Disclaimer: I'm not saying these classes need nerfs at all.
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Disclaimer: I'm not saying these classes need nerfs at all.
Summoner. lululul ikid
In what way? Do you mean what would break each class with a single nerf the most? Things like removing bloodletter procs on Bard and removing Bane from Summoner, Heavy Thrust dmg boost from DRG would be a hell of a nerf but I have no desire to do that since I play those jobs.
Rear positionals for NIN, just so they can't be too lazy.
No. The biggest nerf ever would be removing Swiftcast from BLM. You would be screwing 4 classes in one fell swoop.
Monk, I see no reason why they should get preferential treatment in their single target DPS vs for example DRK and NIN. Plus I am tired of their constant whining whenever any other new or old class comes close to their DPS they scream and cry about how that other class needs to be nerfed because it had the audacity to come close to their own DPS. Also from a logical standpoint there is no reason why a Monk should have higher DPS than a NIN possibly and especially DRK, a Monk uses it's fists and feet to attack compared to knives and spears which should do physically more damage than gloves or shoes.
monk in a nutshell https://www.youtube.com/watch?v=rjAk9ihnI_I
The first one maybe relational but notice how little damage to the tray there is, the second part with machine gun is nothing like monk however since it goes back to my point of how someone punching something with their fists would logically do vastly less damage than someone for example with a spear or in that example a machine gun yet in this game somehow it defies logic and punching something with your fist does more damage than someone with knives, swords, spears and axes.
With an actual gunner class incoming I hope that kicks monks off the top of the single target DPS standings, guns vs fists. Ironically the attack speed of a monk in game plus quantity of hits is not that much faster than other classes using their respective cooldown's and number of hits within specific skills. I wouldn't mind if the class was on par with the others but see no justification worthy of out damaging the rest on single targets.
Plus I would love to see them whine about being nerfed so that in future are on par with the other DPS classes instead of above them looking down from their pedestals...and that's despite having a level 50 monk myself, I come across way too many monks who look down on and try to nerf other classes to protect their top of the food chain single target DPS perception/position.
Had monk in group while ago who told people to vote abandon a trial before it even started because bards were present which he thought because they were bards they would be poor DPS compared to his monk (unfortunately this happens far too often from monks in my experience as mentioned above, more so than other classes, as in who look down on the rest of the DPS classes), yet his DPS was around the same as theirs when he did not get what he wanted. :)
DRG: Jump skills are now on-gcd.
I would nerf the mudra lag.
Dragoon: Jumps now have worse GDC clipping and static-animations than patch 2.0.
That would kill the job.
SCH: Cleric Stance now affects Fairy Heals and reduces Lustrate healing to 10%.
I would rather have that than a class that punches things being higher DPS than the other melee classes that do use such weapons. Your snide insult aside however, explain to me why a monk should have or deserves to have higher damage than the rest. Justify that class being chosen to have the highest single target damage beyond the realm of...just because *insert Chuck Norris joke*.
Lol. Nerf monk positionals to increase potency by 10 instead of 40.
Physicaldef from Lancer, cause he have now the same mdef like each other melee + more pdef :P
MNK, NIN & DRG positional attacks will now damage and debuff themselves with those attacks if they miss the required positions :D
I could be wrong but from what I remember of the Pugllist quests it wasn't that they hit really hard, it was that they hit a lot at the weak points or something. Doing so would inflict "devastating" damage that for lack of a better term left the opponent's structural integrity compromised as opposed to just one really hard hitting slice. Not going to put my two cents into the argument of which DPS should be top or not just that's what I remember from the quest.
EDIT: Someone correct if I'm wrong. I do love me some monk but it's been awhile since I have done the quest.
SMN:
-MP cost of all SMN/Arcanist abilities have been increased by 40%
-Aetherflow stacks are now capped at 2. Cooldown increased to 150 seconds.
Damn I'm evil.
BRD will now deal 20% decreased damage every 1y from max range. Attacking target 5y less than max range will result in 0 damage. :cool:
BLM - firestarter and thundercloud procs frequency has been reduced by 60%
NIN - huton has been placed on a 7 minute cooldown
brd - damage reduced by 80% if attacking while moving
smn - aetherflow stacks reduced to 1
drg - reverse the buffs just given
mnk - greased lightnings buff time has been reduced by 4 seconds
jumps have a cast time of 2.5s and are on gcd
PLD - All skills except flash have been removed. PLD DPS TOO STRONG!!!!!!!!! lol
None, because nerfs aren't fun and this is a game.
Buff everything in line instead.
Ninja: add another mudra plus more mudra lag
Dragoon: add falling damage to jumps
Monks: add an rng mechanic that mixes up their positionals, like bootshine will crit in flank then behind, then behind then flank. Remove dragon kick oh and rng mechanic on their damage too :D like a chance to inflict damage on yourself and you fractured your fist or cause internal bleeding on the enemy.
Summoner: for pets you actually have to press their auto attack skill and other skills. Take away aetherflows
Sch: make lustrate have the same animation delay as benediction. Same with pets as summoner
Whm: increase heal potency but increase cast time and have every heal like benediction where it's always a second too late and you'll end up using it on yourself
Blm: give them positionals when casting like to cast fire 1 you have to be behind fire II in flank and fire III in behind again
Warrior: when you use berserk or inner beast, there's a chance you'll go berserk and be confused, attacking your teammates instead
Paladin: there's a small chance that if you use provoke, you'll end up provoking your teammate and that member will be confused and start attackng you. Also add a cast time on hallowed ground.
Well not really needs but it's gonna make it so much more entertaining watching people do final coil and such with this :D
I wanted to read this thread for some fun but you managed to oh so slightly bother me with your remarks right at the beginning of it, especially coming from a BRD with only a lvl 15PGL
I'm not going to talk about how obvious it should be that MNK gets slightly higher dps, but please how about you go at least watch the MNK Job quests because if that is indeed your way of seeing MNK you might need some good learning on the Job.
But if you are too lazy to do that I will simply copy/paste the definition of the MNK Job here.
"Though now under Garlean rule, the city-state of Ala Mhigo once boasted the greatest military might of all Eorzea. Among its standing armies were the monks—ascetic warriors as dreaded by foes on the field of battle as the city-state's great pikemen.
The monks comprised an order known as the Fist of Rhalgr, and it was to this god—the Destroyer—that they devoted their lives of worship. By mastering seats of power within the body known as chakra, they are capable of performing extraordinary physical feats."
TLDR MNKs aren't just random peeps punching stuff. Educate yourself before coming to bash something on the OF.
Please do excuse this small digression from the thread idea but i got mad ∩( ・ω・)∩ Have a good day.
My second character is a level 50 monk, the lvl 15 pugilist is only on this character but I have two characters. I already stated this so for someone whining about how I never went back and re-read the early quests, you should go back and re-read what I said earlier.