My assumption is its due to Reaper having much less things to press and track/ align. I personally couldnt care less if Reaper did top dps or not, i play jobs i enjoy and not for 5% more dps on some chart.Really don't understand why people are so against reaper being more on par with other melee. It was touted by Yoshi P in the live letter pre release to be a more selfish DPS like a samurai. I expect it to be below a samurai since it has a small raid buff. It should not be so far below like it is now when it offers worse raid buffs than the melee above it. Arcane crest's utility is laughable, if any raidwide aoe requires any sort of healing a single ogcd heal from any healer will cover it. You will not be substituting any heals for an arcane crest. It's useful for personal mitigation and other jobs have these too without being taxed so hard.
As for difficulty, barely any jobs require much thought at this point so how is it a factor at all? I found the monk rotation easy, samurai is straight forward and so is dragoon.
I don't want to feel like I am playing the cucked melee purely because they buffed the rest above it and failed to compensate for it in 6.2
A bit more agility in terms of job balance from devs would be nice, it's not nice to wait 4 months for any balancing.
They're not necessarily wrong though. Every job has a large muscle memory component to it due to the rotational nature of XIV's gameplay, so you get to the point that for casual play every job in XIV is, in fact, rather simple.
Of course, I hold that every job gets significantly more difficult in minor ways as you move to optimizing it. Even jobs considered brain dead by the community, and there's a lot of bias around the topic from confirmation bias to pure favoritism of course.
But for the 95% of the player base in this game who don't speed or parse run, yes all jobs are pretty simple.
I think RPR should be way better than what it is currently. It was advertised as a selfish dps with a weaker raid buff with a selfish gain via plentiful harvest
I personally don't think complexity=significantly higher dps. for example, I like how Black Mage has non-standard rotations or other things you can do differently to squeeze out more damage at the high-end, but having RPR unbalanced at all levels relative to the melee is unfair
I would probably want the power levels regarding personal dps being something like SAM>RPR>MNK/NIN>DRG. I'd put NIN with DRG if they weren't shifted into a more personal dps job with the changes to mug, and trick being a 1 minute personal buff
I'm not quite sure how they handle the power budget of a job, just a personal opinion
A lot of the angst aimed at RPR comes from the fact that it's simply the new job on the block and there's just naturally a lot of jealousy around its toys. Even when the job wasn't even fully released yet, in the first few threads, you had a bunch of players just really happy and excited to play the job. And then out of the blue people would pop in and say 'Yeah, but its rotation is mindlessly easy,' or start complaining that the job needed nerfs. That continued well into launch. Even still, most people who are offering commentary about RPR's gameplay have no idea about how the optimizations work on it and are just parroting out comments that they've heard others say previously. Sure, freestyle RPR is pretty simple (as is freestyle SAM and MNK, for that matter) if you just mash buttons as they light up. But that's very suboptimal, and we thankfully have some interesting resource and buff management once you get deeper into it.
The damage discrepancy is more about player numbers than anything else. You can't argue that it's because of raid dps buffs because the associated benefit is integrated already in to the rdps calculation. If you're doing higher damage despite not bringing raid dps buffs, that's because you do more damage directly than those buffs are worth. Likewise, it's not on the basis of utility. Arcane Crest's healing component was massively nerfed because players on other jobs complained about it. So you can't even make that claim now. No, the real reason was because it was tough to jump into PF at launch with how saturated the job was with them. And that just comes down to the fact that the job feels fantastic to play in terms of animations and pure mobility.
Either way, I don't mind too much as long as there's a decent amount of overlap. It ensures that players choose the job for the right reasons. What's more important is that we actually have an active discussion going on the job entering into 7.x, so that the design remains in a good place. It's unfortunate that this subforum is shared by so many jobs, because most of the interesting discussions get quickly scrolled off before they get any traction.
cucked melee?Really don't understand why people are so against reaper being more on par with other melee. It was touted by Yoshi P in the live letter pre release to be a more selfish DPS like a samurai. I expect it to be below a samurai since it has a small raid buff. It should not be so far below like it is now when it offers worse raid buffs than the melee above it. Arcane crest's utility is laughable, if any raidwide aoe requires any sort of healing a single ogcd heal from any healer will cover it. You will not be substituting any heals for an arcane crest. It's useful for personal mitigation and other jobs have these too without being taxed so hard.
As for difficulty, barely any jobs require much thought at this point so how is it a factor at all? I found the monk rotation easy, samurai is straight forward and so is dragoon.
I don't want to feel like I am playing the cucked melee purely because they buffed the rest above it and failed to compensate for it in 6.2
A bit more agility in terms of job balance from devs would be nice, it's not nice to wait 4 months for any balancing.
that's an odd way to speak about the melee job with superior mobility, superior utility, superior combo 1-2-3 potency, superior defensive,superior positionals?no positionals, superior range attacks linked to their mobility, all for less than a 2% dps difference between top, which was also absurdly broken on expansion release and it's 1st savage release, doesn't sound very "cucked" to me
That's not really correct, though. Many jobs have unique mobility upsides, be it in the form of multiple gap closers or even a passive speed buff. RPR's just happens to be a skillshot and rewards intelligent portal planning. Likewise, the solitary 'utility' effect isn't anything to write home about after people demanded Arcane Crest nerfs. It might as well just be a personal shield at this point much like Third Eye/Riddle of Earth. And every melee job has something that it can do while at range, so they're all just variations on a theme.
I think that if more people just were able to enjoy their own preferred job instead of trying to drag down other players' enjoyment of theirs, we'd all be able to have a good time.
Nobody is trying to drag them down right now, we think they are in a good spot right now. (those 6.2 buffs were needed, but no more than that)
You think they are in a good spot. We gonna wait for the current savage tiers to be finished to have more data, but there's definitely more adjustments to perform to some jobs.
Last edited by Keiisuke; 08-29-2022 at 09:21 PM.
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