indeed, and they are above the others by a HUGE margin because of their utility, imo, whateve small nerf they intend for bards wont even scratch the surface of their viability. They are still going to be the most highly sought after DPS class.Damage is not so much a problem as the damage intake you're forcing healers to heal through while a tank is taking a dreadnaught or two. And it's still a delay and hit to optimal situations.
The fact is most raid groups see a lot of variety. 2 melee DPS groups are not rare at all, and I don't know why a split is so bad. Stacking Summoners and black mages simply isn't widespread. All classes are fairly viable, and only bards stand above the others due to their sheer utility, not superior damage.
Well i do see why this happened. Eventually on lvl 50 (dunno about coils, haven't had the chance to venture in there, although i have the gear) everyone is looking for bards. The crazyest is when ppl start looking for all bard dps+1drg for the LB.
I dunno about the pure damage output for the bards since i have not played it. But the reason why bards are so demanded is clear:
1) they are ranged dps - so they can stay clear of the danger fairly easy in most cases
2) their attacks are instant like melee dps
...continued in next post (char limit)
this combined with the known issues for the caster classes makes the most survivable constant dps output class, because they can keep dpsing all the way without much thought to position. For example in titan fight: casters can't cast when they need to dodge stuff, melee can't max out their dps because they need to avoid, thus not getting the correct position (side, back) when they need and letting the buffs just tick out unused sometimes...
ofc it is so that bard is not the highest pure dps class, but it is the one whose dps is less affected from the mechanics of the fight...
I am not saying that is bad... just saying that all out bard party requests were getting ridiculous.
I knew it was coming. I knew I would be bummed/pissed if I kept playing bard. Now my Whm is almost 50 hurray!
You know what would be great?
Lowering damage, but making straighter shot either reduce or eliminate next SS cost as well as autocrit. Kinda like how BLM procs remove mana cost.
I'm tired of running out of TP when I get "lucky".
So, the exact quote is "We currently feel that the bards are a little too strong due to the amount of damage they can do without being impacted that much from the fight."
That doesn't mean there is going to be a damage nerf. They may just end up making some of your skills actually have a cast time, or something similar. All of you are whining for no reason.
I love this game, but am done if they nerf my main. Our damage is sheeeit and its getting nerfed? I will not put 1 more hour into grinding for a toon that will be gimped. SE has had 5+ years and 2 release to figure this out. SMH. Little beeotches and cry babies always ruin MMO's.
Last edited by Tampa_Black; 10-21-2013 at 08:37 PM.
Hard or not, It does not matter. Bringing melees in coil increase the difficulty no matter what.
Melees are more prone to take damage increasing heal needed. Dodging AoE for melees is more difficult than for range.
Melees are forcing more work for tanks. Tanks must watch out that cleave do not affect melee like in Turn 2.
Melees make some boss fights mechanics harder like Allagan Rot (you must be carefull not to cross path with a melee)
I am sure I could find more reason.
It does not mean playing with melees is hard but is harder than using an all-range group. And we all know, most people tend to pick the easiest solution.
Which is why I am fine with it. Just bring up BRD stationary DPS to match the other classes and give HS/SS a cast time. Heck, they can bring up their DPS by just improving the gearing.So, the exact quote is "We currently feel that the bards are a little too strong due to the amount of damage they can do without being impacted that much from the fight."
That doesn't mean there is going to be a damage nerf. They may just end up making some of your skills actually have a cast time, or something similar. All of you are whining for no reason.
Then wouldn't it be easier to just adjust the mobility for the melee classes so they'd be more viable and accepted? One nerf on a Bard's DPS won't change that they're wanted for songs and constant DPS.Hard or not, It does not matter. Bringing melees in coil increase the difficulty no matter what.
Melees are more prone to take damage increasing heal needed. Dodging AoE for melees is more difficult than for range.
Melees are forcing more work for tanks. Tanks must watch out that cleave do not affect melee like in Turn 2.
Melees make some boss fights mechanics harder like Allagan Rot (you must be carefull not to cross path with a melee)
I am sure I could find more reason.
It does not mean playing with melees is hard but is harder than using an all-range group. And we all know, most people tend to pick the easiest solution.
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