We were already doing just that with Bahamut and Phoenix. They also probably could've just upgraded enkindle to have your current egi turn into a gem summon briefly anyways
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That wasn't the reason for the change. Despair refreshes AF, so you just cast flare-star afterwards. The reason was that Paradox-fire going from fire-1's cast-time to instant-cast meant that AF was refreshed 2.5s earlier, in a GCD - rather than just as the GCD was ending. This meant that instead of 15s to fit in 3 F3s and Despair, you now had 12.5. As a result, the recommendation was generally to do 4x F4 -> P-F -> 2x F4 -> Despair -> FS, making the second phase exceedingly tight. If you had to refresh Thunder or avoid overcapping on Polyglot, you would also need to burn a swift or triple to fit Despair or otherwise use Firestarter to keep AF rolling.
Despite insistence that the DT changes were to make the job "more approachable," they both made it more rigid and more unforgiving than ever before. Despair becoming instant was a band-aid fix slapped on because it was clear that they didn't test out how instant paradox-fire would feel. Or, more likely, whoever was in charge of it always spent firestarter to extend the phase, as opposed to how every other person on the planet uses it to avoid an F3 cast.
In all honesty, the Enochian timer would be more acceptable if Picto were to have it's complexity put to old summoner levels.
Most people were okay with the 5.0 Machinist rework because back in Shadowbringers everyone still thought the devs had a clue where they were going with their job designs.
A few years later, Machinist's 5.0 design actually going nowhere but instead even more terrible design decisions across the board, and we are finally wise enough to see that no, they do not have a clue.
If I didn't have commitments for savage I would unsub, can't leave the group hanging this close to the tier so I guess I'll have to wait until everyone is BiS to leave. The devs clearly don't want me to enjoy or play the game since they keep removing things I enjoy like ShB/early EW PLD and EW BLM
Started this game on BLM less than a year ago.
Currently only playing caster DPS jobs, and BLM remaining my fun yet challenging main.
I'm miles away from being optimized/best player. But I am addicted to progressively improve on BLM self-taught by combining
- duties repetitions (+muscle memory)
- planning ahead
- active reaction/reflexes
- multitasking
- and constant strategy/rotation adaptation.
This gives me unique feelings of involvement on BLM, so i'm really concerned to know if this job will still be as fun to play/learn as I enjoyed until now, with 7.2 changes :confused: :(
(plus, playing BLM has very special meaning to me)
As someone who loved both early EW PLD and BLM the most out of any other jobs (like I can't stress how much I enjoyed these too jobs) it just feels like theirs actually nothing left.
What's the point of investing my time to learn/master a job when you can pick up any job and already master it in under 2 hours.
I put in bold the things that will still matter, but they are within the context that fights in this game are scripted. Bosses mostly do mechanics in the same order every time, so once you are used to the order, there isn't much in the way of reflexes, multitasking or adaption unless one of your party members does something wrong.
No, it won't, and it was already made less complicated in recent years:Quote:
This gives me unique feelings of involvement on BLM, so i'm really concerned to know if this job will still be as fun to play/learn as I enjoyed until now, with 7.2 changes :confused: :(
Point is, they have made jobs easier and less stressful over the years, and Black Mage has been the last bastion of that, until the 25th.
- An ability was added to keep up Ice phase out of battle which you had to spam, then it changed to be available at lower levels, then it changed to lock out of battles so you don't need to spam it.
- The AoE combo became more consistent and able to switch between AoE and ST easier.
- It highlights what to press next (did not used to, which made it one of the hardest to figure out rotations).
- They made Enochian upkeep a trait years ago, and are now doing so with the timer, which is the thing that you're prevent from expiring - so it makes it as easy as Red Mage, Summoner and Pictomancer. This is about the last job that had such a mechanic (most jobs used to have this).
- The cast times are being reduced to allow for movement, making it as easy as Red Mage or Pictomancer.
- More things have been made instant cast in the most recent expansion, and we'd already got Triplecast years ago.
It's not like Black Mage actually brings anything to a group TBH.
No barrier, no shield, no heals, no party-wide buff, no mobility (muh turret caster), and it's not like the DPS checks are pre-nerf P8S levels of tight, so your damage is basically redundant too.
And yet somehow, not only do you insist on choosing the job with zero group utility, you force the rest of a group to adjust around your very existence. At least the Samurai and Viper mains can move while doing a burst.
Your average Black Mage in modern encounter design is practically dead weight compared to the other casters. Red Mage has 50 raises, a damage buff, and a barrier. Summoner's a glorified Phys Ranged with a raise, a heal, and a damage buff, and the Picto's doing solid damage on it's own, let alone the kitchen sink of a kit it brings.
