
Originally Posted by
ForsakenRoe
I know UWU's been potency-crept to the point where it's debatably easier than some final floor Savage fights, but let's not do it dirty like this
Additionally, SB was not the expansion where people were wiping to 2% enrages because of how incredibly swingy the crit variance/raidbuff stacking makes things. I've been linked a comparison of two logs, one of a friend's WHM player, and one of 'the best (at the time) run of P1 of TOP. Both had the exact same number of casts of Glare, Dia, Misery, Assize. To the GCD, they were identical in their gameplay. The 'best run' WHM had much higher crit and directhit rates, and so their damage was TWENTY PERCENT higher than my friend's WHM. Said WHM had gone looking at other logs to see what could be improved, and the answer they got was literally 'go again, and crit more this time'. I didn't do ultimates back then, but I don't remember running into any kind of situations like that back in SB. I remember multiple people saying DRK was bad, only to watch as it took both ultimate worldfirsts. I remember people saying WHM was 'trolling tier', only for it to take, again, both ultimate worldfirsts.
I would put real money on it, if SE released a Stormblood Classic server, an unexpectedly large number of SHB/EW-joiners would go 'hang on a minute, this gameplay is more fun'. Emnity management, tank stance risk-reward, healers have another DOT (or 3 in SCH's case), AST has cards that do something more interesting than the same flat 6% regardless of card, NIN has tricksy things like aggro management skills and a silence, SMN has some actual depth to it's rotation. Of course, not everyone's a winner, WHM and MCH come to mind. But I think it'd have enough of an effect on the playerbase for SE to have to think 'well actually, maybe removing all these aspects of gameplay was not such a good idea', and think about designing jobs with SB as the blueprint, instead of this 2min mush
It's ok though, because at least now our classes are balanced to be very close in potency output. Wait, what's that, the ranged classes (except BLM because it gets special rights) are doing 10% less damage than the melee, because of 'ranged tax', despite melee now having 100% uptime basically guaranteed in every fight? How could this happen /s