Player
And yet Yoshida has also said this is the justification for BLM to do more than Samurai circa Alphascape. SE has made conflicting statements in interviews and panels historically.
BLM: Primarily GCD based. GCDs have ping correction built-in.
SMN: Much heavier emphasis on OGCDs. OGCDs are subject to a considerable increase in animation lock with higher ping. OGCDs do not have ping correction.
The jobs are not remotely close to equivalent in impact at higher ping. But at least the Egi Assault change went a great way in improving this. I am a high ping player and the difference in feel is night and day.
Summoner Afficionado
Creator of AkhMorning: https://www.akhmorning.com
Same, I'm always between 250ms and 400ms, the new egi assaults are a day-night difference. Yet I saw some rotation videos allowing SMN to beat BLM in DPS terms and HAHAHA, it is impossible for me to do the same the buttons won't react that way no matter how fast I press them. Low ping SMNs are more than twice my casting speed, it feels like a completely different class.And yet Yoshida has also said this is the justification for BLM to do more than Samurai circa Alphascape. SE has made conflicting statements in interviews and panels historically.
BLM: Primarily GCD based. GCDs have ping correction built-in.
SMN: Much heavier emphasis on OGCDs. OGCDs are subject to a considerable increase in animation lock with higher ping. OGCDs do not have ping correction.
The jobs are not remotely close to equivalent in impact at higher ping. But at least the Egi Assault change went a great way in improving this. I am a high ping player and the difference in feel is night and day.
Again, you're stating the obvious, so what's your point? That a .01% difference is fundamentally the same as a 10% difference, and thus we shouldn't complain about imbalances of any degree? What?
Unless you see that opinion coming from a combined panel of the raid design team and our trio of job designers, it's almost certainly just lip-service to best placate the most vocal portions of the playerbase. That's been the only consistency across their combat design statements. Virtually everything else has contradicted itself over time.
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