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  1. #1
    Player
    SaberMaxwell's Avatar
    Join Date
    Jul 2017
    Posts
    1,244
    Character
    Saber Maxwell
    World
    Faerie
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Aikaal View Post
    You are also overestimating the complexity of Red Mage a lot dude.

    My Eden Verse logs
    I injured my left hand as a result and sustain a root irritation which left me with 2 functioning fingers on my left hand for 6 months because covid closed physiotherapy where I live. The group disbanded so I went with casual friends. I picked Red Mage, which I had never raided with in my life and I had just hit 80 with because it was the most brain dead job in the game in my eyes. Even with half a left hand, I got high purple logs.
    I think you're being a bit disingenuous by acting like you got high purples on your first clears through the fight. On Ramuh, yes, but as soon as Ifrit and Garuda it takes you six clears to get anything above 65. Your first clears of Idol are green, grey, and green. It took you four clears to get your only purple ever in Shiva. With one and a half hands, sure that's impressive and I don't want to take away that accomplishment, but don't pretend you even halfway began to optimize the job.
    My own, for reference.
    That's how much I see your main job. That,s how complex I see it and I doubt you can make anyone believe that it's more complex now. If anything, they made it easier.
    On May 20, when you got your 92 (I'm assuming you were still playing with half a hand at this point, whether or not this is true a 92 is impressive), I got my 98 (and a 99 the next day) pulling out somewhere near 400 more rDPS and about 300 more aDPS. That extra hand, and the extra ability it gave me, allowed me to optimize with my team to do a not-inconsiderable amount more damage.
    They lowered the skill floor of Red Mage but raised the skill ceiling with EW. You might be able to get in easier, heck you might even be able to parse those nice 80s and 90s keeping in mind there are a lot of players who flock to the job "because it's easy" and tend to populate the bottom rung making it easier to parse high on the job. I would argue the increase in choice for when to burst is an increase in depth--as more choice means more places to die a death of a thousand cuts when trying to perform high with the job, but this argument of what is and isn't "braindead" has been exhausting ever since Stormblood with people claiming whatever job they don't like, don't main, or are trying to talk down in the moment for whatever reason is "braindead."
    SAM is braindead. RPR is braindead. I've seen some say DRG is braindead. I've seen people simultaneously say MNK is braindead and the most complex thing ever even in EW. The tanks are braindead, the healers are braindead, you press the glowy lights as DNC and get 100's, MCH is just one string of buttons pressed ad nauseum. This leads into the next quote where I kind of back off and end up agreeing with you, but it just rubs me the wrong way that you presented it as "Look I got purples despite being injured my first go round, what a braindead job that one can't optimize on!" when really, no, you trended towards low purple and blue, you were nowhere near optimal with the job.

    Why would my one brain cell job just be straight out inferior to your one brain cell job? That's a stupid argument to rely on.
    Honestly at this point I'll slide a bit back in this conversation because I don't believe that complexity ought to contribute to a job's performance. "Difficulty" is so subjective in this game, even its definition (are we defining difficulty as "depth of choice"? "Depth of consequence"? "Effort in execution"? Something else I might not have posted?) is in contention, let alone what stick is used to measure it. Anything is braindead if you ask the right person about the topic. To balance around "difficulty" or "busy-ness" of the jobs is something that is outright impossible because nobody agrees what "difficult" even is, and even the devs frequently don't know the weird depths players will go to to optimize their jobs so their word on the topic is about as good as anyone else's.

    What I will add as a closing remark on this long, rambly post that I hope doesn't get me jailed because of the no-no site is that, in your list of proposed changes (where raise is equalized between SMN and RDM), they ought to do similar damage with neither outright outperforming the other (obviously in any case there would be over/under, but I'm talking intentional "X job must outperform Y job because Z.") MB is not outrageously better than Phoenix despite Phoenix's limitations. Mobility ought to not be taxed as it is, and the entire phys ranged should be brought up in damage alongside SMN.
    (3)
    Quote Originally Posted by Packetdancer View Post
    I either buy my own sandwich or I end up with pork-nostrils.

