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  1. #1
    Player
    AchaNoYumi's Avatar
    Join Date
    Aug 2017
    Posts
    59
    Character
    Acha Acha
    World
    Lamia
    Main Class
    Warrior Lv 76
    On the note of Blackest Night, I feel like they don't touch it because of how it's utilized in Ranked PvP. I could be wrong, but hey.... that has the be the only explanation that stupid op buff hasn't been touched, right? Maybe? Hello? Anyone? *crickets*

    Now, that RDM buff though. I have a buddy who can already play a godlike RDM. He's the only one who I've seen that can do it, though. So I can't wait to see what he pumps out with this buff.

    That ninja buff tho? I have a feeling we have a new meta champion here, can you imagine the cc sustain the ninja can pull off with the stun AND silence now? Sure, they did receive a nerf in damage, but lets pretend the tank and the ninja have amazing synergy. One puts the stun and cc on the healer, the other puts the same on Ranged DPS. *sweats profusely*
    (2)

  2. #2
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by AchaNoYumi View Post

    Now, that RDM buff though. I have a buddy who can already play a godlike RDM. He's the only one who I've seen that can do it, though. So I can't wait to see what he pumps out with this buff.
    Well the fun part about all this is that now the Jolt II > Verholy/Verflare > Impact mini combo does 6k on its own. Basically breaking our "Burst" up between two 6k portions. Our melee combo with the CaC and retreat (6250) and our magic end burst (6000). It's just so spread out that without good cooridnation with the DPS, a semi-competent healer can just heal through all that. You just got to be really good with your timing.

    Then there's the whole 'risk' thing but I don't see that be as huge of a factor as people play it out to be.
    (0)

  3. #3
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,224
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Hyrist View Post

    Then there's the whole 'risk' thing but I don't see that be as huge of a factor as people play it out to be.
    It's not anymore with the melee nerfs and the HP buff imo. The biggest issue is just your melee friends are gonna have to do a lot more to actually accompany your already spread out burst. Inadvertently making you worse than you were before because the damage just moved from them to you and making that damage worse because of the split.

    Plus it all depends more on your healer and tank vs the other healer and tank than ever before now.
    (2)
    Last edited by Cynric; 08-29-2017 at 02:15 PM.

  4. #4
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Cynric View Post
    It's not anymore with the melee nerfs and the HP buff imo. The biggest issue is just your melee friends are gonna have to do a lot more to actually accompany your already spread out burst. Inadvertently making you worse than you were before because the damage just moved from them to you and making that damage worse because of the split.

    Plus it all depends more on your healer and tank vs the other healer and tank than ever before now.
    That does not make Red Mages worse so much as damage overall worse, however.

    Again, on paper, our overall damage should go up from this, due to more frequent bursts and better overall downtime damage. Basicly, they narrowed down the performance differences between the bottom and top end damage dealers, then nerfed damage overall. Net result - all damage got worse, Red Mage comparatively got better - just not in the ways that matters.

    Speculatively - This pushes the Meta more and more towards the "Culling Time Meta" I was starting to see with the incredible sustain Tanks and Healer were producing to begin with - in which the goal is to wear down the Healer's and Tanks resources until Culling Time, then push damage during it and see who wears down first. "Burst Meta" with this will be harder overall to achieve, as the same shields and heals that were encouraging it, are now also being met with overall higher HP pools and lower end damage on the Melee side.

    We'll have to see. Overall the ability for a DPS to carry just got worse and it's making me question what shape SE's trying to make PvP take overall. I will say due to Recuperate timer, and RDM buffs, my favorite go-to got buffed, but I'm not sure how significantly yet. I don't think it's enough, but it will make me retest.

    Apologies to the those that loath seeing RDMs in 4v4.

    Managed to get some dummy time before work to check the changes... can't really speak for the damage increase in that regard, but the 15 second shave off of Manfication seems a bit promising. It does bring up the Melee Phases much more frequently. Had to take TP regen to keep up with the more frequent uses of CaC and Displacement though - without it we're burning through TP and that extra weve for CaC mid melee combo is a pipedream.

    The trade off to that of course is that we're in melee range much more frequently to which I have to ask... SE, do you really think a 1000 more health for us is going to matter, or are you that convinced that people are going to be scared of our Melee phase enough for us not to get focused? (Especially seeming Paladin's can't cover us as frequently as they used to.)

    While this will help Red Mage more damage wise, I do believe this will also bring more problems to the suface.
    (3)
    Last edited by Hyrist; 08-29-2017 at 08:08 PM.