I was kinda hoping for a link. I wasnt asking to be snarky and am happy to be proven wrong. I was under the impression the larger discrepancy between certain jobs was on launch and has since been patched.
WHM / BLM / SMN / NIN/ DNC / Omnicrafter and Gatherer
I'm literally the one that brought up people whining over 3% differences in DPS between jobs. Read the whole thread. Someone else brought up that at one point certain non-DPS jobs had a wider discrepancy in DPS that while I agreed shouldn't be, was also quickly fixed. YOU might be talking about an issue related to tanks in the DPS forums, but I was not.You should re-read what the player you quoted actually wrote. Did you do some actual progression first weeks on the latest fights of a tier (and not just this one, which was more gruesome for sure)? Those discrepancies can mean the difference between a clear, or one more week of progression. And we're not talking about 3%, but 10. That's insane and it's been there for as long as I can remember.
This is just 1 day after the recent patch with balance adjustments.
You choose to post a link that most people will struggle to read and understand.
Anyhow, the numbers for modern Savage progression - so ShB and EW, are roughly:
30-35% first stage clears tapering off to around 15-20% full raid clears. This number includes all player types including world record teams, hardcore raiders, mid-core raiders and casuals who are capable of completing higher end content.
The players affected by this topic will, on the whole, be world record teams who it is fair to say, likely make up less than 10% of the playerbase. So, big enough for SE to listen to, but not big enough to be pandered to above the other groups.
As has been pointed out time and time again, higher skill ceiling = higher performance ceiling. A game like XIV which has a large casual and mid-core playerbase needs to design jobs of varying skill levels and higher skill jobs should outperform easier jobs when played at the top level otherwise you end up in a situation where high skill jobs dont offer rewards, or they make the jobs too complex for the majority of the playerbase.
While we dont know for sure what the breakdown between all player groups look like, XIV probably has a mid-core majority playerbase. So, kinda casual but do some higher end content.
WHM / BLM / SMN / NIN/ DNC / Omnicrafter and Gatherer
WHM / BLM / SMN / NIN/ DNC / Omnicrafter and Gatherer
to balance the jobs without breaking the game, sqe would have to buff the ranged and nerf the melee to reach a balance dps. But we know well how they have never nerfed. I would put my soul in peace and this expansion will have this problem. Maybe with 7.0 we would have a substantial change, also considering the fading of the concept of melee uptime.
Everything being even is not actual balanceto balance the jobs without breaking the game, sqe would have to buff the ranged and nerf the melee to reach a balance dps. But we know well how they have never nerfed. I would put my soul in peace and this expansion will have this problem. Maybe with 7.0 we would have a substantial change, also considering the fading of the concept of melee uptime.
They actually have nerfed jobs before, though it's not a common thing for them to do. Also they find that they make players happier if rather than reduce the damage one job does, they bring up the damage of others. But when jobs have been so unbalanced that one is miles ahead of all the others, they have and do pull back the damage that job can do. Riddle of Wind monk in Stormblood comes to mind as one such instance of this.to balance the jobs without breaking the game, sqe would have to buff the ranged and nerf the melee to reach a balance dps. But we know well how they have never nerfed. I would put my soul in peace and this expansion will have this problem. Maybe with 7.0 we would have a substantial change, also considering the fading of the concept of melee uptime.
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