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  1. #81
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Asking this seriously now (lol), but to what extent would more utility abilities on ranged DPS resolve this issue? I feel like if ranged DPS had the same level of utility they did in Stormblood. Even if they kept the personal damage the same as it is now

    Ranged DPS has usually ‘justified’ its spot with support after all. While this naturally meant that it was entirely required, I’m sure they could have removed Refres and Tactician and added different utility oriented role skills instead.

    If we look at utility on the ranged DPS role right now, Machinist has like none, Bard essentially has one utility skill (the others really aren’t worth mentioning in terms of making its utility justify its raid spot). Dancer is amazing in the utility area, but then it’s pDPS is too low for that utility to actually make it worth it. I want to say that Dancer could use some more support abilities too, but that would be pretty excessive I guess lol

    If Bard had some support songs, Machinist had abilities like Hypercharge and Dismantle/Rend Mind, and Dancer got slight pDPS adjustments (or increases to utility if they really wanted), would the DPS gap between ranged and melee/Black Mage be less of an issue? Obviously though I’m not suggesting the return of Refresh/Tactician or other skills that would make the jobs required for any raid.

    Idk I’m obviously extremely biased in terms of this, but I feel like making the ranged dps more of the ‘support DPS role’ it’s sold as would solve the issue of the DPS gap quite easily. Otherwise, pDPS increases could easily invalidate casters, particularly Red Mage and Summoner (not so much Black Mage). If ranged have higher DPS then we’ll probably end up in a situation where Red Mage / Summoner get pushed out of parties for one of the ranged, if not purely for the convenience of no cast times.

    But if the ranged have utility, then Red Mage and Summoner have higher DPS (which I feel is justified purely on the basis of them both casters), then wouldn’t it be a more equal playing ground in terms of what jobs to use for the raid? Summoner and Red Mage would have their own utility so you can justify using them instead of ranged if you want, and I feel like they’re probably pretty good in terms of their utility anyway (at least Summoner is lol).

    Basically, I think that if they used utility to close the gap for the ranged role with melee / Black Mage, then used pDPS to do the same for Red Mage / Summoner, then balancing the roles against each other and not just within themselves would become easier. Though, I guess because of my own bias towards wanting to be a ‘support-like’ job I’m not exactly looking at it objectively (though is anyone really?). It’s probably more likely that pDPS boosts across the board for all jobs across the board except melee/Black Mage would balance things out more easily than stuff like making ranged a more utility oriented role again. Though, part of me wants to say that this would just be a ‘band-aid’ that doesn’t actually solve anything, but maybe that’s just the bias talking again
    (0)

  2. #82
    Player
    Shihoru's Avatar
    Join Date
    Oct 2017
    Posts
    4
    Character
    Aiko Izayoi
    World
    Cactuar
    Main Class
    Bard Lv 80
    None, because adding utility to the job adds to the complexity of the job and the responsibility of the job and should NOT tax your DPS. DPS should be a preferential choice on party utility and everyone should have that utility and you chose between it when deciding on your composition. It should be a question about your role and your responsibilities and which ones you wish to assume and how much you enjoy playing your class.
    (0)

  3. #83
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    I find humor in people referring to the SMN changes as a buff. That didn't raise their DPS at all. All it did was give them a small quality of life change by making one of their more egregious flaws a bit less cancerous. Granted, the change will probably improve DPS for inexperienced summoners by way of not penalizing them as heavily for having a dot fall off, but skilled summoners shouldn't be seeing gains.
    (2)

  4. #84
    Player
    Ziggurat8's Avatar
    Join Date
    Aug 2013
    Posts
    13
    Character
    Clericus Nox
    World
    Excalibur
    Main Class
    Viper Lv 100
    Does anyone else think a test server would have made this ShB transition smoother?
    (1)

  5. #85
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Ziggurat8 View Post
    Does anyone else think a test server would have made this ShB transition smoother?
    No. It would just make people angrier.
    (1)

  6. #86
    Player
    Aiscence's Avatar
    Join Date
    Oct 2018
    Posts
    153
    Character
    Aiscence Amano
    World
    Moogle
    Main Class
    Machinist Lv 90
    A test server would have worked IF they were decided to do changes, but they are not the kind of people doing regular balance change and can let some job be half dead for an expansion.
    (2)

  7. #87
    Player
    Cetonis's Avatar
    Join Date
    Nov 2013
    Posts
    445
    Character
    Sana Cetonis
    World
    Adamantoise
    Main Class
    Bard Lv 100
    Quote Originally Posted by Ziggurat8 View Post
    Does anyone else think a test server would have made this ShB transition smoother?
    They've had 8+ weeks of live servers, and still haven't been able to realize that ranged dps are heading for the dumpster. A test server would not have made them any less blind.

    SE needs to solve some fundamental problems with their perception of job balance vs. the public perception of job balance.

    They can think what they like about the accuracy of fflogs, or the justified-ness of the playerbase primarily valuing damage contribution at the high end of play. But they have to respect that these things impact player behavior way more than their calculations or wishful thinking ever will.

    That doesn't mean they need to completely cave on their design philosophy and balance solely around fflogs, but they can't just wholly disregard it as they seem to be doing.
    (10)

  8. #88
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Lina_Slayer View Post
    SE has been insanely melee biased this expansion, just look at the struggling melee jobs versus a struggling caster:

    SAM: Huge damage buffs, NIN: Huge damage buffs, MNK: QoLs that resulted in a big dps gain, SMN: lol I guess you are now slightly easier to play?

    I'm convinced we BLM mains are lucky that we got released broken or else we'd be like everyone else bowing down to our melee overlords.
    Coming from BLM.
    (1)

  9. #89
    Player
    Lina_Slayer's Avatar
    Join Date
    Nov 2017
    Posts
    107
    Character
    Lina Slayer
    World
    Exodus
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by cactuarzzzz View Post
    Coming from BLM.
    You understand that when BLM struggled in SB it took until 4.2 to give it any thing of potency buff? Literally 6 months to give the worst DPS in the game something.

    When nin struggled it took until 5.08, MNK until 5.05, SAM until 5.08, you realise SMN got basically nothing despite being way behind SAM (who got ~3% dps buff) and that ranged DPS were not even mentioned for buffs?

    So yes I'll keep saying they are horribly melee biased, BLM was OP on release, which was incredibly lucky, because I've already seen how long it takes for us non-melee plebs to receive any kind of love.
    (3)

  10. #90
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Cetonis View Post
    They can think what they like about the accuracy of fflogs, or the justified-ness of the playerbase primarily valuing damage contribution at the high end of play. But they have to respect that these things impact player behavior way more than their calculations or wishful thinking ever will.
    A large part of the playerbase putting so much emphasis on damage output is their fault to begin with. The number of mechanics people are expected to do increases a bit with every expansion, it seems like. Combine the ever-growing number of mechanics (and increased pace/overlapping thereof) with tighter and tighter and tighter enrage timers and you get a bunch of players that want to push maximum damage to the exclusion of almost all else to get everything over with ASAP. The faster it dies, the less likely the raid is to wipe.

    Mind you, this isn't one of those lolgametoohard posts. I have no opinion on the game's difficulty as it currently stands. I do, however, believe there is a direct correlation between fight design and the need for greater emphasis on damage. The damage first mentality existed as early as the coils in ARR, I concede, but it wasn't anywhere near as prevalent as it is now. Subsequent changes to encounter design philosophy have necessitated a far more aggressive approach to most fights.
    (1)
    Last edited by Absimiliard; 08-30-2019 at 07:25 AM.

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