People can be good at using an inefficient kit. That doesn't mean the kit isn't inefficient.
People can be good at using an inefficient kit. That doesn't mean the kit isn't inefficient.
Which results in the DRG/BRD/MCH dilemma. All this accomplishes is forced compositions as very few BRD/MCHs want anything to do with groups who aren't running DRG. As for meta. No, Meta is relevant to everyone. You don't have to be World First caliber to benefit from Trick Attack, Litany and etc. Those abilities are simply better. Put it this way, an 80% DRG will still contribute more overall damage to the party than a 90% SAM. Does that mean people should be utterly beholden to the meta comp? No. But dismissing it outright is equally naive. Just because every job can clear content doesn't mean each job is good. A prime example of this is WHM. There is precisely one thing WHM has over AST: Divine Benison. That is it. In every other category, AST utterly dominates WHM's entire kit. Therefore, playing WHM is objectively inferior regardless of whether you're a 99% player or a 50%META! If the job is built more to help, people will go to that job over others. the only people who care about META are world first clearest and people who care about what Reddit say even thought the players who are listening are not on the same skill level. The problem is their should be more party composition, SE needs to think about more jobs that work in conjunction with others,
In scenarios such as the aforementioned, it's fundamentally bad design when a job is that much better than its counterpart.
SE still needs to make more jobs work well with others and buff skills from jobs that need it or they can remove slashing, peircing, blunt damage from all jobs and boost all jobs damage accordingly, something i fear they will do since so many jobs are left out from party compositions. we will never have jobs on a even playing field, either your bring DPS, Utility, or alittle of both. the problem is some jobs dont have enough to satisfy the group, or hardly anything helpful for the party. looking at MCH/BRD, their whole 3.0 toolkit was placed in Melee and casters role action and they never gave MCH compensation for its lose but BRD was greatly compensated. Hell the MCH/WHM got it the worse in 4.0. for losing their toolkit to help others fill role actions, the DRK is a bad design for what people have to endure just to push out damage. Hopefully they have been listening to people about WHM/MCH/DRK and what needs improving for these three jobs, i think the rest are in a good spot for now.Which results in the DRG/BRD/MCH dilemma. All this accomplishes is forced compositions as very few BRD/MCHs want anything to do with groups who aren't running DRG. As for meta. No, Meta is relevant to everyone. You don't have to be World First caliber to benefit from Trick Attack, Litany and etc. Those abilities are simply better. Put it this way, an 80% DRG will still contribute more overall damage to the party than a 90% SAM. Does that mean people should be utterly beholden to the meta comp? No. But dismissing it outright is equally naive. Just because every job can clear content doesn't mean each job is good. A prime example of this is WHM. There is precisely one thing WHM has over AST: Divine Benison. That is it. In every other category, AST utterly dominates WHM's entire kit. Therefore, playing WHM is objectively inferior regardless of whether you're a 99% player or a 50%
In scenarios such as the aforementioned, it's fundamentally bad design when a job is that much better than its counterpart.
Nerf indom though.
You fear they will remove slashing, blunt and piercing? I'm praying they finally do. Despite being a DRG main myself, I fancy bouncing jobs yet feel obligated to stay on DRG otherwise my group loses 400 damage for no damn reason. It more or less assures DRG will always be a meta lock because like I said, very few range DPS want anything to do with a group running without one.SE still needs to make more jobs work well with others and buff skills from jobs that need it or they can remove slashing, peircing, blunt damage from all jobs and boost all jobs damage accordingly, something i fear they will do since so many jobs are left out from party compositions. we will never have jobs on a even playing field, either your bring DPS, Utility, or alittle of both. the problem is some jobs dont have enough to satisfy the group, or hardly anything helpful for the party. looking at MCH/BRD, their whole 3.0 toolkit was placed in Melee and casters role action and they never gave MCH compensation for its lose but BRD was greatly compensated. Hell the MCH/WHM got it the worse in 4.0. for losing their toolkit to help others fill role actions, the DRK is a bad design for what people have to endure just to push out damage. Hopefully they have been listening to people about WHM/MCH/DRK and what needs improving for these three jobs, i think the rest are in a good spot for now.
And the jobs are in a decent spot at best. NIN/DRG still utterly dominates the melee scene because MNK and SAM simply lack any answer to Trick Attack, Litany and aggro management. If Piercing dies, this may open up the DRG spot but NIN's locked pretty tightly. On the caster side, RDM could use better support options as its still a noticeably inferior choice over BLM/SMN outside prog.
Last edited by Bourne_Endeavor; 12-09-2018 at 06:24 AM.
