That's true I guess I never thought of some of that. I still think the mid needs some kind of changes to it because as soon as one team claims in they pretty much have it most of the game because once mechs start coming out it's too hard to send multiple players in to take care of the 2-3 healers holding it down. Maybe the middle should be on a timer from when it activates and after the timer runs down it has a down time period meaning people would actually have to leave and farm other ways. I guess if that were to happen though other things would have to be buffed to keep CE coming at a steady pace.
That's a great idea actually. It already works like a Seize node. So having it deactivate would encourage players to actively search for tanks, which still promotes PvPing (contesting tank grabs) and solves the problem of people just parking healers in mid all match
And instead reinforces the problem of healers interrupting CE grabs.
The real issue is that even a BLM with an unlimited Astral Fire, unlimited Enochian and unlimited Mana hack barely reaches a consistent 1195 DPS while a Scholar can consistently deal 434 DPS and negate 1080 DPS in the same time, leading to the team with the two button SCH gaining a net 319 DPS advantage. WHM isn't much better - Regen and Cure I spam result in roughly 1580 HPS (Regen is 500, Cure I 1080), so the 1195 DPS of the hacking BLM get entirely negated and there's still room for additional DPS from other sources before the team with the WHM even has a net loss of health. And this is with a BLM that flat out hacks to considerably increase his DPS and healers that don't even use half their base kit. The discrepancy gets a lot worse when you remove the hacks and actually account for more than 2 healer buttons.
To balance this discrepancy in sustained throughput out, the BLM has 2,5k health less and his burst is appropriately weaker than the healer's burst healing. Because it makes sense to compensate someone's shortcomings in one area by giving them more shortcomings in other areas. Soaring really is just the icing on that giant cake.
Healers are playing in an entirely different power league than the common rabble, that's the real issue. Hence, the sentence "We got no healers, avoid PvP unless it's stragglers" is a thing inside a PvP instance and even the most delusional Feast players have realized by now that the healer is the most influential role in there. And thanks to their popularity statement, the culprit is confirmed: They are tuning jobs by popularity, not by power. I avoid the term "balancing" in that context.
The solution is obvious: Drag healers down to the power level of other ranged characters, somehow. Nerfs, reworks, whatever.
But that can't happen with popularity being a factor. So what I surmise SE is going to do is to give mammets a small (25%) infirmity debuff on their attacks, nerf mid CE generation, do 'something' random about tanks, nerf soaring a little for everyone and call it a day. They supposedly have a lot of changes planned, so you can try to be optimistic, but I'd keep that optimism in check and mentally prepare yourself for people, to quote our adaption specialist of the forum, "avoid the circumstances which frustrate them" by simply not queuing up or using a bot.
Don't worry, by the time any changes are made to Astragalos, 95% of the people queueing will be bots anyway, since SE has pretty much confirmed that they don't care if people use them 24/7 instead of actually playing the game.
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