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  1. #11
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Kolsykol View Post
    Maybe I am remembering it wrong, but I vaguely remember double physical ranged being Meta at one point because they were just so strong in Heavensward.

    I think BLM is just easier to balance than a lot of other Jobs, especially because of how much they're spamming the same buttons it's very simple conceptually.
    Physical ranged was VERY powerful, long . . . . long ago. . . lol. Black mage has a pretty consistent and attentive record I don't want to disagree with people on this, I just don't think there is any malice here.

    I strongly believe it's more likely different folks different strokes situation. Maybe someone could argue "Yoshida needs to tighten the vice on those who are not doing what needs to be done" but some of that is going to be highly subjective and as well it is nice that a dev does let his team have some of their own vision. Now I don't have evidence of this for the main jobs, but I do have evidence on Blue Mage he said he wanted people's work not to be overturned at a moment's notice and something along the lines he's holding up changes some people wanted to make because he wants to respect their work.

    Of course I was a very, very, disgruntled blue mage player at that time so I'm not even saying I'm always a fan of the idea lol. Normally I'm more like "this is cool, I like that, I wish for this" but I think at the time of blue mage release I was more along the lines of burn it all down and salt the earth, definitely I was emotionally distraught (in a very first world sort of way, I slept fine lol.. Just super unhappy).

    Without evidence, so just speculation- I think it's why we have stuff like this as well:

    Quote Originally Posted by KizuyaKatogami View Post
    There’s not a single dev on the job design team that plays a healer is the problem. They all play dps. Instead of yoshi p making sure they play all roles and give attention to all roles they’re all just dps mains.
    Someone on the healer team with a different vision than a lot of the more aggressive and skilled players (aggressive not being a pejorative, more in the sense of "I can do more, I will do more, I will attack the enemy too!").

    I do feel like some tweaks to healers could be done... but I'm not entirely tear it up position since I 'think' I understand their intent. Like I said in another thread I like the idea of adding a lot more support skills, with some healers having particular themes (obviously they have some already, but I mean more). With a mind of condensing or removing some healing spells in the process, which may go towards making healing more demanding as well. So sage might have more offensive heals, where if you had a target enemy it would deal damage to them but also heal your kardia target (and if you've no target it might still heal your kardia target). Your classic buff moves, which can be better balanced with limiters.. for example I tried to suggest a dark healer where you would curse the target and deal extra damage to X potency (allowing a tighter control of balance over say "increases damage to the target by 10%" without a cap). Fae blessing that causes your allies moves to create a small movement speed buff that stacks. after Y seconds each buff shatters for damage in an AoE when the effect ends ('up to x' for each enemy). Etc etc (try and theme them for more fun, some healers will have more ally focused, while others may work more enemy based- to give each style of player a different vibe).

    Might want to play with the idea of greatly reducing the amount of defense stat growth but increasing epic echo defensive buff to match the change (I strongly value the concept that you can go back later once epic echo is allowed). A major issue for healers is that as everyone gets stronger healers become literally less valuable. Extremely well geared players probably don't even need a healer in some of the easier content (sometimes no tank either but not 'as often' I'd think).

    Yet... just having some more stuff to do that isn't purely healing I think would do a lot for the situation. Like I said might be some healing spells are entirely replaced, but also combining value of some other healing spells, and in theme some jobs will be getting more offensive support skills ("everyone who attacks the target gets a weak kardia, to which all skills apply to (in weaker form), while the spell is in effect the skill changes to a lite potency oGCD instant cast spell with stacks that grows as players attack with a maximum amount of stacks possible" (so like if it was 15 stacks max and the skill lasts 20 seconds, in a party of 4 you'd get them later and in a party of 8 you'd probably get them in like 8 seconds lol). Etc.. (can think of more but not really the point, just that there could be a lot more skills to need to use that aren't necessarily purely different types of attack damage (so trying to stay in a strong theme of 'healer' while not being "no one needs healed so I've got nothing fun to do").
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    Last edited by Shougun; 05-25-2022 at 04:27 AM.

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