Results -9 to 0 of 152

Threaded View

  1. #11
    Player
    Gaethan_Tessula's Avatar
    Join Date
    Jun 2019
    Location
    Gridania
    Posts
    222
    Character
    Gaethan Tessula
    World
    Adamantoise
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by Wayfinder3 View Post
    If they decide to gift RDM with more utility and rewards beyond verraise, i'll gleefully take that. But so long as it's treated as the center point of our kit, will i continue to advocate for it's removal. RDM is a DPS first and foremost, removing Raise won't make the job homogenized with BLM. if that were true, every job thats not RDM and SMN would be BLM. There is a fine line to walk between homogenization and removing verraise doesn't inherently make the jobs the same. If your reason for keeping it is because it's different then what BLM has without actually considering what it does for RDM. then it sounds like you're here to promote job diversity rather than the Balance by which that diversity hinges.
    Raise alone? No. But this is a pattern of steps, and I'm keenly aware of it on my healers.

    If you look at disparity of utility in ARR and HW, then StB, then now, there's a trend of boiling down skillsets within roles. In some cases, this has led to major disillusionment with the job (AST) or the job's core fantasy being put on life support despite being good at its trinity role (BRD). In BLM's case, it reduced them from the concept of "high DPS AND great crowd controller" to just the former, because the devs essentially abandoned non-interrupt CC as a game mechanic. It leaves less room as things get compressed. Again, BRD lost a lot of its support because they wanted to make room for DNC, rather than differentiating their support kits (or rather, they half did, but the unique things left to bard are, like BLM's old CC's and remnant Sleep, unsupported in 99% of content. When was the last time a serious fight had a cleansable status?).

    If you define balance as "everything equal in all scenarios" then I supposed we have nothing more to say to one another. I vastly prefer the style of balance FF11 and many fighting games undertake, where balance is attained by letting diversity shine in different niches and scenarios. Going down the reductionist route of making everyone fit into the same holes with no individuality leads to Cata-WoW and similar monotone "balance." Soulless and constricting to encounter design and depth.
    (1)
    Last edited by Gaethan_Tessula; 08-16-2019 at 12:29 PM.