Would it really though? You already rarely run into the situation where MP is the limiting factor for chaining multiple raises. And in savage especially you're more likely to die to body-check mechanics before you ever run into MP issues from casting raise too much.
How about an ability where a BLM instead gets a 20% dmg buff when someone is raised for the same amount of time the other person's weakness lasts? This would add excellent utility, a unique flavor, doesn't copy other jobs and would be more consistent with it's nature. Hey some casters can raise, but others can compensate for deaths on the dmg check. I also don't feel this would break the game.
I wouldn't be against it, then again I also don't have a horse in this race. All I'm saying is that BLM getting raise wouldn't be the disaster people think it is just because BLM "technically" has inifinite MP.How about an ability where a BLM instead gets a 20% dmg buff when someone is raised for the same amount of time the other person's weakness lasts? This would add excellent utility, a unique flavor, doesn't copy other jobs and would be more consistent with it's nature. Hey some casters can raise, but others can compensate for deaths on the dmg check. I also don't feel this would break the game.
In theory that's sounds really nice, in practice it would just lead to a Healer getting ordered to regularly commit suicide so the BLM can maintain a huge damage buff with near 100% uptime.How about an ability where a BLM instead gets a 20% dmg buff when someone is raised for the same amount of time the other person's weakness lasts? This would add excellent utility, a unique flavor, doesn't copy other jobs and would be more consistent with it's nature. Hey some casters can raise, but others can compensate for deaths on the dmg check. I also don't feel this would break the game.
You are missing the point, Healers and Tanks objectively have lower DPS than, well, DPS, so imagine the following: The BLM is managing 10k DPS, the Healer is dealing 5k, for a total of 15k between both of them, the Healer dies and gets rezzed by the BLM with this hypotetical skill, the Healer now has Weakness, which is a -25% to Mind, and the BLM has a +20% damage buff, on paper it seem like a poor exchange, you lost 5% there, in practice, the BLM is now dealing 12k DPS, while the Healer, is now dealing 3.750k, for a total of 15.750 DPS, meaning there was a notable increase in overall party damage, for basically no cost, and this math gets worse if the Healer is an AST, whose extremely low personal damage means they'd benefit far more from sacc'ing for the BLM buff.
I mean only if you implement my idea literally which isn't the point. It's a concept right. They could do a standard 5% buff or depending on role... etc etc..You are missing the point, Healers and Tanks objectively have lower DPS than, well, DPS, so imagine the following: The BLM is managing 10k DPS, the Healer is dealing 5k, for a total of 15k between both of them, the Healer dies and gets rezzed by the BLM with this hypotetical skill, the Healer now has Weakness, which is a -25% to Mind, and the BLM has a +20% damage buff, on paper it seem like a poor exchange, you lost 5% there, in practice, the BLM is now dealing 12k DPS, while the Healer, is now dealing 3.750k, for a total of 15.750 DPS, meaning there was a notable increase in overall party damage, for basically no cost, and this math gets worse if the Healer is an AST, whose extremely low personal damage means they'd benefit far more from sacc'ing for the BLM buff.
I would expect someone to finetune it so it doesn't break the game or encourage crappy behavior. If its healers it could be a 5%, Tanks a 7% and DPS a 10% if need be or whatever combo.
The biggest push I want to make is to move jobs away from each other, instead of making them all the same thing.
I do like this line of thinking. Something that mitigates the penalty of failing mechanics would be an interesting way to add some greatly needed utility and identity to jobs. Maybe an ability that can cleanse vulns/dmg downs? A job that can self-rez? A job that can survive a would-be death once? A rez that doesn't apply weakness?How about an ability where a BLM instead gets a 20% dmg buff when someone is raised for the same amount of time the other person's weakness lasts? This would add excellent utility, a unique flavor, doesn't copy other jobs and would be more consistent with it's nature. Hey some casters can raise, but others can compensate for deaths on the dmg check. I also don't feel this would break the game.
An argument could be made that mechanics should be punishing and these would be overpowered, but I argue that having other ways to interact with mechanics than to just do it as intended is more fun and enjoyable. Of course, as you said, safeguards and tuning will need to be involved to not encourage undesirable behaviour or extreme cheesing.
I'm wondering why one would want this, though?How about an ability where a BLM instead gets a 20% dmg buff when someone is raised for the same amount of time the other person's weakness lasts? This would add excellent utility, a unique flavor, doesn't copy other jobs and would be more consistent with it's nature. Hey some casters can raise, but others can compensate for deaths on the dmg check. I also don't feel this would break the game.
This is "utility" that can only be used in case of failure to make failure less punishing only in select conditions, to wildly varying value.
If the % buff were tuned around a job with similar or greater personal DPS, such as a BLM benefiting from the death of an equally-geared & -skilled SAM or another BLM, that's not too awful --though still neither thematic nor particularly lucrative-- but if it's tuned instead around benefiting from, say, a healer, then you could actually end up with a net increase to raid damage from sacrificing an AST.
And for ultimately what purpose? It's not as if BLM has some 'avenger' or 'soul-siphoning' theme that needs fleshing out, nor that such would even particularly fit with the themes it has.
Moreover, the rDPS advantage of saving a healer MP and uptime by a SMN or RDM handling the rez anyways is pretty damn conditional, whereas this wouldn't be. Should BLM ultimately contribute, via its own buffed damage, greater and/or more reliable rDPS advantages in shit-hit-the-fan situations than either of the other casters?
I'm not opposed to the more general idea, but I also don't see any reason for it, nor any connection to the what BLM is, has been, or would be a low-hanging fruit for it.
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