I don't feel punished by moving. I use Aetherial Manipulation to move, I Sprint. I don't get in the middle for Beams in T9 because I know my healers are extremely good and they can live without me. I always finish my casts lol. It's not something one can really teach to somebody. You just have to know how much you can wait to finish a cast and predict the movements you'll need to do.
Regardless, BLMs in general will do good and people probably won't ditch them from SCoB with that buff.
I know you said you didn't read all of it, and I understand that, but you missed most of the point of my post. Movement is just a very tiny aspect of our problems. Like you, I'm able to handle movement quite well. The real issues are independent of movement, and aren't solved by "moving right."I don't feel punished by moving. I use Aetherial Manipulation to move, I Sprint. I don't get in the middle for Beams in T9 because I know my healers are extremely good and they can live without me. I always finish my casts lol. It's not something one can really teach to somebody. You just have to know how much you can wait to finish a cast and predict the movements you'll need to do.
Regardless, BLMs in general will do good and people probably won't ditch them from SCoB with that buff.
The changes seem fine to me. The challenge of playing BLM well is to maximize uptime, not a rotation. Not adding a mobility buff allows that tradeoff to remain.
If damage was low, a straight potency buff will improve it. A ~13% is bonus to fire I is quite a bit. I hope not too much.
No, that's not how it works. The 80% buff just means that those spells have higher potency in an astral phase. It's not some sort of special modifier that changes the typical potency-over-time formula. Example: Say I have a brown mage and a purple mage. The brown mage spams a 100 potency spell with an 80% damage boost. The purple mage spams a 200 potency spell with no damage boost. The brown mage may as well be spamming a 180 potency spell, and will never overcome the purple mage despite the buff. Black mage mechanics are a little more complicated, but this illustrates the point. The potency system in general is very easy to adjust, so any class can scale better or worse with a few tweaks to the numbers.let me remind you: no other class have a perma 80% dmg boost on their abilities, not even mnk with GLIII+FoF+BfB+DK. What this means? the more gear blm gets, the more profit he gets than rest of the classes. It's a fact. Same happened at the start of the game with mnk when everyone were saying they were shit. Until they were geared. As blms, they scale better than other classes with gear.
I agree. I truly do. This only enforces my point even more. The issues I outlined in my first post (#69) talk about the fact that we are punished when we attempt to optimize our up time.
Again, I am happy to see a potency buff. It's always fun to get a buff. But I still feel that they are ignoring the fundamental problems with the class. Like you said, potency is an easy adjustment, and it feels like SE took the easy way out and simply slapped a potency buff as a cheap fix instead of addressing what is really wrong.
You know I'm just going to go out here and say that 65shion is retarded. He has to be there is no other way.
I'm dissapointed, this is such an uncreative buff. Anyways, BLM gonna be OP now, I was already doing 350-400 dps in t6 with mostly ilv90 gear and ilv95 weapon, wonder how much I'm going to do now. At least fix the "infinite flare" bug. And yes, I do think it is a bug; the switch to Astral Fire and MP zero are suppose to happen at the same time but they don't due to a delay. And no, this "bug" is not just for purely aoe fights, but you do have to be good and creative to make use of it for Coil content (and no, you don't need this bug to do the DPS I listed). Yea, yea, I told everyone about "the bug;" the more people use it, the more likely SE might actually do something about it. If SE decides it's intended, then whatever, more OP BLM for me.
SMN buffs were fairly minor but they never needed a buff in the first place. I am interested in the Ariel Slash cast time reduction though, it might make Garuda better than Ifrit in purely stationary battles now, which is completely stupid cuz that was Ifrit's one advantage. Then again, just cuz Ariel Slash is instant doesn't necessarily mean her other attacks (other than contagion) are now worth using. I wanted Ifrit's stationary battle advantage to be more pronounced so idiots will stop blindly following what they read on the Internet but guess we'll see.
I just seriously hope SE don't screw this up and resort to yet more buffing, because nerfs will only be followed by incessant whining (well, more whining than usual anyways). Really SE, you better know what you're doing. The buffs don't seem to be TOO drastic but, again, we'll see. SE has been better at balancing mechanics around range and melee lately but range will always have an inherent advantage; if they made both have the same dps, balance issues are bound to pop up sooner or later. When the game first came up, melee already had higher dps potential but we all know how that turned out.
Normally, I would agree with this statement in any other game. But it is not true here, in FFXIV:ARR. As someone who has played both melee and ranged in all serious end-game fights, I can tell you that that backline moves just as often, sometimes more so, than the front line.
Anyone who truly feels like the ranged should have lower base dmg as a result of getting to play a turret class, hasn't played backline very often, if ever. It's so easy to think the grass is greener on the other side.
Why is the difficulty of maximizing your uptime "wrong"?
It encourages and rewards a player for making good decisions, while penalizing a player for making poor decisions. Should there not be some element of player decision and payoff involved? Some reward for taking risks?
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