no you all are you got to think technical and strategical with the bards now. they improved them. you just need to look at it a little longer then 5 mins before coming to a conclusion
no you all are you got to think technical and strategical with the bards now. they improved them. you just need to look at it a little longer then 5 mins before coming to a conclusion
Please enlighten me as to how they are more strategic now, and how a poorly implemented DPS stance helps with this?
I'm not entirely sure what you mean by this. While more theorycrafting would be useful, I fail to see how removing mobility is a good idea when it is a large reason why plenty of people played Bard.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Tried it for an entire dungeon and multiple times in the open world, giving it a chance, our class doesn't work properly with cast times, our ability set was not designed for it and we sure as hell didn't pick Bard to be a caster, so from me.. to you, get out.
One who doesn't even play Bard has no right telling us how our class that we've been enjoying for the past 2 years is suppose to work.
Last edited by Lyaha; 07-05-2015 at 06:30 PM.
Improved in what way? It didn't improve damage, the best parses out there are about on par with what the job was capable of prior to 3.0, but now we have to be in a clunky Machinist designed stance that was tacked onto Bard for job homogeneity just to be able to do the same comparative DPS that we were prior to 3.0, in a stance that is supposed to increase our damage. We're basically the same but have to be in a casting stance, how is that better?
I can't see them admitting the stance idea is bad and scrapping it, but to say it's in any way better is beyond me. It doesn't give us the ability to do any more damage, it fundamentally changes the job, it's like taking Ninja and making them turn into a ranged ninja star throwing class. What exactly was improved?
I guess Wanderer's Minuet can be a noticeable DPS increase.. if you were a Bard that had trouble landing autoattacks and weaving several off-globals between globals.
Tua Teatime | ♦ Machinist ♦ | Odin [EU]
twitch.tv/tuatime | twitter.com/tuatime
Every time I wake up I hope all of this was a bad dream.
That the next time I start up the game I get to learn 5 new HW abilities on my BRD.
Then I pray these new abilities are nothing like the ones in my dream and that they actually fit the class and the playstyle.
And then I wake up for real.
(Actually not hating on IJ & EA but they'r locked behind WM so not much love I can give them either and well Sidewinder is pretty basic but at least it works)
Last edited by Snowaeth; 07-05-2015 at 07:29 PM.
So if you're a bad bard. The overall changes to bard have resulted in a % decrease in DPS considering scaling. I went in to a level 50 instance with the same stats I did at the end of FCOB and did 100 less DPS. The main reason is the change to auto attacks. The barrage nerf is really being understated right now as well as the det change. Det no longer buffs autos.
The overall change is workable, but in all honesty SE should have made it to where AutoAttacks were compensated for when in WM stance. This is the main reason the DPS variance is negligible between being in the stance full time and only putting it up for the bigger hits, and also why even staying in it full time isn't putting us up where we should be in the DPS list. Overall this is a nerf because DoT's in the stance, even with 550~600 Skill speed doesn't compensate for the lost Auto Attack damage. SE dropped the ball on something that was supposed to be a boost and made it almost pointless to use effectively dropping brd even lower in dps than it already was in comparison to others.
WM should be a positive game changer; something that a brd puts on in exchange for mobility and goes "Wow, I wish I could stay in that more often" not "I hate having to stay in this to have better lack luster dps in low-mobility needed situations."
In all honesty, DoTs should get a potency upgrade when in WM to compensate for AA loss, or make it so that consecutive use of Iron Jaw causes a potency upgrade to DoT damage. We have lowest Weapon Damage, songs that still lower our output when used, and a stance that isn't much better to be in than not using it at all. It feels like as soon as 3.0 came out that developers came up to us, took away all our good bows and gave us bows that have no oomph and instead of shooting arrows, we shoot 'Nothing but shafts' as our achievement implies. Talk about getting shafted....
For those who don't understand the issue: it isn't that brd want to be top DPS, it is that we shouldn't have to be so much lower that people feel the spot would be better used by another DPS instead. For raid, I'm sure the need of songs will keep them there...but it will be at a great stigma because the output will be the weakest link even with mobility. Mobility was the main thing that helped brd at least keep up with DPS, now we have changes that lower our Mobility output, and a stance that doesn't really increase our output even close to what other DPS put out.....25-30% lower DPS is not acceptable.
Last edited by Kitkat; 07-06-2015 at 10:11 AM.
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