Even with the buff it got it's still going to be worse than the other melees by quite a significant margin.
Pls make the job not bad <3.
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Even with the buff it got it's still going to be worse than the other melees by quite a significant margin.
Pls make the job not bad <3.
One interesting knock on effect of raising the 'average GCD' potency from 380 to 400 is that Shadow of Death is a bigger potency loss relative to your baseline combo, which in turn impacts its cost of use as a filler GCD. It further emphasizes the importance of entering your Double Enshroud windows with less than 9 seconds on Death's Design.
I think the reaper is in a decent slot, it's definitely the ninja and drg who should drop back down to reaper level, simply because they're just way too strong for the raid utility they have,
besides, I don't quite understand why they haven't been slightly scaled down.
Raid buffs are not utility, DRG doesn't even have a defensive and has no utility, NiN has no utility, meanwhile RPR has a very strong raid utility and defensive ability with a very short cooldown that can out heal some tanks.
I'd say that's pretty balanced if they are 1-2% behind in dps at the cost of having crest.
Reaper is fine. QoL changes for more Harvest Moon usage and a way to get 8 stacks of Sacrifice during Arcane Circle in 4 man content would be great though.
But they really only balance jobs around 8 man content so....
Raid buffs are exactly how they balance damage. If they had ninja get maximum possible damage, think black mage level, because it has no utility by your definition, no one would bring samurai into a party because ninja would do the same damage while also bringing mug. No one would bring monk to anything because monk would have to do less damage than ninja because it has mudra, and brotherhood isn't more potent than mug.
Dragoon has effects that increase the damage other party members do, and has more of them than other jobs with both battle litany and dragon sight, other melees just have one party-wide damage increasing skill while dragoon can increase the party's damage as well as a selected party member. Additionally while dragoon might not have a shield, its the only melee with passive healing as part of its regular rotation, so it is probably fine as far as they see the balance of this job and the others.
If they plan to keep reaper where it is as the absolute worst melee damage wise, then they should give Arcane Crest its higher potency again. At least that way there would be an actual utility to the class. As it is now, bringing a reaper is just a net loss over bringing any other melee, since it provides less dps by every metric.
When people do comparisons on average job dps, they're generally looking at rDPS which intrinsically takes raid damage buffs into account. So when a job does less rDPS than the others, you can't really make the argument that it's balanced on the basis of raid damage buffs. The real reason why this is done is a function of job popularity. The role as a whole has a fairly close balance, but discrepancies encourages players to jump into other jobs. This will get rebalanced eventually as RPR falls out of favor.
My worry at the moment is how any potency gains will get redistributed. I don't think that raising the average GCD value was a good idea at all, when the job is so focused around resource/burst management. It also raises a question over the role of actions like Harvest Moon, especially in situations when you're allowed to maintain full uptime.
Job still needs more potency and a lowered recast timer on enshroud would be nice too.
Job should not be dead last in the pack of melee when it has next to no utility.
Direct healing from a DPS that can’t be targeted (think something like phoenix astral flow which even that is pretty useless since SMN’s rotation is so static) is completely useless because healer kits are all bloated with overpowered heals and damage output by bosses is pathetic (I’ll kinda pass curing waltz as stacked curing waltz can replace an entire healing oGCD but arcane crest isn’t even close)
About the only true utility left that’s not role wide is expedient, mantra, natures minne and magic barrier
Arcane crest is not worth even close to how far behind RPR is in melee damage
I don't mind the dps difference on jobs so much as how the jobs play.
here are some things that really annoy me about reaper:
'Arcane Circle' and 'Plentiyful Harvest' should be on the same Hotkey.
'Lemure Shroud' and 'Communio' should be on the same Hotkey
'Hell's Ingress' and 'Regress' should be on the same Hotkey
'Hell's Egress' and 'Regress' should be on the same Hotkey. ( i never use Egress, might as well be removed.)
'Harpe' should mark the Target with Shadow of Death.
We're on the same page here.
The person was trying to say that jobs like ninja don't have party utility because they don't count party buffs as utility. I do think jobs should be more or less balanced around rDPS. Thing is I know they never will be perfectly balanced both due to the literally impossible nature of making that happen, and even if they could manage that on a computer simulation, player skill would break that anyway. So I really only care that they make an effort for them to be close to each other within their role.
Reaper's fine for the most part I feel like. It would be nice to buff arcane circle to 5% instead of 3% to bump up the rdps a bit... but otherwise rpr is in a good spot. Player skill and crit rng always gonna mess with these numbers, plus reaper has arcane crest which does take a bit of stress from the healers and allows them to maybe get in 1-2 more dps gcds... even though this is not reflected on reapers numbers.
The main thing hurting Reaper atm is that it has the lowest rdps, along with one of the longest burst windows out of any melee dps. Doesn't help that it's rotation forces you to use burst to play it correctly due to circle and gluttony timers being clunky. Like how no matter how "correctly" you play it gluttony will drift over the course of a fight because of its tight timing. It's raid utility is a non factor when compared to other melees. And it's the only melee who's raid buff is punished for people being dead because of immortal sacrifice stacks. I don't understand how people say it's fine where it is while in, mnk, and drg are basically dominating the rdps scene while also having better utility.
