Delete damage type buffs/debuffs? I mean, they have been weeding out a lot of 1.0 stuff, so why not this?
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Yet when Ranged don't even NEED the buffs, since they're already in a strong position in the case of BRD. MCH might need a few more QoL things here and there since they've found nothing but failure in the usage of Overheat and just overcomplicated the job itself.
By giving Ranged a piercing debuff of their own, it'd cause them to be powercreeping on Melee by themselves as well as make BRD a bit harder to play(extra timer to keep track of).
P.S. If you want an example of powercreeping, go look at Heavensward when WAR was capable of contesting a Melee.
With that out of the way how do we address SAM? One of the issues I keep hearing is that its DPS is not strong enough to compete with a BLM. That, and possibly how confusing its rotation is for newcomers who are 52; not really introducing the Job mechanic well by adding hidden positionals and a Jenkins gauge.
Sam doesn't have to compete with blm. Range slots vs melee slots.
It needs to compete with monk in terms of raw dps, and beat monk. The next hard thing is 2 range 2 melee, the 2 melee are optimally drg+nin for the raid dps gain and utility. Sam's personal dps has to compete with the damage lost from trick attack+eminity solutions, or litany+eye+piercing vuln. And that's next to impossible.
I don’t see them buffing BH down the line. It’s actually good for what it is as a raid buff. Though, yeah. Potency increases to all of SAM’s Kit would probably help alleviate the situation some and bring it past MNK DPS levels without BH. If SAM can meet MNK’s DPS throughout an entire fight with Brotherhood included it’d at least be a viable thing to run I’d imagine.
If they had to touch DRG or NIN, I’d bet they’d touch TA and make it a 5% rDPS debuff and compensate the damage. For DRG we need Disembowel removed/reworked to get rid of our current issue that was addressed earlier.
OP has no clue
I am going to copy what someone else said regarding drg difficulty
1.NIN combos are all 1-2-(345) while MNK is completely free flowing and SAM also has overlapped combos of 1-2-(34) and 1-5. All melee have a dot to maintain and debuffs as well, but DRG is the only one of them that has two unique three-step combos (5-step) to get to their damage actions. rather than making one decision for the current gcd every now and then, you\\\\'re making decisions for five gcds in the future every time you start a combo. That requires more forethought than any other melee dps just on gcds.