DPS is literally the job. The focus on utility is getting absurd. Bonus utility is great, obviously but DPS is utility.
Even you said this way. Still people is too focus self dps number and ignore fact how raid progression work. dps number isn´t for like hey dude look how much damage i just did.
All new raid is always about how make to keep party survive mechanic and clear it before enrage with minium gear level. Once everybody has higher gear level and learn mechanic is where dps number come in and speedrun like skip phase and farms.
This thread is make it sound like. There is no need to bring another job and just bring bunch of samurais to clear content to me.
Sorry for weird english. hope you understand what I mean.
Make no mistake. I'm not you alliances. I'm here cause I just do what I felt is right thing to do.
I can agree with this statement. SE made a design change to add utility to dps at the cost of their actually numbers. People judge jobs based off of parsers and flogs; yet this tools aren't calculating buffs onto the player that casted it so they look weaker; flogs doesn't even track radiant shield let alone add that damage to the SMN that casted.
All of those buffs ARE quantifiable. There are literally numbers associated with them as well, you're just pretending no one cares about them.I can agree with this statement. SE made a design change to add utility to dps at the cost of their actually numbers. People judge jobs based off of parsers and flogs; yet this tools aren't calculating buffs onto the player that casted it so they look weaker; flogs doesn't even track radiant shield let alone add that damage to the SMN that casted.
Well sam was dropped for v4s apparently because of it's lack of utility so, I guess you can argue something that has, in practice, proven to not be true?
Cause of what was it again? Oh right, Mantra.... given the gear at the time the help from it was bound to be needed. So I'd honestly expect that requirement to dwindle as people gear up. Once people are better geared, Mantra will become once more again, niche.
Isn't the whole point of utility to overall boost or upkeep the DPS? You ress someone so they can get up and continue DPS. You heal so they can continue DPS without death. You raise attack speed so you can hit more often for DPS. You have gap closers so you can DPS immediately. You have disengage so you can avoid damage in order to not die so you can continue to DPS. You grant a shield or take damage for an ally so they can DPS without worry they are dying, because dead DPS is no DPS.
If utility doesn't retain, increase, or recover DPS... what is utility?
The whole point of survival is so you can DPS as best as you can to take down a dungeon or boss.
Or am I wrong in my thinking?
Last edited by Meng_Qing; 07-20-2017 at 06:07 AM.
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