Imagine easy content being easy. The audacity.
From all those threads here what people struggle with I'm not surprised and thats exactly why SE doesn't balance around that. Making it harder would scare those people away.
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Most of the changes are single target potency buffs, and therefore do not impact dungeon pulls that much.
Also, potency changes barely impacts the difficulty of easier content. It just makes easy bosses faster to kill, and thus, less boring.
The mechanics are still going to be the same.
If anything, it makes hard content easier, since the only thing those changes really impact are the DPS checks, but that's all.
“Buff these jobs” - GCBTW
“Ok” - Yoshi-P
“NO NOT LIKE THAT!” - GCBTW
For the vast majority of you the numbers are fine. You won’t and aren’t raiding the high end while it’s relevant so just pick your flavor and enjoy it. The tears are unreal, I’ve seen less in League.
MNK doesn’t need any damage buffs.
Just bring positionals back to Twin snakes/True strike then tone down the potencies of the fail attempt ones.
Problem solved.
"Pick your flavor and enjoy it" I'm sorry but this is hugbear level of copium.
When playing your job, you should feel useful to the party. If the differences were minor, no problem.
But we talk about big discrepancy there.
I love MCH but I can't enjoy it because the job is nothing but a burden to the group
It doesn't brings healing, shielding, extra mitigation, it doesn't brings rDPS, it only brings DPS and it's garbage.
What's wrong with simply requesting to be useful to the group?
they could nerf things. but oh no that would provoke a shit-storm because nobody thinks reaper is too strong.
He explicitly said potencies. Not damage, potencies. There's more than just damage potencies.
That means drk having some more sustain. And why isn't misery and toxikon upped to they aren't dps loss to use? Astro's pdps is pitiful as usual.
And i don't recall dragoon tether distance being a potency? So if that can change, why not other qol like say making living dead not kill the drk
MCH *does* bring mitigation - it's called tactician. In light party content, MCH will also be greater damage than both BRD and DNC by virtue of having fewer players for the more support-centric physical ranged jobs to buff. In a competent group, MCH *should* fall off against less selfish jobs. If the rest of the group isn't great, MCH would be the better option.
What is the point of you posting? You're saying it's fine for most people. But acknowledge on higher end there is an imbalance, which justifies their complaints. People aren't complaining about jobs that they wanted buff being buffed, their complaining about already exceeding classes being buffed. So you just want to put down people that aren't good at the game? While assuming who clears when and plays at what level? Let people advocate for good things instead of putting people down.
Imagine demanding that RDPS or a support DPS do the same or even better damage than a melee dps ( MNK,SAM ,NIN) or BLM.
Stunning
Psst, hey, closer...
A bit closer...
EVERY RANGED HAVE TACTICIAN. They are named Troubadour and Samba, those are virtually role action. In this equation or ranged utility, MCH brings nothing more.
4 party content is non existant. Only dungeons are light party, trial, savage, ultimate, 24 man raid, Eureka/Bozja.
Only Deep dungeons and Dungeons are 4 man content, DPS don't matter, healing barely matters and most of the dungeon is aoe spam + 3 bosses.
Even in ShB, if you wanted to perform better than a Melee/casters, you needed to overgear the Melee/casters and them to perform poorly.
Beeing worse then SMN DPS wise is hard right now... *cough* *cough* but hey BRD can have Utility, BUffs AND DPS but MCH are NOT ALLOWED to dps
Actually stop listening and open your eyes.
Where did I ever mentioned that I wanted MCH to be on par with melees or casters?
My point was that the "mobility tax" was insanely high that if a melee/caster was below a ranged, it meant the player had no idea how to play the job at all.
In any case we already established that mobility tax was a useless joke, especially in content like P1S, P2S and P4SP2, most of the hard content is 95%+ melee uptime.
Again for your pretty eyes:
I want to feel useful when playing MCH, be it damage or utility wise.
to be fair, smn at this pojnt is barely a caster anymore and offers great value via rezz, and redmage while more of a caster than smn completly blows most classes out of the water as far as utility goes, so even when dealing the same damage as a physical ranged both would still be usefull...
From a balance perspective, they are irrelevant because none of that content is tuned remotely close to what the jobs are capable of. Case in point, if you outright deleted Bloodwhetting, TBN, Corundum and Shelltron. What changes? Absolutely nothing. The healers still spend 90%+ of their casts on the ST/AoE nuke.
Even mildly insinuating Expert is more important than Savage is completely laughable. I'd like to remind you they've readily been removing dungeons every expansion. Can't say the same about Savage.
Dancer's rDPS is roughly 6% putting it on near even footing with Bard. It'll still come out very slightly behind overall I believe but it's very competitive. Machinist on the other hand...
MCH main reporting in. Changes - as expected. Will continue to pray for mercy throughout the expansion. :rolleyes:
Pretty Happy with the change... but I was pretty happy before the change too so..... yeah nothing changed
Yoshi P is the one who said he wanted to buff the job, not me, and he stated so multiple times in the interview that monk would be getting adjustments. Personally, I agree that monk was fine, and this buff is basically nothing since it's 150 potency on a skill the monk doesn't even use until 2 minutes into the fight and then every 2 minutes after that. This buff is incredibly minor. And with reaper and monk being so close, and with reaper being the baseline he wanted to balance jobs around, a small buff to monk is justified when you conisder that reaper has more party utility than the monk does (it heals the party where monk does not, and it's party buff lasts longer than monk's)
I had more been hoping for them to address the other glaring problems with the monk's toolkit. Riddle of Earth has no reason to fall off after three weaponskill uses anymore. Anatman and Six Sided Star continue to be garbage buttons that you basically never have a reason to press.
Arcane Crest is utility in the same way everlasting light and rekindle are utility, except that it actually goes out when the healing is needed. Mantra is handy, but speaking with my own healers, the boost doesn't actually save them any healing skill uses. Arcane Crest may be the same, but it's healing for the party that reaper has and so should be considered when balancing the jobs. It's also not just that but that Arcane Circle has a longer duration to buff the party than does Brotherhood, so the job should be comfortably ahead of reaper, which from what I've seen, it was about neck and neck with it.
But also like you said, the buff is incredibly minor. Phantom rush doesn't even get used until two minutes into a fight, and then every two minutes after that. Sure it's a buff, but also it's the smallest buff any DPS (that got a buff) received. I never thought monk needed more damage, but just going off Yoshida saying more than once he wanted to see the job buffed, and had hoped more that our other skills would see changes, even if they might have been turned into utility skills instead.
Here's a list of the DPS gains based on the changes:
https://cdn.discordapp.com/attachmen.../unknown-9.png
Gonna start with saying I don't care what yoshi wanted. I'm actively disagreeing with his statement. And monk was already comfortably ahead of reaper. To the tune of hundreds of DPS. Mantra contributes way more to healing than arcane crest. I can't do anything to prove that to you on a forum but take a look at the end of final fight and you'll see just how much stronger mantra is. So monk already did more personal then reaper and it's comparable utility for healing is significantly better. Also need to not downplay the buff. A .5% vs a 2.5% buff is a huge portion given to a class that was already the best DPS on every fight.