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Thread: Black Mage

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  1. #1
    Player
    Llugen's Avatar
    Join Date
    Feb 2014
    Location
    Ul'dah
    Posts
    696
    Character
    Zera Vyre
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    They've already officially stated "low utility, high damage", but the issue is that it flat out is bad logic in practice. In short, we need to help convince them of that as the playerbase, because time and time again we see it not panning out. All jobs should have some form of utility for party play, otherwise parties don't want them, period. No one wants to play a class that is actively shunned, that's just lame.

    I would still argue that movement is still a factor now that progression is over, largely due to RNG (vines vs. clock positions vs. blues in Halicarnassus, being on the wrong side for flood of naught colors, etc). This is forced movement no matter which way you slice it, and if you had already planned/used your triplecast/swiftcast then you lose significantly more damage than any other job. This NEEDS to be amended, at least partially. As I've said in this thread probably a dozen times, not all classes have to be excellent in progression/at movement, but BLM is at a HUGE disadvantage over the other jobs.
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    Last edited by Llugen; 10-20-2017 at 01:57 AM.

  2. #2
    Player
    zuzu-bq's Avatar
    Join Date
    May 2015
    Posts
    901
    Character
    Zuzu Belloq
    World
    Behemoth
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Llugen View Post
    They've already officially stated "low utility, high damage", but the issue is that it flat out is bad logic in practice. In short, we need to help convince them of that as the playerbase, because time and time again we see it not panning out. All jobs should have some form of utility for party play, otherwise parties don't want them, period. No one wants to play a class that is actively shunned, that's just lame.
    It's not, really. By launch of Stormblood SAM was desired because DRG wasn't very strong so their raw damage could outdo DRG's utility. But then the buffs came and well the rest is history. Sfia is trying to bring to light the fact of "low utility, high damage" is simply not working because our damage is actually low by the end. As in all forms of utility, they did a good job throwing most of defensive utility into role actions making the old issue of Int Down need and Disable+Virus brokeness gone. Meanwhile they gave BRD and MCH their own mitigation skills which are actually stronger than everything else and currently two tanks have party wide shields while one doesn't swinging the balance in a bad way. So what was the point again? Haha. kill me
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    Last edited by zuzu-bq; 10-20-2017 at 02:02 AM.

  3. #3
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by zuzu-bq View Post
    It's not, really. By launch of Stormblood SAM was desired because DRG wasn't very strong so their raw damage could outdo DRG's utility. But then the buffs came and well the rest is history.[/SIZE]
    This actually kills me. SAM was pretty competitive in 4.0- on the top 5 fastest Lak and Susie kills, you could find some groups with and some groups without Samurai. So they can make this balance work, they've done it before (the no utility VS utility)... they just need to redo it, now both for BLM and SAM (that fell off with the buffs to the meta comp).
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