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  1. #31
    Player
    Keiisuke's Avatar
    Join Date
    Jun 2016
    Posts
    48
    Character
    Sanada Shishio
    World
    Moogle
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Lyth View Post
    I like the fact that half of your team plays in melee range and half plays at range
    I am playing a ranged DPS job, and to be honest, I spend most of my time sticking with everyone else behind the boss to get every heal, shield and buff that I can possibly get to survive the next mech.
    I wish I could tell you that I can live my best life running at every corner of the boss arena, but in reality If I do that my healer will get mad and kick me out of the party.

    Right now, I don't feel any difference between me and a melee DPS, since we have gigantic hitboxes one of the biggest advantages that the role had has been taken away.
    (14)

  2. #32
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by HermitUK View Post
    For those who missed the last live letter, there will be two difficulties of the Criterion dungeon, normal and Savage.

    This is the info they gave for Savage:


    Note in particular there are time limits to kill things, meaning DPS will matter a great deal for smooth clears

    This is from Balance, it's live translations of Yoshida's comments:


    I reckon his comment that normal mode will be Savage difficulty might be hyperbole, but the Savage mode is certainly not going to be easy. Also, he mentions that gear from the raids will be important to clear, so it doesn't have its own progression system like PotD / HoH. So the balance we see in Savage will absolutely matter here.

    If AoE opportunities are good then casters may get a look in, otherwise Melee/Melee or Melee/DNC are likely to be meta comps.
    Personally, I would rather have Criterion dungeons be an alternative to savage content rather than a continuation of it. That would have catered to a lot more people. Not sure why they would want to cater to hardcore players when they already have ultimates.

    Plus, it would make recruiting for savage easier: Release criterion dungeon a few weeks before savage tier to let players form 4 man groups. Then when the tier comes out recruitment involves pairing up your 4 man group with another 4 man group, which is a much less nuanced process than having to find 4 individual players.
    (6)
    Last edited by Fendred; 09-22-2022 at 05:30 AM.

  3. #33
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,973
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Lyth View Post
    All DPS jobs should provide the same rdps, as rdps attributes the damage gain from a buff to the job that supplies it, rather than the job being buffed. As such, it doesn't matter whether you're a 'selfish' job or not, because your specific contribution to the team for being present is being evaluated. It all comes out in the wash.
    It has to be rDPS=aDPS for selfish jobs otherwise it will unfairly balance selfish jobs

    If you are in a party with a DNC RDM RPR BLM DRG AST and SCH and in this party the BLM and RDM are doing exactly the same damage then put the same BLM in a party consisting of a SAM MCH WHM SGE SMN and BLM then the BLM will do more damage because in the original example the BLM is having damage subtracted off it because it is getting buffed but is not buffing others, so when no buffs apply to it it would be too strong
    (1)

  4. #34
    Player
    Dogempire's Avatar
    Join Date
    Dec 2015
    Posts
    1,080
    Character
    Okami Amaterasuu
    World
    Faerie
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Lyth View Post
    I think that most players prefer to be at range if you give them that option and that's reflected as well in the job numbers if you remove the artificial 'physical/magical' ranged distinction. And as you noted, things naturally get dicey when you have more than two melee competing for space around the boss. I think that most groups would opt for either a 1/3 or 0/4 melee/ranged split if you gave them the option.