Removing the Enochian timer is the best thing happening to this job, it feels completly atrocious to play in lower levels, before you get tripe cast to move around.
I don't know why they were okay with it. ShB MCH literally murdered every part of the core identity of the job, which is exactly what has been criticized for SMN 2.0, and now for BLM as well. It's literally the same thing. They made the job brainless and bland, removed all skill expression, and demolished every facet of its identity. People should be as mad about it than they are about SMN 2.0 or BLM right now.
List of casualties of its core identity:
- Ammo and rng procs
- Highest damage burst in the game, a highs and lows damage profile.
- The pet (like for SMN)
- A non-fixed burst that required skill to pull and to identify patterns
The solution isn't to get rid of a jobs weaknesses its to buff it's strength, BLM was hard to master and was designed around having the highest damage. What's the point of having a job system if they are all the same but different animations.
This is meant to be a MMORPG, But theirs no job system (the trinity system doesn't even make sense), so i can barely call it a RPG, theirs hardly any social aspects either so it's a stretch to even call this game a MMO anymore.
This is like the only thread I've ever seen with people pointing this out and it drives me crazy. IMO though they haven't known what to do with MCH since Heavensward. Just like current SMN, anybody who tends to think the job is actually good thinks so because of aesthetics and being able to mindlessly move around vs suffering a whole one second (oh no) cast time, rather than any actual real gameplay feedback. It's a braindead job that's nearly as bad as SMN, but uhhh...now you have some flashier skills and bigger machines and robots. Cool.
My extremely unpopular opinion is that I wish MCH could have kept its entire identity from HW, tiny cast time and all. That would require it having an entirely different style of play from the other two phys. ranged jobs, though, and they clearly can't have that. They continue to self-implode whenever players dare to develop varying rotations within a single job.
I agree that BLM really lacks a solid group contribution moveset, and that unless you're a high-level BLM (familiar with every aspect of the job), maintaining consistent DPS in High-End content may be incredibly challenging (if not nearly impossible), with minimal reward.
However, when I need to contribute more to the group, I can switch to RDM or SMN (until I unlock/test other jobs). When I want a change and enjoy a different type of playstyle, BLM is 'one' fun option. The unique feel of the job is definitely noticeable, even if further practice is needed.
That said, I never experienced the old BLM or SMN, so I can't tell how much they changed. After reading these posts, I only wonder where this demanding lovely particular job is headed.
Current Black Mage is irrelevant on a foundational level. 'Buffing it's strength' isn't going to make Black Mage any less likely to be excluded from a static recruitment, especially when it's also the job with the widest variation in performance between individual players. It doesn't matter if you're some God-tier raider on Black Mage, if what you bring to the table serves little value otherwise.
Why should I trust a random BLM main, when I can instead trust the Summoner to put out more consistent and respectable damage, and bring utility as well?
The solution for you is to turn black mage into summoner, because people like you can't handle unique job design with visible strengths and weaknesses
Excluding a black mage without seeing how they perform in the party is just ridiculous in the first place, even if you wanted a utility rez caster you know black mage can fill in for melee... as their whole point is they deal high damage like melees do.
Yoshi-P and devs, i'm sorry but is this some kind of joke?
I know full well that 7.2 isn't even out yet, but please, stop gutting BLM and other jobs...
In theory new summoner is an ACTUAL summoner. However, DT dropped and instead of giving us more summons, for example Odin. Imagine summoning Odin and going into a melee phase or just doing more damage while he's active etc. Just more summons, anything. Instead SMN got another bahamut, yay.
Mostly naivety. Coming from Stormblood into Shadowbringers most people still thought the devs actually knew what they were doing.
Stormblood Machinist, while still competitive in a perfect environment, wasn't exactly a great experience. The expectation was that the 5.0 rework was a clean slate to build a new identity upon, instead it ended up completely directionless and just got more random damage buttons stapled onto it as a bandaid.
In hindsight it should've been recognized as the canary in the coal mine that it really was. Five years later and all job design turned into directionless slop, devoid of all thought besides "press glowing buttons, do damage".
I don’t know why anyone thought this clean slate argument was going to go anywhere because SB to ShB wiped 4 jobs back to a clean slate (MCH, WHM, AST, SCH) and they literally could not articulate why they decided to do this for especially the healers. HW->SB was really the end of the devs making a change and being able to go “we did this change for x y z reasons and aim to achieve a b and c” starting with those 4 job wipes it became “give it a try” or complete radio silence
Sure we had more trust back then but you could see their design slipping in SB, the pointless gauges, toilet paper Lilys, the god awful 4.2 WAR redesign. Their “control” over the jobs really felt like it was slipping in SB
You basically answered it yourself.
