To be honest, the only way they can balance the Casters properly is by removing Resurrection and Verraise. It's simply impossible to balance around these two abilities and we've watched them fail at it for two expansions. There's a reason Yoshida outright admittedly Resurrection was on the chopping block until the last minute. You either have a scenario where Black Mage is the undisputed king or you buff the other Casters and make Black Mage irrelevant. Nothing else actually matters in terms of utility because most people playing Black Mage simply enjoy the job. They won't switch off it if Summoner was doing 2-3% anymore than a dedicated Dragoon or Monk player will slightly play Ninja. The issue isn't utility but rather one specific ability that is simply far too strong in prog but far less valued otherwise.
As for the previous discussion about whether balancing is easy. It depends on the specific role. We've discussed the difficulties with balancing Casters but no such issue exists with the tanks. Warrior and Paladin are weak due to the dev team overrating their utility and sustain. No self-respecting Paladin will even look at Clemency beyond as a desperate last resort yet I guarantee the dev team factors it in as the though they use it infrequently but enough to "help the healers." In the same manner the dev team still insists we rely on GCD heals when you hardly need to press them. And don't whatsoever if you're optimizing. In general, the dev team has a very different idea of how the game is played. Which is what creates the disconnect.
Fixing the tank balance would actually be fairly simple. Instead of rolling out baby buffs for three damn patches, slap some actually meaningful potency on Fell Cleave, Inner Chaos and/or Primal Rend until Warrior is roughly within 1-2% of Dark Knight. Adjust Gunbreaker's potencies to put it on par with Dark Knight and we'll wait and see on Paladin given the rework. Bam, you just fixed all four tanks. It's literally numbers for them.




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