This is far too parser-centric in thought.
DRG has lower personal DPS than other certain other DPS because it adds some damage back in through buffs to the party. People should not focus solely on parse data but rather who clears and who doesn't.
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HPS isn't a terrible measure. HPS just doesn't add context to all situations where healing is necessary. The fact remains that Sage and their healing potential is not broken. They feel more powerful than they actually are because of how Eukrasia functions by turning your spells into improved instant-cast abilities. Being able to bypass cast-times is amazing, but the Sage is still restricted to GCD cooldowns and oGCD abilities the same as Scholar.
The skill ceiling for Sage and Scholar are both high. Scholar to an even greater amount.
Asking for jobs NOT to be balanced around the Savage tier makes no sense, because under that, in Dungeon/Normals/Alliance/Non-EX Trials, every job *can* and *does* do the job.
No one excludes certain jobs from that content because *every single job performs just fine*. The first rare exception to this is the current DRK, which is struggling in dungeons but not in raids. Dungeons ONLY.
Asking for all the jobs to be balanced around dungeon level content is asinine and completely counter productive to all your arguments of "X job is already hard". If the entire game/job balance was around dungeons, *you'd have to try even harder to perform in said dungeons to accomplish what you are doing now*.
How do people not understand this? Balancing around Savage makes the casual content for casuals *easier*. Not harder.
Not really? Scholars with Expedient feels really good to use. Lots of people I know who is taking Scholar to savage raids says their team prefers Expedient for that movement speed buff that doubles as a mitigation tool. Plus, recovery is much easier on Scholar than on SGE.
Plus, SCH have raid buff, which only get stronger under raid buff stacking.
Maybe the game shouldn't be so easy I can auto-attack through most of it with the only mildly challenging content being extreme and savage, which demands you jump through considerably more hoops than anything else just to do. But also Savage demands a different playstyle than the rest of the game, so balancing for it means balancing for the players who optimize and play as close to perfect as they can.
I think current monk is probably the best example of this; once you get the hang of blitz, its timers and the gist of what you're supposed to do, it's not hard to use at all and performs above how it feels like it is. But a lot of people struggle with keeping monk's blitz cycles going and fall out of synch which makes the class feel sloppy and awkward. So rather than rewarding you for performing well, it feels like you have to perform well for the class to not feel like a mess.
Basically, I guess, I'm saying that by tuning specifically for end game content it makes the rest of the game feel like it doesn't matter at all which, in turn, has made it all feel pretty dull and rote in comparison.
Job balancing =/= content tuning, unless your only solution to job imbalance is power creep or reduction to the lowest bar.
Parity, in itself, does not make content harder, easier, or anything in between.
You say that like it's a bad thing. That's literally what it means to balance kits and the actual available throughput, rather than to add handicap points based on average player performance gap. The mistakes and value of mistakes people are likely to make vary wildly; to compensate for them only creates yet another mess of imbalance the moment those couple parts more of a given job is mastered.Quote:
But also Savage demands a different playstyle than the rest of the game, so balancing for it means balancing for the players who optimize and play as close to perfect as they can.
It makes the job feel sloppy... to those who haven't yet learned how to play it. That is not a bad thing. Having a kit to learn is, in itself, available gameplay -- enjoyable hours of progress to be made if simply cares to learn rather than throwing up their hands and demanding the job be balanced around their mistakes or that its floor be raised nearly to its ceiling. I would much rather struggle with a 'harder' job and actually learn it than for there to be no mechanic on said job really worth mastering.Quote:
I think current monk is probably the best example of this; once you get the hang of blitz, its timers and the gist of what you're supposed to do, it's not hard to use at all and performs above how it feels like it is. But a lot of people struggle with keeping monk's blitz cycles going and fall out of synch which makes the class feel sloppy and awkward.
HPS is absolutely a terrible measure. The messier a run and the less mitigation your group uses, the more you need to heal and the better your HPS. If a WHM spams Cure III immediately when damage happens and a Sage lets their HoT's and oGCD's do the work, the Sage will have bad HPS and the WHM won't. Many top healers will end a run with grey logs on healing, despite 0 deaths, simply because the group played efficiently. Sage has quite a lot of free oGCD's and can heal for free for longer before being forced to dip into GCD's.
Not saying Sage needs a nerf though, SCH and AST are comparatively more than fine when it comes to heal toolkit. If anything WHM needs a buff, because it's far behind.
I'm not arguing the case to make the game easier.
I'm attempting to explain to people that have the viewpoint that "balancing a job's performance around their performance in savage" is somehow making the jobs "harder".
Believing that fact is a logical fallacy, because if a job is tiered to be balanced and perform well in savage, then it is going to perform well in more casual content with sub-optimal play.