needs to get taken out back and put down like old yeller.
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They know all the mechanics and intended strategies before even stepping in and, as they've said before, do it in max ilvl gear rather than what normal people would have like crafted sets.
I would imagine they have a pretty easy time of things
Not true, it affects everyone who raids to varying degrees.
Let's say we have 2 casual teams in 630 gear mid-tier. Neither team is amazing at dps, just average players. Team A is a full meta comp and Team B is PLD, WAR, MCH, RPR, double caster, ect.
Team A will probably clear p8s with 6 deaths and 7 damage downs and be enjoying their shiny loot.
Team B will have 3 deaths, no damage downs, wipe to enrage and will probably spend a few weeks longer on prog until they learn the fight well. They likely won't even know why they're struggling so much when team A is online posting about how "easy the raid is".
That's not balanced. Players of equal skill should expect a fairly similar raiding experience. Not a harder mode than others because they chose their favorite jobs. Gear does not fix job imbalance.
Actually if the posts before it is accurate it's the opposite. The only advantage they initially have are wipe prevention mechanics which allow them to learn the fight at faster pace (less restarts). Afterwards they need to clear it with min ilvl needed for the instance and without wipe prevention.
Running the risk of homogenization, yes. Guaranteeing homogenization, no. At least I don't think so. Making jobs "perform the same" is a bit fluid.
- You could require that all jobs within a role do the same total amount of damage every 1 GCD. This gives you essentially no flexibility in job design.
- You could require that all jobs within a role do the same total amount of damage every 72 GCDs. This gives you a bit of flexibility in job design, but you also need to be mindful of how kill times effect things. A job that does the same, small amount of damage for each of those 72 GCDs and a job that puts 80% of its damage into the 70th GCD would, in practice, perform very differently.
As long as you accept that at any given point in a fight, jobs will have delivered different amounts of total damage, but that in the long run, they'll be equal, the question becomes one of how large that difference can get and how much of a difference the players will tolerate.
Would you say that if it were other content? How about if the upcoming Criterion Dungeons see no balance changes, thus leading to Warrior being the undisputed best tank due to Bloodwhetting being hilariously broken in an AoE environment? What if Deep Dungeon was made nearly unclearable with certain jobs for similar reasons? Players who enjoy early progression only have a very limited window for their particular content. So far we've had two tiers out of three with a complete failure of job balance. Some jobs, like Machinist, have been suffering for years. At what point does it stop being a "mole hill" and actual criticism the dev team simply isn't addressing?
Homogeneity is better than uniqueness for the sake of it.
Case in point, let's look back at Heavensward. Paladin and Dark Knight were both unique as the physical and magical tank, respectively. Unfortunately, most mechanics are designed around magical damage. Therefore, Paladin's uniqueness had literally zero value. In an expansion worth of Savage tiers, there were maybe 2-3 fights where you'd even consider Paladin over Dark Knight. Ironically, these two tanks would have a similar problem in Stormblood, albeit reversed. Only Dark Knight lacked in AoE mitigation, supposedly due to its superior single target mitigation—namely TBN. This didn't matter since both Warrior and Paladin had near equal defensives while contributing the highest damage output. In a fight like UCoB, Dark Knight was a liability. Could you still clear? Of course. You just made it harder on your healers.
Certain aspects of job design need to be somewhat homogenized for balance sake. Hence why tank CDs are largely the same.
If you took Reaper and simply pumped up some numbers, nothing about the job changes. It won't suddenly be Monk or Samurai with a scythe. It'll just deal comparable damage without being a detriment. Likewise, Warrior isn't going to suddenly play like Gunbreaker if they give it another 100-ish DPS to better close tank balance. There are easy solutions to the problem. SE just remains incredibly hesitate to do anything. That, or they're stubbornly caught up on aspects of jobs which don't contribute nearly as much as they believe they do. Warrior's massive healing, for example, doesn't matter when autos deal 20k. Dark Knight can handle those just fine without Equilibrium. In fact, I take more damage on Warrior in P7 than Dark Knight because the latter will always have TBN + Dark Mind + Oblation for every single buster.
Like it or not, damage is king in this game. Any job lagging too far behind simply can't justifiable its existing because nothing else is rewarded.