Raid Buffs are still not utility and that's a big lmao at comparing life surge with the other melees defensives.
It's not only a heal, it's also a personal shield defensive on an extremely low cooldown, it can outheal tanks in overall heal/absorb, that is absolutely not completely useless, it doesn't even overheal that much so it's absolutely doing its work.
If it's so useless why is everyone pressing it?
Define "significant" because the average logged Reaper still seems to be around 3% below the top damage dealer and only a little more than 1% below its contemporaries, MNK and DRG. The difference in the top parses is about 5% but DRG is a bit of an outlier that relies on synergy to get that kind of parse. (Top synergy dps parses basically want a lot of selfish DPS classes to "leech" rdps from.)
Also DRG has NO utility. Utility is stuff that's NOT factored into rdps, such as party heals from Arcane circle, Mantra healing bonus, Curing Waltz, etc. DRG utility is worse than SAM because at least SAM controls when they use their damage reduction. People need to stop trying to downplay Arcane circle, it's basically a free 300 potency party heal after every other raidwide and contrary to popular belief, healers aren't robots that are able to automatically coordinate with their co healer to map out their healing in a way that lets them dps all the time.
I don't really agree with you, raidbuffs are extremely useful and square enix has always made its job balancing based on these, it's not for nothing that they don't really like to buff jobs that bring a lot of support, each teambuff/mobility is a reason for them to tax dps, but currently melee like ninja and drg are at the top of the rankings when they theoretically should never be because yes they have the utility, the ninja brings 5% more damage for the whole team every 120s, in an opener it's extremely effective, the drg brings 10% crit whole team + 5% damage to a teammate for 20s with a 120s cooldown, if we looked at the rDPS jobs included they are respectively top 1-2, and even in aDPS they are very closes to the black mage and samourai while they have no synergy.
They all are pretty even in terms of adps tho? (data taken from Abyssos normal and new EX trial)
https://cdn.discordapp.com/attachmen...82/unknown.png
https://cdn.discordapp.com/attachmen...88/unknown.png
Not really sure if raid buffs can be called utility as they offer no extra mitigation or party benefit other than extra damage. While on the other hand reaper does have arcane crest which does take a load off healers and is extra mitigation on an insanely low cooldown. I would understand if NIN and DRG would have the same, but they don't. NINs Shadeshift has a 120s cooldown and does not provide the healing aspect, Dragoon just straight up doesn't have any personal/raidwide defensive cooldown other than feint which every melee has access too. Looking at the healing section, a good reaper heals for twice as much as any other melee dps. I'd love if other melee dps classes had this sort of defensive utility (well monk does to a certain extend)
Damage buffs are not utility. As someone already mentioned, utility are things that help the party in other ways than damage such as defensives, healing abilities and so on.
DPS jobs are mostly balanced around their damage in two different ways: buff contribution and personal damage. Utility does not seem to be factored at all. The only role in which this seems to be the case is tanks, especially WAR.
When a job has high buff contribution, it deals less personal damage and vice versa. This is why SAM, for instance, benefits a lot from buffs, because they deal more personal damage and provide no buff, but this extra damage from others' buffs is there thanks to the buffing jobs providing such bonuses. So there is you could say some kind of feedback between buffing and non-buffing jobs.
Then you have jobs in the middle that provide a buff, but also have good personal damage. These are MNK and RPR. NIN is overtuned right now but before was closer to DRG than the other two, making DRG and NIN the "buffer" melees.
The problem with RPR is that their buff is weak, and their personal damage does not compensate for it, in part because Arcane Circle is also a "selfish" buff but also because 3% is a weird number. It kinda works for SMN due to how long it lasts, but not so much for RPR.
DRG has no utility at all besides the one shared by all melee DPS: Feint. It is absolutely powerless when any kind of extra damage or raidwide comes its way, because it has no defensive ability unique to the job to mitigate the attack, whereas this is the case for the others.
MCH is in a similar spot: damage aside, it provides no unique benefit to the team, and that's one of the reasons why MCH players have been complaining for a while, alongside others like their actual identity as a "selfish" job, the way it plays, queen usage and so on.
I dunno, reaper so brain dead easy that it should be lowest melee dps
Basically, what it comes down to in every MMO, if you aren't top dps, then you're the worst dps. That's always been the feeling I get from any DPS comparisons in any game. Even if it's a difference of only 1-2%%, and content is still easily cleared, people tend to get upset because their colored bar is a little shorter.
Dragon kick monk is not just “spam dragon kick” you have to maintain your buffs and there is slot of weird Jank around rotation order so that things you have to do that aren’t dragon kick don’t fall in the burst windows
The rotation might honestly be harder than just playing MNK optimally
No it's really not. Pressing Twin Snakes and Demolish every 15 seconds is not hard. Neither is aligning Fire/Wind/Brotherhood. And once every 30 seconds you can use Bootshine if you want.
Furthermore at 82 with PB if you don't need 3 different Beast Chakra you can opt to just do Shadow of the Destroyer since the auto crit will be stronger then Rockbreaker.