I don't see how you can make balance adjustments without nerfs. An upward balance of buffs leads to power creep. Tank mitigation cooldowns are a good example of this. Right now, the vast majority of tankbusters are either dealt with by invuln or supercooldown. It trivialises fights.
The ready availability of invulns also devalues all of your other cooldowns. 20% DR might have been a lot in ARR, but now it's definitely not enough. Damage has to rise to offset the sheer amount of defensives that we have. The solution is obviously not to buff every tank into having a 3 minute recast Holmgang or a 60 second Dark Mind. Nobody likes nerfs, but sometimes they're essential.
Shielding is another example. We've seen a steady rise in the amount of shielding available over the expansions. The problem with shields is that they don't really have diminishing returns in the same way that % DR does. They can also create some fairly sizeable windows in which there really isn't any outgoing damage. That's not even mentioning that silly LB cheese. The solution, unsurprisingly, doesn't involve handing out more shields. You need more checks.
Again, I'm going to go ahead and throw out a guess that the new shield resource bar that's coming is going to involve some restrictions and upper bounds on shields. The devs do like indirect nerfs.
Raises in prog are yet another example. Everyone wants a raise, and I'm not talking about gil. But it really should be a limited resource. The MP cost and cast times were presumably put in there to be prohibitive. But at the moment, we have tremendous potential to recover from mistakes. Again, the solution is not to give every dps their own personal raise. Limit access to it, either by recast or number of uses. Then you actually have to think twice about how it gets used.
Raid buffs are a fairly tricky issue. You can try and offset raid buffs against personal dps all you want, but all things being equal, most people prefer working with jobs that bring buffs because it makes their personal dps look better.
Once again, I think this is a problem of diminishing returns. I acknowledge the point about Trick's effectiveness dropping off in council fights (when they actually happen). However, most raid buffs sit on the player and tend to be multiplicative. Should there be some sort of diminishing return to stacking partywide raid buffs? I'm not sure what the answer is, but I don't think the answer lies in giving every healer buff cards.
Nerfs are not necessarily out there to crush your happiness and force you off your favourite jobs. Although it would be nice to raid with a comp that feels slightly different from 2014. Some jobs have been 'must' picks for what feels like forever. Also, slashing must be purged.
While I agree with the overall spirit of your post, I don't agree with this particular point. Raise from healers is limited - it's costly and risky, both the act of casting it and the recovery followup.
Red mage obviously makes res highly available, but they're the less powerful mage exactly because they bring that asset to prog. And even a RDM will have MP problems with a few raises.
Yet no job gets as much reliably high benefit out of NIN as SAM. Higan, Midare, and 80+ Kenki's worth of oGCD damage (including a Guren every other TA)... MCH is very close but harder to sync TA to, while BLM requires specific Spell Speeds and no downtime.
In the end, a huge amount of the strength comes down not only to pure strength (minus specific fight-based losses), but to the LCMs by which CDs can be stacked. SAM runs better with MCH, RDM, NIN than DRG, MNK, BRD simply due to its CDs.
But that 5% Piercing damn near forces the DRG if you need Refresh, which in turn forces 60/90/180 CDs over 60/120, causing MCH's general rDPS inefficiency compared to Bard to in turn nerf RDM, SAM, and their compositions.
That would be to apply a market-wipe solution to a problem of limited providers, though. We don't need to remove Piercing, and by established precedent Blunt and Slashing, just to deal with DRG being required. Just allow the individual ranged a way to apply their own Piercing and you'd be set, with some of the same mild coordination encouraged by other redundancies like SAM/WAR/NIN. Maybe attach it to a procced Clean Shot or any Bard critical strike weaponskill, lasting for a shorter duration. RDM is even more easily fixed: allow Embolden to affect all damage, as not to punish any second caster with it.You fear they will remove slashing, blunt and piercing? I'm praying they finally do. Despite being a DRG main myself, I fancy bouncing jobs yet feel obligated to stay on DRG otherwise my group loses 400 damage for no damn reason. It more or less assures DRG will always be a meta lock because like I said, very few range DPS want anything to do with a group running without one.
And the jobs are in a decent spot at best. NIN/DRG still utterly dominates the melee scene because MNK and SAM simply lack any answer to Trick Attack, Litany and aggro management. If Piercing dies, this may open up the DRG spot but NIN's locked pretty tightly. On the caster side, RDM could use better support options as its still a noticeably inferior choice over BLM/SMN outside prog.
Last edited by Shurrikhan; 12-09-2018 at 11:23 AM.
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