I can't believe that after all the buff they had, they're still asking for more. God, people will never be satisfied.
I can't believe that after all the buff they had, they're still asking for more. God, people will never be satisfied.
IGN: Yvaine Isaulde
World: Tonberry
It's not about being unsatisfied. It's about balance. Before the melee buff, MNK was ahead of all the other jobs in DPS - which made sense as it was melee. However, DRG was far behind. After they adjustments in 2.1, DRG is now in just the right spot in terms of how much DPS it can put out, and how it has synergy with any BRDs in the party.
MNK, while also buffed, wasn't buffed enough to maintain a sufficient lead on DRG. Currently, any balanced team structure will carry at least 1 BRD due to it's resourcefulness. That makes it so the typical token melee slot is entirely better taken by a DRG due to the DPS it puts out + the DPS increase it gives the BRD(s) adding up to more than what a MNK can put out. In a lot of content, the buff to BRD damage doesn't even need to be considered since the dropping of GL3 will lead to MNKs and DRGs doing nearly identical DPS anyway.
As someone who plays both MNK and DRG heavily in endgame, and plays them well, I can attest to it firsthand: DRG has a clear advantage now. The only time you can justify bringing a MNK when you also have the choice of a DRG is when:
- There is no BRD in the party.
- There is already a DRG in the party, and it is prudent to bring another melee.
Typically, at least so far, the above conditions aren't met nearly enough.
Now, they may very well have plans of adding another job that does blunt damage soon, which would go a long way in balancing things out. Otherwise, this is something worth addressing with a tweak in the risk/reward balance of MNK.
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