Yeah let's buff everybody and their mothers' party mitigations, it's not like we already are drowning under them and rphys had been robbed of a part of its identity by this already...




Yeah let's buff everybody and their mothers' party mitigations, it's not like we already are drowning under them and rphys had been robbed of a part of its identity by this already...


After seeing what they do with everyone having a ton of mitigation, I would seriously rather have crap removed. What's the point of having 4 personal mits as a tank if you require 2 for every single tank buster? What's the point of giving a DPS extra party mit if you end up requiring DPS to constantly do it? It stops feeling interesting and starts feeling like a chore. Even things like Feint and Addle just lose meaning when literally everyone is doing it and it's required. I'd just as soon not have mits like this if the devs are going to require it.
That's not to say remove it from rphys as well, but rather that if you're making a choice to bring 2 rphys or a rdm with 1 rphys, it should feel like a bonus.
Just hearing what I know about TOP's tank busters, where you need to throw a ton of personal mit as a tank while also getting mit from other healers, it just reminds me of my general hatred of the level 86-88 healer skills. They're nice bonuses that really serve no actual purpose, yet oddly are forced mandatory, turning a tank mechanic into a healer mechanic on top. Which further reminds me of the myriad reasons I actually despise Endwalker's fight design.




I'll be the first to admit that I'm probably older school and have played since HW, and what motivates me is rotational intricacies, pulling my abilities well and using them properly, as well as bringing my tools to the party and find the best way to support or buff in the face of fight odds. That's what I find fun, actually a lot more than having to dance all across abstract platforms and react to pixel perfect shenanigans (I see you Bonds3 in P10S), finicky tethers to pass around, or whatever. I like numbers and tactics, because I'm playing a RPG, not an action game.
So, I don't mind having a lot of mitigations and finding where to use them the best, although there is also the point you make that mitigation for the sake of it leads to duplicates and redundancies that just clutter your OGCDs for no real gain.


I have you beat on that, having played since ARR. I don't mind mit existing if its a core role thing. That is, tactician? love abilities like that. Magick barrier is interesting but represents a crisis for cDPS as a whole, because you either make it mandatory, or it's just kind of whatever. But I also prefer classes to have tight playstyles that aren't button bloated. Button bloat is also one of the single biggest problems the game had in HW and has in ShB and EW.
This is why, when I look at how content is designed, I see tanks kitchen sinking everything and go: "Why?" When you have 5 mits, 1 an invuln + a 2m/30%, 90s/20%, 90-120s/flavored 15-20%*, and 15-30s 20-25%* (oblation and dark mind make this a bit weirder,) having to press 4 of those oGCDs to kitchen sink just isn't a fun experience.
In contrast with, say, Titan Extreme, where you'd need to learn when the TBs hit, but otherwise you'd use a 20% for the first hit, 30% for second, throw in ToB/Sentinel wherever you wanted, and then tank swap, I yearn for the days when I can use fewer mits for the same end goal.
To put it differently, sacred soil is an interesting way for a preparation healer to prepare. Temperance is not an interesting way for a throughput healer that wants for a more reactionary style to heal. This is, of course, ignoring that the game has no real reactionary healing, and hasn't really had it since T10. Flavored abilities like ye olde addle or apocatastasis is interesting, but especially given how rarely used they were, I really couldn't care less that the latter is gone. What I do see, however, is Addle having been broken into Addle for cDPS, a 10%/5% magic/phys damage reduction on a 90s cooldown, Feint, a 5%/10% magic/phys damage reduction on a 90s cooldown (boss targeted for both,) and Tactician+, a 10% damage reduction on a 90s cooldown, and I think to myself: "When the hell did rDPS gameplay become all DPS gameplay?"


I feel like the original idea behind Embolden was that you will be in melee range when you use it so buff your melee friends since I guess they assumed you would be out of range of the other casters. I think they increased its range though so it reaches everyone now. It was one of those things that before players actually started using it sounded like a neat idea.In SB and ShB Embolden used to only buff physical party damage, as a counterpart buffing your magical damage since most of your kit is magical besides Fleche and Contre-Sixte. It was one of the quirky oddities of Embolden design I guess, but they removed it for obvious reasons.




It's also from a time when we still had damage type synergies, which this mechanics used to fit like a glove.
Rdm has some well designed job mechanics but it is by no means a well designed job overall. Dual-cast verraise is encounter breaking mechanic and has been countered with numerous body checks. Enchanted reprise is almost as bad as scathe when factoring in the white and black mana cost. Our only movement tools besides reprise are also used on cd/not held for opti. It is dependent on slidecasts for savage more than any other job and is consequently less consistent in movements. It is probably one of the few jobs that doesn't conform fully to the 2 min meta outside of embolden and consequently lowers it's overall rdps (this is more of a problem with the 2 min meta but for now rdm suffers because of it). Magick barrier is nice to have but is never necessary and on such a long cd, it doesn't significantly save mit or heals. At the very least, you'll never choose rdm over phys ranged just because of magick barrier existance not to mention the role buffs. It is the only caster that does not have personal mit which combined with caster hp often leads to death even if no one else in the party dies.
I don't think rdm should lose verraise but I do think it shouldn't be dual-castable if it affects rdm's balance. Magick barrier shouldn't affect it's balance at all since it doesn't change the party's outcome in any significant way. Not to mention rdm has a lack of personal mit compared to smn and blm.
Personally, I don't care if rdm is the lowest rdps job but overall, there is still a huge disparity between melee and ranged for no reason. Rdm just happens to have the largest disparity and suffers the most because of it. It should be closer to smn as is.
Last edited by keeper_of_moon; 06-15-2023 at 02:07 AM.

IMO, RDM should deal more dmg(not THAT much) than SMN due to optimization. SMN has more mobility, party buffs, self mitigation, aoe heal, backup raise, straight forward rotation that's so much easier to optimize, the only worry is when to use Ifrit. Lots of advantages over RDM...




And then summoners will cry because their job is crap in the only thing that truly matters in the current meta.

SMN would still be on a very good spot for what the job has to offer.
Everyone says BLM is much harder to play due to optimization, that has a high skill ceiling, which i agree cause i used to main BLM a few tiers ago but if you look only to BLM rotation you'll see its pretty easy and straight forward to understand, what i don't understand is why most people only look to RDM rotation and not its optimization as well. And last but not least, we have SMN that has both rotation and optimization easy peasy.
Last edited by Arguscbf; 06-21-2023 at 05:12 AM.
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