BLM and SMN are excellent dps, what are you talking about. The bottom dps jobs now are MCH and DRG, and by a big %, whereas BLM and SMN are only behind SAM, NIN, BRD, MNK, RDM by 5-10% at most.
For me the actually knocked the mechanics of the current MCH out of the park. Rotation is great fun. Just the dps is severely lacking.I'm still of the mind that after three weeks, no one--neither player nor dev--knows what to do with MCH. Lot of players still didn't know how it worked even back in 3.x, let alone how it works now, and I'm not sure devs know what direction they should take it. It all kinda smells of BRD 3.x, where such a drastic change made the job feel like it was having an identity crisis.I also think this should call into question the finer details as to how jobs are tested. All that has been mentioned on the matter is that they're tested on basic performance (most likely a target dummy) and raid performance, probably to see how well it is in terms of being able to handle the most typical raid mechanics. There has yet to be any mention in regards to comparison of job performances within a given role (i.e. BRD v. MCH, SMN v. RDM, etc.), which could provide a possible explanation for specific lacks of job balance, MCH being far and away the best example for this.
I think most are alright except for some glaring exceptions, mainly WAR, SCH, and MCH.I honestly think SE developers that work on the Jobs never bother to test out the Job at all.
It seems the design choices were more made through theory crafting about what may happen instead what is actually happening.
4.0 update put a lot of issue on majority of the Jobs mostly design wise.
Other classes have varying issues, but I think those three are by far the most "dumpster tier" right now.
SMN is as punishing, if not moreso, than MCH, and potencies are down from before SB. The balance was supposed to be Bahamut-egi being so bursty, but any mistake during the long climb ruins overall DPS if you lose the stacks to get to Bahamut. That and the maintained DPS is so low that Bahamut isn't covering the difference.
BLM is a little underpowered now, and no longer feels like our traditional glass cannon. It more than BLM players feel like it's less fun to play.
I haven't heard anyone talking DRG. I was not aware. I guess it's that bad off. Eek.
I main DRG and no matter how good I play, how thick and slack-free my rotation is, or how much I buff, I cannot ever be on the top of the dps output list in endgame content. When I play VERY well I can do about 3k, but the average is usually 2.5-2.6.... Which is sad when you see a samurai do 3.5k even after dying four times. You unavoidably end up being the worst or second worst.
I feel like the party utility we bring is hardly worth it, when sometimes all a party is looking for is pure dps coming from YOU. It would be nice if they could either give DRG more party buffs and flat out make us supports, or just buff the damage a little bit.
I feel bad for MCH if this is what it is like for them as well.
Last edited by Hiveer; 07-12-2017 at 03:23 AM.
DRK is in a worse place then WAR, where basically one skill is holding the class together.
Pretty much the same story, however, MCH don't have strong party buffs like +Crit Rate (DRG) or +Direct Hit (BRD).
We only have that TP/MP regen party buffs, which is a "Role action" stuff, not MCH buffs. (Bard can use it too)
Kinda agree with this, but feel more like it could be built around indirect damage via turrets and bombs.I kinda wish MCH was built around specialist weapons (the flamethrower is an ok start) and specialist ammunition. Even if some of those specialist weapons would need to be mounted in turrets, and having more turret fired skills. It would be nice to have a turret that we can order to fire FF7 style Matra Magic missile barrages at the target mob and the ones around it.
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