I remember looking at the job previews for 5.0 while grinding in Hydatos, seeing the tank changes and going "this does not look good." followed by "Oh...oh no. This is actually bad." right after when I saw what they were doing to Scholar.
But I gave them the benefit of the doubt at the time, because they had built up enough trust.
That trust has long since run out and I think more people are slowly realizing that they have no plans to salvage this train wreck, instead they're doubling down.
Phys ranged were arguably the first canary in the coal mine even before the healers. They got massively gutted from HW to SB. Many would say for a good reason, but they have made ZERO attempt at incorporating some of the fun elements into the SB iteration. We could have Gauss Barrel turning the gun into a shotgun that has to be charged up at close range (a melee range cast) to give it some depth, while limiting its uses per minute so that you still have a lot of movement where necessary.
Dark knight arguably too, but I haven't really played the job much back then. But they were 100% gutted by ShB when Dark Arts got neutered.
SB to ShB just gutted so many jobs. You could say that over half of the jobs got neutered in some way or another: all three healers, Dark Knight, Warrior, Monk, Machinist... Ninja got dealt a heavy blow in 5.1 or something with the mudra rework........
.....
I really wonder why MCHs damage output was again such a bad joke when the new expansion droped. Is this their new routine? Make it much too weak at expansion start and then buff it to death from patch to patch? Why is it so hard for them to actually balance stuff for the majority of the playerbase?
When EW came I always easily was beaten by other dps in the aggro list. At the end of EW they pushed it so far with buffing that it went to the opposite. Even if I played shitty I was number 1 dps in group aggro list. I was very frustrated when I realized that it seems to be the same mess in Dawntrail. MCH damage is again in a bad state. It's no fun to fall behind or braindead dominate dps, just because of false balancing.
I loved SB MCH and I played it with 200ms ping (which was shitty but so was ShB MCH with 200ms ping until they introduced stacks to overheat in EW, and even still... have fun clipping). SB MCH brought over a lot of concepts (overheat and heat management) that complimented HW MCH as a core (ammo management) pretty well, even though it simplified other things probably.
Either way, I've been very vocal of the ShB changes as soon as the media tour dropped, and absolutely puzzled at everybody seemingly cheerful for it. It was like, what the fuck where they smoking? And we had the exact same reaction with SMN 2.0 next expansion with copium filled reactions that "it's just the core of the job, they're going to build over it in the next expansions!!!" (lmao, why not now?).
hahahaahhaah....AHAHAH AHAHAHAHAHHAHA!! - Cue Joker Laugh
Now BLM is no longer safe, all jobs shall be &&&& and lose their unique styles.
There is nothing we can do about it lmao.
I've been a BLM main since they added Jobs System to 1.0. And depending how BLM feels in 7.2, I feel this might the first time in 14 years that I'm thinking of quitting the game. Possibly permanently if they bastardise the job this much in mid expansion. They messed up hard with PCT and refused to nerf it unlike they did with a full rework of Viper just 1 month in to the expansion.
Everybody said to nerf PCT rather than bring every order job up and tune them to be like PCT
PCT imo has broken this game xD
Actual problem whats cause behind grindings down jobs is ever increasing push towards DDR boss fights. DDR boss fights require only two things. First is ability to memorize dance steps. Second is to has mobility to do dance. As long as jobs can do some DPS, fights will be beaten if dance is performed correctsly. This why jobs becomings all samey. Is easier and cheaper to make game if all jobs behave similar in very simple DDR environment. DDR boss fights are always the same. Is no variations. Is souless fights whats has no replay value but is easy and cheaps to code. This why Mao already cancelled subscription. Mao already seeing writings on wall by 7.1 and Mao nots willing to wait anymore for 7.2 let alone 8.0. Maybe some players like DDR. That oks. Mao hates it though and refuses to spend anymore moneys on game that keeps spiralling down DDR path. Mao pretty sure FFXIV is never gonna ever sparkle in Mao eyes agains like it did in ARR and HW.
I was going to say something like this but you completely nailed the hammer on the head. They're making BLM mobile and easy to play to accommodate the dance, and that's to the detriment of the class. A big appeal of BLM to me was trying to do the dance and keeping uptimes up. It felt cool.
To be honest the biggest cardinal sin this game ever did was pushing Mao away.