How long have you been enjoying starting drama on forum by claiming everything is "not having fun playing the game"?
I personally don't see a logical relationship between "zerging" and "not having fun". This applies to other thread regarding certain weapon combinations improving DPS.
tl;dr: People actually can have fun zerging and do more dmg.
With 2 DD yes, with 3 DD hardly, with 4 DD I just don't see it. And since this is RDM discussion I'd like to kindly remind people it's also costing a slot of 1 support(or 1 DD) for skillchain increase.
Last edited by Afania; 11-30-2016 at 03:52 PM.
It's been a dps loss in most buffed situations with more than 2 dds since Toau times. It's part of why you saw the rise of melee burning things and the decline of skillchain/mb. The dmg lost by holding tp and often using a weaker ws or 2 is very real. Of course there are some exceptions like say having the last ws being significantly stronger than anything the other 2 players are capable of... especially if it scales with tp well so holding hurts less
In TOAU SC's got resisted and every TOAU mob not flans has 9999 magic resist/evasion, AND skillchains have been buffed(so that they basically never get resisted) and to do more damage since then.
So bringing up TOAU doesn't really hold any relevance to the conversation at hand.
You also don't "hold tp" or "use weaker ws" very often to skillchain anymore with emp/merit ws being so powerful, and damage varies with tp makes sitting on 200 more tp not even matter.
Skillchaining is always a DPS increase.
I'll give you the resistance thing has changed but mobs weren't super resistant as you claim. Melees just had poor macc. I magic bursted just as well on aht urghan zones as I had done before in cop/zilart. And that was where the bulk of the dmg from sc/mb setups came from. Those setups didn't fall by the wayside because they got worse (except against greaters and that was mostly nuking smart) but because melee burns got better. Partly because lolibri were so squishy but even other targets became easier as we as a community got better at pushing more dmg and understanding things like pdif and haste caps and such. And since the skillchain dmg wasn't ever that significant people just used their most powerful ws
And yes when talking about 3 dds you will definitely have to hold tp unless you super unbuffed. And doing a 3 step is almost guaranteed going to keep you from using your absolute strongest ws unless you have things setup just right. Having more strong ws doesn't play into that at all. And not all ws have dmg varies with tp and even the ones that their scaling is such that generally at lower tps they aren't spectacular and at higher they don't scale that great so it still matters some
Also I didn't say skillchaining. I said 3 stepping with 3 dds (well technically I said more than 2 but 4 is even worse) as was being discussed. It in fact makes a huge difference given the time wait between steps and the time it takes to build tp
Last edited by Urmom; 11-29-2016 at 01:53 PM.
Zerging = bringing fully buffed melee DD"s and mashing you WS button over and over until the mob dies in 30-60 seconds.
You ignore the mobs mechanics, you ignore skillchains, you ignore magic bursts. You basically ignore 100% of the games combat mechanics.
Aka, not fun.
With 2 DD's skillchaining is always dps increase, I have no idea for 3 but I wonder if you could do samurai skillchaining with 2 other DD's so that every time the other DD's ws the samurai can close it.
A RDM + melee can just skillchain with each other as well.
Last edited by Shiyo; 12-01-2016 at 11:50 AM.
This is just your subjective opinion. And game mechanics discussion isn't about how YOU feel what makes the game fun or not.
You repeatedly use "FUN" in a game mechanics discussion on every forum in every thread, why?
From MY subjective opinion, I find zerging and WS at 1000 TP is more fun due to DPS job can compete with each other. And DDs having parse war against each other is the only competitive element in this game as it stands. Since this game has no PVP, nor HNM camping anymore, the it's the only competitive element in game. And some players such as myself find competitive element in a video game fun.
That being said, just because I find zerging more fun, I don't use it as a reason to agree/disagree against a game design mechanics.
At this point zerging with super buffed 5 DD generates more DPS than 2 DPS SCing in many situations. I advocate such setup not because I personally find fun, but because it's mathematically stronger.
Even if you want to advocate 2 DD SCing with each other because YOU think it's fun, it doesn't really apply to everyone because it's YOUR personal opinion.
tl;dr, your argument about inundation being very useful is invalid. It has some uses in game, but not all the time. And it's not enough to make RDM less niche than it currently is.
First of all, you need to chill out and stop being so argumentative in all your posts.
The problem is that geo/blu need to be nerfed to the ground and BLM needs to not hold the monopoly on nuking by being 50% stronger than any other nuker in the game.
Bard/RDM/COR all have pretty balanced buffing/debuffing with other strengths/weakness to make up for things they lack or for having weaker debuffs/buffs(example: rdm isnt as strong as a cor or brd at buffing but has potentially useful debuffs and can magic burst/heal better than brd or cor)
Then geo comes along and can just MB for hundreds of thousands of damage, can heal almost as well as a RDM and can also dia2/slow/para/silence/addle/distract1 while having the STRONGEST UNDISPELLABLE BUFFS IN THE GAME. Mind blowing, really.
By the way, why can't we accession haste2/refresh3 yet?
We also have blue mage, which can, for some unknown reason, self cap it's own magic haste, have nearly as much mitigation as a tank(while in full dd set up, don't give me that "lol you cant be a tank and dd at same time" stuff I see said everywhere) You give up nothing setting barrier tusk + cocoon + MG and while doing all this it can also do as much damage as a real DD. Mighty guard needs to not exist, and there's absolutely no reason this job should have haste2.
Melee DD's are pretty balanced, none of them does 50% MORE damage than another, I have no idea why BLM is allowed to just do 50% more damage than any other nuker and have a complete monopoly on the role, it's really awful.
I miss 75 cap where I could nuke as hard as BLM's on my SCH.
WHM healing over 50% stronger than a RDM isn't as much of a problem as BLM nuking over 50% harder because you can't heal a mob to death.
Basically, geo/blu need to be nerfed to the ground and brought back to reality and other nukers need to be buffed to be ~10-30% below BLM(SCH should be within 5-10% and RDM should be within 20-30%) so that when you want a nuker you don't automatically go "oh blm!".
Last edited by Shiyo; 12-06-2016 at 04:53 AM.
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