It used to be like this. Also you couldn't get into any groups as a SAM. That's why SAM kept getting buffs for all of Stormblood until it wasn't like this anymore.
If they removed the enrage timer it would make your skill in doing mechanics what matters more then raw damage. Let everyone play what they love, let everyone feel wanted doing it.
Enrage timers are there partly to encourage people to do mechanics properly by virtue of making it harder to beat them for every death that occurs.
I don't agree with the tuning being so tight as to practically demand meta comps on the first few weeks, though.
The classes that have raid damage buffs should have more rDPS potential than classes that do not. At the same time, the rDPS potential of all classes, selfish or not, should be balanced to be as close as possible.
Raid damage buffs provide an extra layer of damage potential that should be rewarded when used correctly in a team setting because they can just as easily punish the rDPS contribution of these classes when they are underutilized. Plus, relying on up to 7 other people to maximize the potential of the buff is much more variable than simply executing a solo class to its maximum capabilities.
Ultimately any composition in this landscape would come down to player skill and team synergy. A selfish dps might be more valuable to a team by virtue of removing a layer of optimization to reach the necessary damage output as that player might more easily and consistently reach their maximum damage output. Regardless, keeping the rDPS potentials as close as possible would allow enrages to be set to work for any standard comp, thereby promoting teamwork to find the right fit for each group's skillset.
Of course all of this only works in a world where there aren't any hidden taxes on raising or "being a range."
Personally i dont understand the "range tax", like why its a thing, buy thats what SE puts in.The classes that have raid damage buffs should have more rDPS potential than classes that do not. At the same time, the rDPS potential of all classes, selfish or not, should be balanced to be as close as possible.
Raid damage buffs provide an extra layer of damage potential that should be rewarded when used correctly in a team setting because they can just as easily punish the rDPS contribution of these classes when they are underutilized. Plus, relying on up to 7 other people to maximize the potential of the buff is much more variable than simply executing a solo class to its maximum capabilities.
Ultimately any composition in this landscape would come down to player skill and team synergy. A selfish dps might be more valuable to a team by virtue of removing a layer of optimization to reach the necessary damage output as that player might more easily and consistently reach their maximum damage output. Regardless, keeping the rDPS potentials as close as possible would allow enrages to be set to work for any standard comp, thereby promoting teamwork to find the right fit for each group's skillset.
Of course all of this only works in a world where there aren't any hidden taxes on raising or "being a range."
But i can understand why raise is taxed (sorry, but so far the heal on my smn.... i laugh everytime i look at how much it heals me for... i got a healy chocobo for a reason) if smn and blm did the same damgr, would have no reason NOT to take smn. But i think it needs to be a more meaningful decision other instead of "welp, pretty sure we got mechanics down... #$%@ off smn"
The ranged tax uses the same logic of the raise/non-offensive utility tax, if everyone does the same damage but someone is better at doing something else (in physical ranged case doing mechanics) why not take the "better" class? If ranged jobs had like Classic WoW Hunter's dead zone (the class couldn't use ranged skills in melee range) it would be one thing, but right now being ranged is by default better if not for the damage difference.Personally i dont understand the "range tax", like why its a thing, buy thats what SE puts in.
But i can understand why raise is taxed (sorry, but so far the heal on my smn.... i laugh everytime i look at how much it heals me for... i got a healy chocobo for a reason) if smn and blm did the same damgr, would have no reason NOT to take smn. But i think it needs to be a more meaningful decision other instead of "welp, pretty sure we got mechanics down... #$%@ off smn"
However while SE has the right idea the numbers are just way off, phys ranged is doing too little comparably (I could understand if MCH was like 300 dps below BLM/SAM, but now it's like over 1k below BLM and SAM is going to be buffed to this level), casters with raise are being way overcharged by this ability and in general utility is being overtaxed (in SB at this time it was exactly the opposite tho, selfish jobs were barely above jobs with utility and thus were a joke among the raiding community).
Probably came from when i played wow, i always remember competing with ppl for top dps, and hunters were always a apart of that competition, dead zone or notThe ranged tax uses the same logic of the raise/non-offensive utility tax, if everyone does the same damage but someone is better at doing something else (in physical ranged case doing mechanics) why not take the "better" class? If ranged jobs had like Classic WoW Hunter's dead zone (the class couldn't use ranged skills in melee range) it would be one thing, but right now being ranged is by default better if not for the damage difference.
However while SE has the right idea the numbers are just way off, phys ranged is doing too little comparably (I could understand if MCH was like 300 dps below BLM/SAM, but now it's like over 1k below BLM and SAM is going to be buffed to this level), casters with raise are being way overcharged by this ability and in general utility is being overtaxed (in SB at this time it was exactly the opposite tho, selfish jobs were barely above jobs with utility and thus were a joke among the raiding community).


If that makes a significant difference you can only apply that to DPS against striking posts, it's already accounted for in rDPS since you are already doing those mechanics while determining rDPS. So a melee job might need a bit higher DPS against striking posts to counter the effect of being melee, but IMO there is no good reason why they should have higher rDPS. This goes for every balancing mechanic that is purely DPS related, everything is already accounted for in rDPS.
That is why rDPS is such a nice balancing metric, you don't have to worry about possible uptime and group buffs and such. The only thing you have to consider are heals and raises and such. What makes that difficult is the value you place on a dps job having a raise is almost arbitrary.
Last edited by aiqa; 08-13-2019 at 02:34 AM.
I agree and I always agreed with your logic, in a perfect balance scenario the "meta jobs" would change from fight to fight, because everything would be so close that a fight being annoying for melee or caster, makes physical ranged pull ahead, a fight having more downtime favours bursty classes, while a more straight fight should favor sustained damage and so on it would also mean that you can bring anything for a clear (to be fair it's already like it though it will have varying difficulties from comps to comps) since they are so balanced.If that makes a significant difference you can only apply that to DPS against striking posts, it's already accounted for in rDPS since you are already doing those mechanics while determining rDPS. So a melee job might need a bit higher DPS against striking posts to counter the effect of being melee, but IMO there is no good reason why they should have higher rDPS. This goes for every balancing mechanic that is purely DPS related, everything is already accounted for in rDPS.
That is why rDPS is such a nice balancing metric, you don't have to worry about possible uptime and group buffs and such. The only thing you have to consider are heals and raises and such. What makes that difficult is the value you place on a dps job having a raise is almost arbitrary.
However SE have trouble balancing 3 healers and finally they seemed to get to a very balanced point on 4 tanks (and even so GNB/PLD is still optimal in every fight), they probably introduced that 1% party wide mechanic to try and break dps balance in a way that instead of trying to balance 10 different jobs with the most varied rotations, utilities and uptime, they would try to break it into 4/3/3 jobs to simplify their work and so as long as there is not an absurd difference between roles every party would want 1 of each role + a wildcard, it makes their life easier for sure and can get the job done, but not with BLM/MNK being over 1k rDPS over their peers.
Last edited by Lina_Slayer; 08-13-2019 at 02:53 AM.


Remove Dragon Sight from Dragoon.
Give Samurai Dragon Sight with the name of "Rising Dragon".
I just hate dragon sight... I think that would be a nerf for SAM in a way.
"The will of my friends has etched into my heart, and now ill transform this infinite darkness into eternal light
Unmatched in heaven and earth, one body and one soul that challenge the gods!"
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