multi-hit weapon skills to give the same TP as the first hit, 5min recast. It would harken back to the days of when DRG could gain back 60-70% TP from Penta Thrust.
Higher delay weapon types: Scythe, Gaxe, Great Sword, Polearm should have stronger Weapon Skills than Great Katanas. Great Katana and by extension SAM's role should be moderate melee DPS damage with powerful(but not the best) weapon skills and high skilchain prowess. WAR and DRK should have powerful WS on par with Fudo, but when using JAs that increase risk like Berserk/Last Resort/Soul Eater, damage should be UNPARALLELED. DRG's WS should be stronger than Samurais but weaker than Warrior and Dark Knights, given that Polearms are weaker than Great Axes and Scythes and can't Skillchain as well, yet DRGs have other tools like hate reduction and a pet.
Last edited by Ophannus; 03-19-2015 at 04:00 AM.
Total BS. I'd say more but it wouldn't matter anyway as we can see from that post.
lol
SAM = not OP (because capping attack is hard) and who wants to play with BRD/COR/GEO/RDM anyway?
THF = OP because strategically and positionally skillchaining cooperatively with other jobs in your party creates damage!
I know its an old game, but you developement bros should try playing it sometimes. Its kind of fun!
Last edited by Nebo; 03-19-2015 at 01:00 PM.
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