Just bring back gunmage and make it BLM with a gun. Hell, make it more of a BLM than BLM currently is, no Triplecast and long cast times. Make speedy gunmage or crit gunmage a thing.
Printable View
Just bring back gunmage and make it BLM with a gun. Hell, make it more of a BLM than BLM currently is, no Triplecast and long cast times. Make speedy gunmage or crit gunmage a thing.
Still think Flamethrower should work like Phantom Flurry and have like big fire blast finale proc to end it, possibly giving a hefty chunk or battery and heat.
I mean it would be fine if we could just move while casting like it should've been from the start. Idk how SE didn't saw it coming that a 10s stationary aoe attack would be canceled after 3s cause mobs have also aoes which are placed beneath random players, most likely the mch. But mch aoe is lacking in more than just that, the queen should also deal aoe damage. Especially the finishers. Back then we had a aoe tower but that was taken from us too.
It would, and it should have, yeah. That said, I'm still not a fan of balancing the skill around an ending skill if it'd require the cast to come to a natural end (i.e., require its full 10 seconds). Imo, it'd need to be cast after the channel ends/is broken, regardless of time, or we'd be better off just increasing the damage per tick (so, tuning it directly).
Then I guess we're at proper balance already?
We have 5 jobs that are presently slightly undertuned, with MCH being the outlier in having no utility beyond its hypermobility (which is of far less [relative] use in modern encounters).
For the majority of percentiles, though, or even just if keeping analysis mindful of biasing at the high end, the top and bottom fall within ~7% of each other.
That said, if the devs aren't willing to offer a skill ceiling to a given class, and that design choice would cause its users to approach the relative performance of its skill ceiling that much faster, it's not reasonable to expect that it could be balanced perfectly even at the highest end of things without being overtuned below that. And a single overpowered job does a heck of a lot more harm on the average player's perceived freedom to play what all they want than a single underpowered one. (Which is not to say that either is okay.)
Tl;dr: MCH, DNC, BRD, SMN, and RDM need very slight buffs. MCH may need slightly more than the rest, even. But jobs like MCH could just as greatly benefit from further depth / a higher skill ceiling if they want tighter high-end balance without creating new and worse balance problems below that point.
That relies on the bail-outs of arbitrary sub-role assignments, which in turn essentially means that Physical Ranged are the only sub-role a party is discouraged from taking two of.
Granted, that also belies the whole mess of physical ranged being, these days, a wholly arbitrary sub-role in the first place that makes no more sense now than, say, randomly splitting NIN and DRG from MNK, RPR, and SAM.