The trinity isnt broken in content that is relevant for job balance. Dungeons are not content that is relevant for job balance. That only really starts with extreme trials.




The trinity isnt broken in content that is relevant for job balance. Dungeons are not content that is relevant for job balance. That only really starts with extreme trials.




Job balance is not important for content that isnt extreme or savage. Warriors keeping people alive through dungeon bosses despite the healer eating one aoe too many makes for funny stories. Does that mean i'm against improving aoe sustain for the other tanks? No, not really. But it's just not the focus of job balance and I dont think rigorous job balance for dungeon content would make the game that much better. I think it would drastically limit how much better players can carry less experienced players and I dont think that's how dungeons should work.

WoW did fix that in Legion when they attached stamina/HP to ilvl. With higher and higher stamina you had way more HP so each tier or difficulty version dealt more and more damage so you still could be hit for 50% HP in newer content by a mechanic. Old instances got trivialized quickly though.
So in the first raid of expansion you hit for 100 and could took like 50/100 hit, while by the end of expansion you could hit for 1000 and take 500/1000 hit... Absolute values were going way up but relative ones never changed.



While I am fine with scaling down the player to replay old content (like GW2 does), scaling *up* enemies as the player progresses feels like decentivization.WoW did fix that in Legion when they attached stamina/HP to ilvl. With higher and higher stamina you had way more HP so each tier or difficulty version dealt more and more damage so you still could be hit for 50% HP in newer content by a mechanic. Old instances got trivialized quickly though.
So in the first raid of expansion you hit for 100 and could took like 50/100 hit, while by the end of expansion you could hit for 1000 and take 500/1000 hit... Absolute values were going way up but relative ones never changed.

Like next 4 Pandaemonium bosses will have more HP, will deal more damage and drop better loot than the current ones, yet at intended ilvl relative values will be the same. FF14 is just way more conservative with ilvl increases so it's not that obvious.

I can see the conservation ilevel increases to be polarizing. On one hand you get to enjoy the fight and are able to see mechanics to their completion due to the fact you can't just roll over the boss. On the other hand, you can't trivialize things by having a huge ilevel increase and can't roll over the the boss xD.
Imo, it's a good balance state. It's just enough that players are allowed to do "speedkills" or different party compositions.



Both of the exs were cleared without healers when they were current and a sometime ago a full tank group cleared the first floor of savage, on top of the tank only clear of Ucob and a Sge solo heal of the second boss of savage, those are the examples that I know and I dont actively search for them because probably there are more out there
Last edited by WaxSw; 02-24-2022 at 09:22 AM.
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