In terms of design, Flourish is fine. Only adjustment it needs is for it to be learned at a level earlier than 72 so that DNCs can get used to managing it during burst windows sooner rather than later. It would also help with the boring, empty feeling the rotation has pre-70.
EDIT now that I’m not on mobile because god, typing on mobile sucks:
Can you prove that this is the case with Flourish?
Well, if the developers were THAT concerned with AST being broken in the hands of a skilled player, need I remind them that it was their idea to give them +20% Balance (+10% AOE Balance) in Patch 3.4 as a panic measure to get people to play the job? If they were concerned about it being broken, that is of their own making. They were the ones who broke it—and then left it that way until Deltascape released in Stormblood...which got a lot of eyebrow raises from even the hardcore crowd.
As an aside, the tone of the thread shifted from job design to balance in the midst of the conversation between myself and a few others regarding DNC’s current state in terms of job potency and damage. I suppose this shift in conversation is what prompted the misunderstanding between myself and you, Harmonea, with regards to what we were talking about. But I do have to add a little caveat to your proposal that job design should focus around the majority: you also need to be extremely careful that you do not redesign a job in such a way that removes rewarding complexity from it that high-tier players may enjoy. Sure, you can argue that they are the minority, but they also play this game. The designs of the current healers have done a fairly decent job of chasing away both high-tier and more casual players, and the changes to BRD stated during the Media Tour and the pre-expansion PLLs were not well received by those BRDs that enjoyed the complexities SB BRD offered them. Gameplay has to feel more than just smooth, simply, and easy—it needs to also feel rewarding.



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