In general, yes. In terms of DPS buff abilities, I'm split. I think the rDPS from buffers needs to exceed the rDPS of selfish jobs so long as the buffers are also DPS jobs. Or else why take them? On the other hand, if all of your "support utility" is just a roundabout way to add DPS, why have it? Why not just make everyone selfish at that point (to me, the answer why not is to avoid homogenity, but that's also why I think non-DPS support is neccesary on some jobs).
No, it's not. Square Enix thinks it is, but in practice Verraise and Vercure are not useful enough in Savage Prog to make RDM valued. Or else you wouldn't see PUG practice and clear groups excluding RDM or seeing BLM get preferred for prog instead. There's a bunch of threads about this. These skills are not sufficient for prog because they don't do enough to actually keep the party alive. Verraise comes too late for that, and a single target, middling potency, heavily mana inefficient GCD heal is subpar.
As a healer, I'm all for that damage going up to the point I really want a healer-aid in the party for prog. Or having a healer aid strong enough to make transitioning into solo-healing for farm comfortable. Also, healing in this game is largely oGCD based. Every hypothetical oGCD support ability RDM could bring powerful enough to negate needing to use a GCD increases healer DPS.
All it takes to make defensive support on ALL jobs and roles more valued is to stop making healing so brainless outside of like, one or two phases each in end-Savage and Ultimate fights.
In a different direction, if healers get more engaging non-healing downtime that needing to heal could interrupt, that ALSO increases the value of defensive support hybrids in tanks and DPS.
Technically yes, but you also need distinctions if you want to justify having multiple different sub-roles within a role and multiple jobs in a sub-role. Distinctions BEYOND aesthetic and what order buttons are pressed in. Otherwise you're just generating quantity for quantity's sake.
To an extent, yes. It should be pretty close. I think there is some room for putting a job behind for defensive considerations, but only SLIGHTLY given the priority put on DPS and ONLY then if the defensive utility is actually, provably powerful for clearing (which Verraise really isn't given current design).
That is literally completely homogenizing. If every job in a given role has the exact same capabilities, and the only difference is what colored lights they generate and order buttons are pressed in for the DPS rotation, why even have multiple jobs? You could just have one with a few purely cosmetic customization options.
So yeah, heavily disagree with this. Non-DPS utility shouldn't be a huge factor in determining DPS, because enrages and farm exist to keep the jobs that give a few extra % DPS played. But we shouldn't eliminate non-DPS support abilities or make them cookie cutter across a role. All that does is further homogenize and further constrict design space. No DPS should have irreplaceable support, but it should be possible for one job to carry one type of utility that it takes two others to meet, in exchange for being deficient in another type of non-DPS utility.
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As for DPS support abilities, buffers ideally need to have a higher rDPS than non-buffers, but the non-buffers need significantly higher pDPS to justify taking them (I've seen it tossed around that BLM, SAM, and MCH should get a trait that boosts the effect of others job's buffs on them). This may require current damage support skills to become stronger in order to hit that balance marker.


			
			
			
					
					
					
						
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