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Weren't they averaging like 260k before the nerf?
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yup lmao
Damage dealt is mostly padded numbers when it comes to SMN; it's hard to see damage dealt where it really matters (getting a kill, especially against a WHM healer) when the game runs it's full duration.
Dot damage is pretty much useless tbh. Same with a lot of their AoE moves. It's all just padded damage. It doesn't matter if your deathflare hits 3 ppl, when the meele and tank being clipped are at full hp to begin with.
Tell that to an ast in noct stance trying to heal his party if the opponents dps are good enough to solo burst each of that ast's dps (while the ast himself is being harassed by tank). It's pretty funny watching the ast spam the shield on each member knowing that one of them is gonna die soon cause the dmg is too spread out.
This is true but my point was that your assumption that the dot and aoe dmg was worthless is false. It still adds pressure on the healer even if it doesn't outright kill them. Especially noct ast healers.
They probably should make aether flow stacks undispellable but that alone won't fix sch. I don't even main mnk in feast, I main drg, and even without one ilm punch to take away the stacks sch is still a joke compared to the other 2 heals to me. Monk isn't even needed to own them they are that inferior to the other 2 heals.
Honestly, the SMN nerfs were not too awful. I was expecting worse. I can STILL kill someone alone, but it requires a lot of coordination and CC-locking the healer (or whoever might come to my target's rescue). The few times I've just burst someone down with no issue was when the enemy healer was occupied/cc'd or the person I was fighting was alone/isolated. This was, of course, in groups that weren't coordinated or focusing a single person. When a group coordinates and targets a single person, SMN can still be pretty deadly... especially with Bane. Oh, someone came to the healer's rescue? I'll Bane and Painflare all of you, and then finish with Deathflare. If the healer's not dead, most of you will be around half HP... And then the healer has to prioritize, and SMN really is about applying steady 'pressure'... or at least that's how they were in 50 PvP. I'm okay with that role.
With the 'buff' to casting, I don't need to be quite as careful/reliant on Equanimity, so that is nice... but then again, I was never that reliant on it anyway. SMN have so many instants, plus Tri-Disaster. I felt really bad for BLM so I'm really curious to hear feedback from BLM about this change.
So... SMN isn't exactly a faceroll class anymore. I haven't seen as many in arena. But, I do like that I have to be more strategic.
My one real complaint is the reduction of DoT timers. I understand why they did it (since it is so much damage), but it really is 'padded' damage because it's not going to kill anyone unless they're really being attacked by direct damage. The reason the DoT timer reduction bugs me is because, if you do have to hard cast... you have waaaaay less uptime, especially if you Bane. Also, in PvP... it is sort of natural to 'start' with Miasma because it reduces healing received, but now that Miasma only lasts 15 seconds, it might be best to apply it in the standard PvE rotation (Bio II > Miasma > Bio) because the target will only really start to get healed when the healer notices they are taking damage (first fester, all dots applied).
I think nerfing dot duration was kinda stupid nerf, that was whole point of summoner spreading dots. It is really that big surprice for community aoe damage is doing more overall damage than singletarget damage? I can tell you the secret, aoe healing heal too more than singletarget heals.
Dots damages don't mean much when they don't actually kill anyone. They can do high damages on paper (on match results) but they're high because of of dots that keep getting healed. And people use those numbers as a fake proof to complain to SE that the job was overpowered.