You really just Dragonkick most of the time when your Master Blitz/Perfect Balance is on CD.
It seems complicated but in practice it really isn't. Monk is one of the most braindead classes while also toting the strongest Melee DPS breathing neck and neck with good SAMs.
Just pressing fire 4 when you have mana is not hard, just ice paradox if you have movement, just refresh your DOT in ice phase
Saying “just do the rotation” is not really a good indicator of how hard the class actually is and while the dragon kick rotation is a meme it’s not literally just press dragon kick constantly nor is it even close to SMN’s rotation
Right but we've already established you don't just press Dragon Kick. But you do press it a lot and you do marginally the same DPS as the optimal rotation. And I very much enjoy seeing chunks fall off mobs because of it.
Black Mage has some nice tricks too with the Infinite Paradox rotation that does amazing DPS and makes you completely mobile forever without ever once using a single Fire 4. For Single Target.
It's worth learning how to be a Dragon Kick Monk as well as using Infinite Paradox not as a crutch but as an option. This overall improves your skill with the class.
I'm still surprised they didn't knock the potency on it down. Dragon Kick potency out the gate is obnoxious.
Difficulty is subjective
I find for example Samurai easy to get into, hard to optimize and 6.1 made SAM less thoughtful. Regarding Reaper, they could be top DPS for all I care. Then again, what do we base damage performance expectations off of?Just go to " FFlogs-here " and lets see P8N the final normal raid performance to see it's RDPS.
- Amount of times on average the job needs to slide cast?
- Difficulty of resource management?
- Rotation difficulty and how not static it is?
- Amount of positionals and APM?
- How many Raidbuffs and Utility it brings?
Aside from Samurai having Zero utility and raidbuffs, every other melee is a lot higher. NIN and MNK at the top even. SMN with no Melee uptime requirement is hugging RPR performance. Swap to A/NDPS, BLM beats RPR because Yoshi's lovechild and MCH is rivaling RPR.
Not saying anyone needs a Nerf btw, ijs...
What are we basing DPS performance Expectations on? Raidbuffs? All Non-SAM melees provide raidbuffs and they are alot higher. RPR's AoE heal was it Crest of whatever is so neglectful that I just forgot the name of it. Based on difficulty? then why are SMN and MCH bordering RPR performances so closely on A/NDPS for being ranged without a care in the world for Positionals or Melee uptime?
Again not saying anyone needs to be Nerfed ijs...
If RPR has been gutted so badly, if anyone remembers its release, to the point of now players wanting buffs to improve it's experience? it shouldn't just be shrugged off like it's mehh. If SE however thinks this is where RPR should be? Then rip. Just voice it as much as you can, stick to your guns. I don't see a reason to not have RPR be higher.
Let any change however not come at the cost of your gameplay.
When one Job suffers it doesn't improve the gameplay for another. At least that's how I like to view it.
Reaper is fine where it is. DRG, RDM, DNC, and MCH could definitely use another look, however. All of them are not where they should be.
As I said before I think Reaper overall is fine. They should probably either remove positionals on Reaper or make it so hitting the positionals on Reaper gives you double the Shroud gauge for caring enough. And hitting positionals in Enshroud replenishes Lemure shroud stacks to extend your burst phase. Or each positional beefs up your Communio.
Death's Design is likely to stay because of Dungeon and Raid mob fight interactions with getting a whole lot of Soul gauge build up. Soul Gauge accumulation is huge in big mob packs and in raids by tagging multiple adds across the 3 alliances.
Would love a way to make Harvest Moon more prominent. Maybe some kind of interaction with Harpe?
And I think in those rare cases there should be a way to get to 8 stacks of Plentiful Harvest without 8 people in 4 man dungeons. What would be cool IMO is if party members kept the AC buff for 20s you could keep getting stacks and could use Harvest Moon at 4 stacks and keep getting stacks until either the buff runs out or you use Plentiful Harvest.
As for SMN and MCH I feel those are rather faceroll braindead classes where if the button is ready you just press it and go ham.
The only thing Reaper was nerfed in was outgoing healing from Crest which to me it isn't a huge deal. Was amazing in dungeons during Enshroud with Bloodbath. The sustain it had would make a Warrior applaud and a Dark Knight cry.
Really don't understand why people are so against reaper being more on par with other melee. It was touted by Yoshi P in the live letter pre release to be a more selfish DPS like a samurai. I expect it to be below a samurai since it has a small raid buff. It should not be so far below like it is now when it offers worse raid buffs than the melee above it. Arcane crest's utility is laughable, if any raidwide aoe requires any sort of healing a single ogcd heal from any healer will cover it. You will not be substituting any heals for an arcane crest. It's useful for personal mitigation and other jobs have these too without being taxed so hard.
As for difficulty, barely any jobs require much thought at this point so how is it a factor at all? I found the monk rotation easy, samurai is straight forward and so is dragoon.
I don't want to feel like I am playing the cucked melee purely because they buffed the rest above it and failed to compensate for it in 6.2
A bit more agility in terms of job balance from devs would be nice, it's not nice to wait 4 months for any balancing.