You should reread yourself saying 1% doesn't matter but suddenly 1% on 11 different job all together is 10.7%.
You should consider thinking and learning basic maths. If jobs we're 0.4% to 0.5% of each other; we'd be fine.
"You are dismissed mister one trick RDM player who think he can talk for all DPS."
I think when you look at the difference in 2.5% in ranged alone it sounds "fine"It's weird to me how much people cherry pick comparing based in role and out of role.
People say stuff like "RDM should do more than prange!" or "BLM should do more than melee!" and then suddenly the comparison to prange is "2.5% in role" like that's nothing
Either that 10.7% matters or it doesn't. If interrole balance doesn't matter (it most definitely does) then the position that BLM is in is perfectly fine, because it does so much damage than the other casters, and its comparison to everything else is irrelevant.
Is that the way we really want the game to be balanced? I'm going to say clearly not.
But Machinist having zero (ranged shields are bassically a role action with different icons/names) utility, doing the least total damage really stings when you compare it to dancer (which i find is easier then mch, has so much utility), it even has dashes lol, like theirs currently zero reason to pick machinist outside enjoyment.
I think when you compare RDM or SMN to BLM, you can at least point to better mobility, raise and utility on both as a reason for them to be behind.
General all classes should be balanced in around 4-5% of each other, A class with mobility and utility, (high skill, but idk theirs not much "skill" to push a job to be a lot higher) ect. Are all reasons to slightly move up the job, at the end of the day, alot of this is my opinion but it shouldn't be that hard to reach a relative middle ground where allowing skill expression to exist without pushing a job too far below the others for having mobility, ease of use utility ect.
1% from top to bottom is insignificant, hence why balancing top to bottom around it is bad. If you choose not to read I won't gift you a reply
That's just mean we'd really have a melee/ranged/caster/flex. Honestly, it'd work but it's not gonna happen.
I read you fine. You said that it should be 5% between worst and best. Also, you said Summoner (currently on the bottom 7% behind Monk on P6S) deserves a nerf. I read you perfectly fine that you have no coherence and you make no sense.
Your opinion is not required anymore.
They aren't asking for 1% from top to bottom but for 0.4%/0.5% between each jobs.
As we have 11 DPS jobs, that would be 4.4%~5.5%.
Or maybe did I skipped a part?
The current problem is that most jobs only offers rDPS with some jobs creating grey lines of value due to their healing/mitigation.
This might be a solution, utility that could make the DPS differences between jobs insignificant.
Last edited by CKNovel; 09-30-2022 at 04:08 AM.
Because 1% is something people care about due to it being faster clears and BLM is a playstyle people enjoy. You also won't need those raises nearly as much since you aren't progging and are better geared, so what's the point of taking less DPS for a raise you rarely and ideally never use?Problem is when your farming DPS becomes really a less factor as everyone already likely has better gear, So at that point whats the point of even bringing black mage, like seriously, No one is going to care that black Mage does "1% more" then the other casters during a farm groups, this seriously makes no sense to me.
2.5% between roles would be fine if those jobs weren't all at the bottom.Like RDM&SMN would be fine to be 3% behind BLM. Except they're all at the bottom. THe real issue is the current taxes don,t fit the new fight designs heavily favoring melee DPS by 8% to 10%. Casters and Physc Ranged are actually balanced between each other with BLM being a bit too high and MCH being too low. The issue is the melee role lol.I think when you look at the difference in 2.5% in ranged alone it sounds "fine"
But Machinist having zero (ranged shields are bassically a role action with different icons/names) utility, doing the least total damage really stings when you compare it to dancer (which i find is easier then mch, has so much utility), it even has dashes lol, like theirs currently zero reason to pick machinist outside enjoyment.
I think when you compare RDM or SMN to BLM, you can at least point to better mobility, raise and utility on both as a reason for them to be behind.
General all classes should be balanced in around 4-5% of each other, A class with mobility and utility, (high skill, but idk theirs not much "skill" to push a job to be a lot higher) ect. Are all reasons to slightly move up the job, at the end of the day, alot of this is my opinion but it shouldn't be that hard to reach a relative middle ground where allowing skill expression to exist without pushing a job too far below the others for having mobility, ease of use utility ect.
Last edited by Aikaal; 09-30-2022 at 04:08 AM.
Oh look, you're putting words in my mouth. I never called for a SMN nerf, I merely said it would be at the bottom with proper balance. Go harass someone else, trollThat's just mean we'd really have a melee/ranged/caster/flex. Honestly, it'd work but it's not gonna happen.
I read you fine. You said that it should be 5% between worst and best. Also, you said Summoner (currently on the bottom 7% behind Monk on P6S) deserves a nerf. I read you perfectly fine that you have no coherence and you make no sense.
Your opinion is not required anymore.
No one cares about saving 10 seconds on a reclear/farm, when we talk about balancing Ideally the aim is to balance stuff for first clears and around low gear, The reason why you'd want a "higher damage" job in the first place is to avoid 1. Enrage 2. making up for "bad performance", Making it so BLM has no use in progression and their one niche is to make some reclears "slightly faster" when bringing a rdm/smn still would likely be a better idea just incase lol, Makes no sense it's baffling how useless it would be.Because 1% is something people care about due to it being faster clears and BLM is a playstyle people enjoy. You also won't need those raises nearly as much since you aren't progging and are better geared, so what's the point of taking less DPS for a raise you rarely and ideally never use?
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