I'd say don't blame SE but the number slaves who throw a hissy fit if all jobs are more than 0.5% away from each other in their role. Of course now SE takes a hedge trimmer to everything so balance is easier to achieve. It's only going to get worse from here.
Yeah I actually kinda agree, sadly the only way to have every job do the same damage, is practically make it so that the jobs differences are less and less. Its way easier to make jobs play the same and give them similar abilities generally.
I mean I'm going to blame SE for listening to the Parserot crowd.
I do not disagree with your post though I have a counterpoint: The Ninja Rework of Shadowbringers, which I'd say gave the DevTeam confidence to roll out such reworks mid-Expansion.
My suggestion for a PLD rework would've been to turn Fight'o Flight and Requiescat into traits, so you won't have cast times when you unlock the Req Trait anymore..
and changing Absolution maybe even removing it because.. what does this skill do/contribute in the grand scheme of things? well reincorperating Absolution may be better I guess.
no one complains about 0.5% differences
DRK currently deals 10% more damage than WAR and PLD, which is a very significant difference in any form of challenging content
Last edited by Melethron123; 12-24-2022 at 01:56 AM.
you don't need to make jobs play the same to have the same dmg. DRG and NIN are as different as 2 melee can be from each other and their damage difference is lower than WAR and DRK
Tanks and healers are completely different from Melee dps, comparing them makes no sense, also When you compare Casters you can see actual differences in utility/dmg/movement, theirs obvious advantages and disadvantages to all of them, but if we wanna argue DPS should only worry about DPS I'll give you that one.
Support based jobs (Tanks/healers) should offer different sort of support, Most people don't play tanks for DPS differences only, same with healers.
EDIT: I completely misread what you said lol my brain is tired and I'm dyslexic, I'll leave in the OG response but it makes no sense (Sorry)
I somewhat understand what you mean, but I meant very close numbers for all jobs, it's shown they're still struggling for complete balance
Last edited by Rithy255; 12-24-2022 at 02:12 AM.
the only difference between a tank and a melee is this game is that tanks have more defensive cooldowns, and the post to which i replied was specifically talking about tank damageTanks and healers are completely different from Melee dps, comparing them makes no sense, also When you compare Casters you can see actual differences in utility/dmg/movement, theirs obvious advantages and disadvantages to all of them, but if we wanna argue DPS should only worry about DPS I'll give you that one.
Support based jobs (Tanks/healers) should offer different sort of support, Most people don't play tanks for DPS differences only, same with healers.
Last edited by Melethron123; 12-24-2022 at 02:16 AM.
the problem with that idea is that the devs want every job to be able to clear every content, so the bosses will always be designed around any party comp (that first the proper role distribution) having the necessary tools to overcome the mechanics, so at the end of the day, that "unique utility" ends up never being relevant. Cover is the perfect example of this
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