No, absolutely not. That is not actual balance, even ASSUMING full uptime MCH should be lower than every other Job on rDPS, sans SMN which it should be tied with. It is weaker than it should be, but it should still be the bottom of the ceiling
Why? If a job is easy and therefore low DPS, it's not playable especially if it has no raid damage buffs. That's not balance or logical. That's stupid. The argument for "uptime" is irrelevant because that's a fight design issue as P8s has proven. We're no longer playing a game where "uptime" is a factor any more.
Because difficulty is a part of proper balance is why, I ALREADY said this. You really should read before replying. You also left out that I should that MCH should be doing more damage than now, so should a few other Jobs in fact, but that doesn't change that MCH should be tied with SMN on the lowest rung of the DPS ladderWhy? If a job is easy and therefore low DPS, it's not playable especially if it has no raid damage buffs. That's not balance or logical. That's stupid. The argument for "uptime" is irrelevant because that's a fight design issue as P8s has proven. We're no longer playing a game where "uptime" is a factor any more.



Difficulty is subjective.Because difficulty is a part of proper balance is why, I ALREADY said this. You really should read before replying. You also left out that I should that MCH should be doing more damage than now, so should a few other Jobs in fact, but that doesn't change that MCH should be tied with SMN on the lowest rung of the DPS ladder
I found Sekiro easier than all Dark souls but many had the opposite experience.
On top of that, balancing around difficulty would be incredibly biased and unbalanced.
If MCH was balanced around its difficulty, it would never be brought in any group.
It's SQEX that design the job, it's not the player fault if they can't or refuse to make a job hard.
This is beyond a stupid take. Difficulty should never dictate how much dps a job outputs. Players shouldn't be punished because they like the aesthetic of a job that happens to be easier to play.Because difficulty is a part of proper balance is why, I ALREADY said this. You really should read before replying. You also left out that I should that MCH should be doing more damage than now, so should a few other Jobs in fact, but that doesn't change that MCH should be tied with SMN on the lowest rung of the DPS ladder
First of all, job balance only really matters at the high end, such as Savage or Ultimate. As long as there aren't massive discrepancies dps really doesn't matter in casual content.Because difficulty is a part of proper balance is why, I ALREADY said this. You really should read before replying. You also left out that I should that MCH should be doing more damage than now, so should a few other Jobs in fact, but that doesn't change that MCH should be tied with SMN on the lowest rung of the DPS ladder
In Savage and Ultimate, players generally master their job. There is no room for "only requires one brain cell" jobs that do awful damage. It might genuinely help on prog, but then what? You still need to clear enrage, so do you just toss the job in the trash and pick up a real job to clear?
Any player who belongs in Savage can learn to play any job at a competent level. Advantages like "no positionals" and "ranged attacks" and "slightly less buttons" are tiny perks that endgame players barely even need. Like I've said before, if you had a choice to pick one of two talents, one being a QoL and the other being 10% dps, it's no competition. In this way, SE making your job easier is detrimental to you. It's not a bonus or a nice reason to play that job, it's a detrimental handicap.
Since the advantage of utility and ease of play is such a tiny advantage in the only content where balance matters, yes all jobs rdps should ideally be within 1% of each other



This is right, any savage player can learn any job within their role at a level enough to clear the content.Any player who belongs in Savage can learn to play any job at a competent level. Advantages like "no positionals" and "ranged attacks" and "slightly less buttons" are tiny perks that endgame players barely even need. Like I've said before, if you had a choice to pick one of two talents, one being a QoL and the other being 10% dps, it's no competition. In this way, SE making your job easier is detrimental to you. It's not a bonus or a nice reason to play that job, it's a detrimental handicap.
If it required to shift from a role to another, let's say from DPS to healer, the transition would take much longer. Obviously the reverse wouldn't take as much time.
But overall, there is no job excessively complex, anyone with minimum knowledge of the game can learn a DPS within a few pulls.
Some jobs like BLM will require a bit more adaptation but all remaining jobs can be played at a decent level within an hour of practice.
Especially when the gap of complexity between "easy" and "complex" jobs is as wide as the complexity between "walking" and "running".
A baby will find running a task being too complex and will prefer walking. The difference between walking and running is basically the same for an adult. (Hey look, subjective difficulty)
The same can be said about new players, I do not compare them to babies, they are learning a new field that can appear to them as complex until they grasp the game mechanics.
Last edited by CKNovel; 09-27-2022 at 01:24 AM.
Sorry but difficulty should never matter for a jobs DPS
it's not like the players chose for summoner to be braindead easy
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