Thing is, you had to weave a lot as a SMN in StB too. It's not really any busier now than it was then. The "busy-ness" is not really the issue with SMN, at least not in and of itself.
Printable View
Thing is, you had to weave a lot as a SMN in StB too. It's not really any busier now than it was then. The "busy-ness" is not really the issue with SMN, at least not in and of itself.
While this is fair, there are still jobs suffering that the developers have made zero mention of adjusting, or that they seem to think are "fine". RDM and the physical ranged come to mind here. The Devs haven't made any mentions about the latter (despite them being on the cusp of exclusion right now due to how weak they are), and RDM is being taxed far too heavily for its Verraise utility. More so than it was in SB. But they seem to think this is "fine".
The tanks may have gameplay issues, but they're all relatively balanced. So I don't expect any adjustments to them in potency patches like 5.08. Compared to the DPS jobs, where a handful are dominating and the other handful are suffering heavily.
I feel like perhaps they could make them hard capped on potent raise support and then allow that as an excuse to not only go back on the tax to SB era but even further reduce that tax. Like for Summoner they get one instant raise on X second cooldown. Somewhere balanced around the cooldown of swiftcast which for reference has 60 seconds. If you wanted you could also add a cooldown reduction mechanic just for fun, like each egi assault or something reduces the cooldown slightly (it still should be long enough to make the raise tax minimal though, and allow the job more damage or whatever else.. titan shield utility or something lol). May also give SMN another slot by removing swift cast then, which you can technically use for the other already really fast spells SMN has but... eh.. by removing it you could use that saved slot for another new ability (or I guess players could just choose not to put it on the bar lol).
Then Red Mage has a slightly longer cooldown than summoner but may hold up to two raise charges, both of them having the short cast times (red mage has two types of spells, long and short, referring to the shorter ones that don't need to be primed- the raise is the primer now). Of course you could short cast into an instant cast if you wanted (double raise), and of course that means you're out of both charges and it's now on full cooldown.
Just something to reduce the tax as you put it on the jobs, allowing them more justified room in the damage departments- especially Red Mage. I imagine some might miss the chain spell 5 raises potential but it's a bit bonkers (totally kills your mana/damage lol, and apparently is causing a damage reduction on the job), rather then you could deal more damage and the party if doing poorly will just restart instead of going into raise euphoria.
I like the changes to SAM outside of Kaeshi: Higanbana which I never use. Honestly, I'm waiting to see what kind of changes they make to Shoha which is completely useless.