wouldn't it be funny if it was because of the deep dungeon
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wouldn't it be funny if it was because of the deep dungeon
While I can see the point, I feel like this is a massive punch to the jaw as jobs like Gunbreaker and Summoner are borderline broken in Lv70 Ultimates, yet don't get adjusted on those level ranges yet another niche content with lesser difficulty like Deep dungeon being the reason to add a change feels... I don't know man, I have nothing in my vocabulary to explain my confusion.
Mmm. This was a useful rule of thumb in Shadowbringers, but I see they're tweaking things around again. Which is fine...or rather, it would be if they were tweaking things in a consistent way instead of returning to the seemingly random pattern we had before.
The rule of thumb makes a lot of sense when you check what actions tend do be improving recovery and which improve healing output. Most healing output enhancing skills were put on Healers, with them dominantly being for Spells as Abilities tend to already be good enough, so it incentivises GCD usage for power healing.
On the flipside a lot of recovery enhancing effects tend to be on DPS roles (and also Thrill of Battle but it looks like I forgot that one), with Sage being an exception I suppose. Likely to put it as the shield healer with more healing throughput (i.e. some sort of WHM-SCH hybrid).
I just find it ironic that they reverted it to shb RoE but increased duration. At least add back the TN effect it used to have. Regardless it just comes off as a meh since you already have access to bloodbath and second wind and mantra.
On a side note they need to add a movement speed buff during RoW and make six sided star an ogcd, like yesterday.
I'd rather see Dragoon get an actually useful defensive utility spell and Ninjas shield buffed rather than nerfing Monks RoE. In general I feel like adding actual utility to more classes helps them stand out beyond numbers.