I´ve to disagree with a lots of statements above.
The biggest disappointment i still read out of it is "we need more dps." That´s again a thing you won´t even know without the grey-zoned damagemeter. I understand your point of "relying on other party members". That´s true. But tbh... if you´ve 3 week dps in your party, it doesn´t matter if your´re that high dps bard or dancer, you´ll fail.
The mobility tax is still worth a lot as much as those classes are easy to play. Just check the latest monk thread. My new friend sqwall wants to change monk completely, because of "QoL reasons", to not being frustrated, whatever. He claimed that his favorite classes are DNC, MCH, RDM and monk without any positionals or other stuff to get used too obviously.
What i want to say is, that players EXIST who can´t do better, who don´t want to improve or whatever. To have such easy to play chars with tons of mobility is a bless for them and that´s completely fine. With all the support abilities you can fit your job better by assisting the best DPS member in your party, who is probably the overall better player anyway. Medigation and group buffs are fine too and those phys. dps can always adjust for other party members in different without a damage loss. No matter if it´s that blackmage who doesn´t want to move or a badass mechanic, where you want that healer to stay still and cast his stuff.
Don´t get me wrong, i get your point, but if you asked me, SE should change their content line instead of buffing or "braindead" classes into nowhere. The content makes the difference and it has become too predictable and static. Players got used to it too. The RNG factors are always like "stack or spread", "Who gets the tether?", whatever.
Just an example from swtor. One endboss was based on 4 bosses at once. 1 shot random through the group, 2 had to be kited by the tanks with tankswap every X stacks. The last one had to be kited by a DD, which would be that phys. range dps. On top of that you´d a lot of debuffs that phys. range was able to cleanse to assist the healer. And all bosses had to fall within 40s, otherwise they come back with more health. Stuff like that is not a thing here. You´ve that one boss, maybe an addphase between the mechanics, but it´s nothing players really have to care about. Atleast in E11s and E12s healer have to heal and medigation makes some sense right now.
That said, the issue doesn´t rely on the phys. DPS, it´s a thing because the content is pretty primitive designed to give even bad players the chance to complete atleast 2 or 3 of 4 fights per savage tier. If we would get more mechanics like "the furthest player gets a mark to bring to point X, or debuffs here and there a bard could cleanse with less cooldowns too, something to kite, more than just AOE -> spread/stack -> AOE -> spread/stack -> repeat, then phys. range would make much more sense and an OT maybe too. Imagine how it felt when you actually had something to do as OT in the last tier. (Kiting adds or tanking ifrit for 30s, wow!)


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