  2. #2
    Player
    Aikaal's Avatar
    Join Date
    Mar 2014
    Posts
    936
    Character
    Aikaal Leyma
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by SaberMaxwell View Post
    I think you're being a bit disingenuous by acting like you got high purples on your first clears through the fight. On Ramuh, yes, but as soon as Ifrit and Garuda it takes you six clears to get anything above 65. Your first clears of Idol are green, grey, and green. It took you four clears to get your only purple ever in Shiva. With one and a half hands, sure that's impressive and I don't want to take away that accomplishment, but don't pretend you even halfway began to optimize the job.
    I do agree logs are a pretty stupid way to point out an argument. I ado appreciate you digging the past but I don't see why you had to point out the bad logs only lol. You've also farmed your Verse logs. I did not. We have compared logs on the week of March 3rd to 5th. I got a 75 and you got a 83. I was playing RDM on raid for the first time with an injury. There's also always gonna have a skill ceiling and I can tell you there's a significant difference between an ok Summoner and a good Summoner similar to RDM. Still, I pointed it out simply because the argument that Summoner is brain dead is invalid because I also find RDM brain dead. It's all preferences and it shouldn't matter in the balance.

    Quote Originally Posted by Azuri View Post
    Not agreeing with you doesn't mean that I'm not contributing to the conversation. Your opinions are not absolute and as such are open to be challenged. Your opinion on "ranged tax" doesn't align with the precedent of how SE balanced physical ranged. Your opinion on rotational difficulty not correlating with higher damage doesn't align with the view of Director and Producer himself. I find it equally fair to challenge your opinion on support and general balance as well. Afterall, your arguments are full of double standards and fallacies. And since you have not yet deigned to adress those I consider them pretty valuable to highlight.

    Honestly, we could meet in the middle as SaberMaxwell pointed out. With SMN and RDM on par with each other. Add another 200-250 rDPS to SMN and they will be within 5% variation and crit RNG of each other. One will pay for it's slightly higher support capabilites and the other for its slightly higher rotational simplicity and mobility. And no one will feel useless.
    Quite frankly, if they do acknowledge the raise tax shouldn't exist and they simply turn it into a long cooldown as an instant cast. Having comparable DPS would be fine. Because while Ver Cure and Magick Barrier can be used at will compared to Rekindle and Everlasting Flight because these skills can only be used under Phoenix. There is an argument that there is so much mitigation but it devalues Magick Barrier. However, it's still slightly better.

    I get why Red Mages mains are tired that raise tax should penalize them but it's the sad truth. There is a thing, a saying; Ver Raise and Ver Cure have helped recover and clear UCoB clears. It's really strong. Well, UCoB is outdated content, the same principle still applies to current raid tiers. If that can sort the feud between Summoner & Red Mage, it's probably the better option. It would affort a bit more exposure to Black Mage in progression since raise would have less value.

    What remain true is that Summoner requires a change. Potency buffs would likely fix things but it'd be a cheap way to fix things. The core restrictive rotation is annoying. Having to unsync Bahamut from buff windows in a fight because its the best DPS option shows that Summoner has anti-synergy with the rest of his/her party.

    Quote Originally Posted by MrJPtheAssassin View Post
    All I have to say is I'm sorry that happened I honestly didn't know since I personally didn't see it happen. I still stand by what I have said over and over in this thread and I'm just tired of repeating myself to these rdm who don't want to listen to reason. I'm done, I'm checking out, they have won because I'm tired of being attacked for not wanting to feel unwanted. Two wrongs don't make a right. Again I'm done with this thread and with any ego-infected rdm who thinks smn deserves to be denied in parties just because they had to go through that themselves. That's a community problem, not a balance one.
    There was indeed a time on RDM release in Stormblood. I was playing melee but Red Mage was heavily memed on. It was fixed imho during ShB but they were tuned down damage wise but had good party buffs so people would pick them. Fixing Embolden so everyone benefits from Embolden is honestly the greatest QoL they got imho.

    If that make y'all Red Mages more happy, I did update the original post and added that you don't want your firepower to be under Summoners when adjustments are made on Summoners.

    (0)
    Last edited by Aikaal; 01-11-2022 at 09:28 AM.