Hey everyone, my name is King Stefan from Balmung, Aether DC and I want to make a series of threads that cover the entire scope of my feedback for The Feast: Season 1. I'm going to be dividing my threads up by their topics, to give more concise and organized feedback so hopefully it can hit back to SE. My slight background: I have 800 matches played in The Feast and recently hit Gold today in Solo Queue. I main WHM and AST, so my point of view will be coming from that of a healer, though I feel like I have a good general understanding on the game and how it is, and perhaps should, be played. Now that introductions are out of the way...
Let me preface this feedback by saying I could very well be wrong, these are just my opinions. I will start this post off with a tier list, which is placing each class in a tier of viability for SOLO QUEUE MATCHES. I have not played Light Party post-patch, so I cannot give feedback.
S-Tier: Monk, White Mage, Machinist
A-Tier: Warrior, Astrologian, Scholar, Dragoon, Bard
B-Tier: Summoner, Paladin, Ninja
C-Tier: Dark Knight
WTF-Tier: Black Mage
S-Tier Reasoning: These jobs just do it all, and they do it the best.
- Monk has the highest sustained damage from all the melee, has the highest survivability, and has on demand burst.
- White Mage has Sacred Prism and Repose, alongside the highest healing output in the game. Need I say more? They have the strongest healing CD by far and also their own win condition
- Machinist is an absolute, unbalanced, monster. The amount of instant-cast damage it can put out is eclipsed by no class, and they can do it frequently. They don't need the DOT setup like bar, OR the cast time of Empyreal Arrow. Throw in hyper charge and BTE? OP.
A-Tier Reasoning: These jobs fulfill their roles very well. They go well with the meta, but are not overpowered like the S-tier jobs. These jobs are balanced and powerful.
B-Tier Reasoning: These jobs fulfill their roles adequately, however they lack the potential to carry a team by themselves when compared to their higher placed counterparts. What they do well, others can do better...Or in Paladins case, is just too reliant on a team to shine in Solo Queue.
C-Tier Reasoning: Dark Knight still does less burst than a WAR, mitigates and controls less than a Paladin. The new changes allows it to really shut down the burst of the enemy team, but it requires an AOE situation to really be super effective and overall I believe is just worse than the other two choices in every scenario.
Black Mage: It got it's own tier, and that's because BLM is either the worst or the best job in the game when it comes to PVP. You have the potential to be an absolutely worthless meat shield (common), or a CC demon with the destructive force of a fire tornado (there's like 2 people). The job is extremely challenging to play effectively, and it also requires your team members to not mess up your CC chains. I cannot place it low in good conscience because I know it have massive potential, but I've yet to see ANY of them succeed, nor do I think they will ever, on the NA Data Center.
Suggestions:
White Mage - Change Sacred Prism. It pains me to say this, as someone who has most of their matches played on WHM, but this needs to be changed. I would cut the duration, from 30s to 20s. I feel that it is a start and still allows the spell to have an impact.
Machinist - Straight up nerfs to potency in PVP. They just do absurd damage. Give them the summoner treatment.
Monk - This one is tough, because honestly even a small change could ruin the job. Reverting the buff to somersault is a good start, though, or remove its spell speed reduction. I'd also suggest the removal of fists of earth in PVP, as it creates a super obvious advantage for no tradeoff (as they have the highest damage an survivability).
Dark Knight - The need SOMETHING. What they have is lower burst than warrior, and worse utility than BOTH other tank jobs. A start, IMO, would be to have Tar Pit shield yourself AND nearby teammates.