    Right now a 2/2 split is enforced through rdps considerations alone. I agree that the rdps distinction shouldn't be there, but I also wouldn't want to see the standard shift towards predominantly ranged compositions. I like the fact that half of your team plays in melee range and half plays at range, even when you include supports into the mix. If they ever start releasing ranged tanks and melee healers, then that might be a different story.
    Yea no, I've seen the most absolutely convoluted strats to give melee dps 1 or 2 more gcd's, there's no way melee won't be able to keep their uptime. Heck even if melee has to take a few GCD's to do a mechanic they'll still end up doing more damage.
    (2)

    Watching forum drama be like

  5. #35
    Player Ivtrix's Avatar
    Join Date
    Feb 2020
    Posts
    959
    Character
    Ivtrix Impreria
    World
    Goblin
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Keichi View Post
    Where are we?
    quite possibly the worst balance this game has ever seen, thats where we are
    (11)

  6. #36
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lyth View Post
    I think that most players prefer to be at range if you give them that option and that's reflected as well in the job numbers if you remove the artificial 'physical/magical' ranged distinction. And as you noted, things naturally get dicey when you have more than two melee competing for space around the boss. I think that most groups would opt for either a 1/3 or 0/4 melee/ranged split if you gave them the option.
    Nope, everyone is behind the boss
    The game basically forces anyone to play at close range because healers and mitigation have limited range.
    Also since many mechanics needs you to be at close range to the boss in case said boss does a in/out mechanics, you're once again stuck to the boss hitbox regardless of your role.

    Also takes in account mechanics like share and proteans, it's much better to stick to the boss.

    4 ranged won't happen and we have the proof
    During Shadowbringers, casters were at the top of foodchain. BLM and SMN were monsters, RDM was very good as well, it was better than melees in a certain encounter.
    Melees couldn't even Feint magical raidwides.

    Logically, most group would be 1 melee / 1 p.range / 2 casters, right?
    Nope, most groups were going 2 melees/ 1 p.range / 1 caster.

    Again, it's been said for years now:
    Players rarely stick to meta, they often stick to their favorite jobs.
    This tier was the exception that confirmed the rule, even then a lot of groups kept their off meta composition.
    (7)
    Last edited by CKNovel; 09-23-2022 at 12:11 AM.

  7. #37
    Player
    Aikaal's Avatar
    Join Date
    Mar 2014
    Posts
    936
    Character
    Aikaal Leyma
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    I would say that raid buffs will lose weight because you only have 4 players. I do think Bard will fall further behind. Now, Dancer is much more interesting because they give a massive buff to 1 DPS. Samurai + Dancer is definitely within possibility.

    Also, how exactly is it timed? Do we have to clear trash? Because if there's a ton of AoE trash to deal, there are some jobs that are really good at dealing with those. Summoner is really great for those. If it's something like, "Clear the dungeon within 12 minutes" It's not a boss enrage but a dungeon timer.

    In any case, we don't have sufficient information to start crying out about it. If we go pure meta, 15 jobs are getting removed out of 19 from the meta so.
    (1)

  8. #38
    Player Mithron's Avatar
    Join Date
    Dec 2016
    Location
    Ul'dah
    Posts
    699
    Character
    Mithron Scarlet
    World
    Gilgamesh
    Main Class
    Paladin Lv 100
    It's also important to note that when it comes to trash, how fast jobs can burst and reburst beyond the 2 minute window will matter, too. SMN excels at expert roulette because they can do massive AoE burst constantly with every single summon, far better than RDM or even BLM IMO.

    We also don't know how much you'll heal between pulls, or even if you will at all. This will put more emphasis on PLD and WAR with better self healing tools than particularly DRK.
    (0)

  9. #39
    Player
    Aikaal's Avatar
    Join Date
    Mar 2014
    Posts
    936
    Character
    Aikaal Leyma
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    If this is anything similar to WoW where you need to clear trash, Warrior is likely to be really strong. I'll take an extra minute on bosses if it means it means saving 2 minutes on trash.
    (1)

  10. #40
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,973
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Aikaal View Post
    If this is anything similar to WoW where you need to clear trash, Warrior is likely to be really strong. I'll take an extra minute on bosses if it means it means saving 2 minutes on trash.
    I mean WAR isn’t strong on AOE damage it just has incredible sustain on trash, so unless you mean WAR sustain will be saving enough healing GCD’s to move the dial then I think you might have a slightly inflated idea of healing requirements
    (0)

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