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  1. #1
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    765
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Renathras View Post
    I was always against homogenization in WoW, and I am in FFXIV.
    The problem why this happens is balance itself. Without doing this, you generaly will end up with beginner classes becoming obsolete since they can never get the same value (or due to being easier will prevent the other classes). By making most of them have a very basic and similar baseline, it generaly forces balance to exist between the classes. You can vary a little in these, but usualy it generaly just becomes something of a similar sort.

    The problem is the way healers work. All the variety exists in the healing, and in damage they are just the same. Yes, SGE requires 2 presses for a DoT, but outside of that, its still the same. This is why the healers just feel too similar. And they could have done a lot more variety here. Even just a simple example:
    Healer A: 1 DPS ability with 200 potency
    Healer B: a 3 DPS combo with potency values of 150,200,250 (all still just 1 button)
    Healer C: 2 DPS buttons, 1 dealing 200 potency, the other dealing 150 but charging another 50 onto the first up to 400.

    Healer B might on that be weaker in timing, but for this we can decide to boost this by simply make the combo not get disrupted by healing. The mechanics then feel diffirent, but the net result is pretty much the same. Healer C on that even introduces potency management to optimize the 400 potency attack. And yet, in net DPS they are the same. And on beginner level all feel the same. But here comes the issue at higher levels. This 400 potency attack is far less likely to have wasted potency vs the 3rd attack of healer B.

    And yet, this is still fully homogenized as they all are effectively the same in DPS, and involve similar difficulty to get decent dps output (the potential 10% varieties are not relevant for most content and can just be ignored). But here comes another issue. For a player, why would they go to C if A does basicly the same at less effort? That extra potential overkilling potency loss is realy not going to matter to them, and therefor to promote the class you end up boosting it to become mandatory.
    This creates a spiral of complaints. Yet if they simply just accept that this is balanced because of minimal improvements that players can involve, its better.

    The current issue is however, all healers only have 1 single target DPS ability that is supposed to be spammed, and its spammed for 80% during a dungeon. Thats the real problem. Hence request to change the combat systems for them is requested.
    (3)

  2. #2
    Player
    pikalovr's Avatar
    Join Date
    Feb 2021
    Posts
    291
    Character
    Pikalovr The-shocking
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by UkcsAlias View Post
    snip
    hell even the beginner jobs being less wanted can be countered with actual proper balancing as long as you don't do like whats happening with SMN RDM BLM where even an average BLM outdoes them both in rDPS. average damage should've been in favor for SMN and RDM since they have to rely on the party for alot of their rDPS and at optimal play BLM should be around 750-1kDPS more thats still a fair damage increase for the difficulty difference and it doesn't promote taking a BLM anyways for average play. since there's no reason to take an average SMN or RDM outside of maybe utility for prog which does have it's own value but should be seen as being part of the reason it's optimal DPS is still lower than BLM alongside the difficulty curve a utility tax as people would call it

    in average non speed clears you'd still pick SMna dn RDM for their utility and they do still do more average rDPS than BLM. but if you wanted to optimize fights or have faith in your group/the BLM player. you can pick up BLM and get higher DPS while progging which could lead to a faster first clear. cause damage downs from rez sickness plays a bigger part than most people realize in the overall damage output of a fight
    (1)