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  1. #1
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    We don't get an animation upgrade to our basic attacks this time. Our DoT has the same potency since ShB and our Damage Spell does not (presumeably) get an upgraded potency. Is that why we get some form of 2min attack? The 5 potency upgrade we would have gotten with Glare 6, Broil 7, Astral Solar Malefic and Dosis IV gets to be "contained" into our new shiny 2minute Cds?
    (3)

  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,734
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by GrimGale View Post
    We don't get an animation upgrade to our basic attacks this time. Our DoT has the same potency since ShB and our Damage Spell does not (presumeably) get an upgraded potency. Is that why we get some form of 2min attack? The 5 potency upgrade we would have gotten with Glare 6, Broil 7, Astral Solar Malefic and Dosis IV gets to be "contained" into our new shiny 2minute Cds?
    With every expansion, HP values of enemies has to scale with the increase in potency per minute that each DPS and tank job is having added to their total outgoing damage. Because every expansion isn't just us getting stronger due to the stats gained over those 10 levels, it's also that we're pumping out a higher amount of damage relative to that new level. If HP values on enemies don't scale with this in mind, then content in this game would get shorter with every expansion as the damage output would get higher and higher. Thus, healers must have their damage increase as well, otherwise even just solo content gets slower and slower for healers every expansion.

    This is why healers would get their obligatory DPS upgrade each expansion, but there's a major flaw with that as well which I've talked about before. The higher the damage of your basic attack spell gets, the higher the pressure there is on you to maintain as high a DPS output as possible. Because your Glare, Malefic, etc. can be spammed theoretically every GCD, every cast that doesn't go toward your attack is that much larger of a loss to your damage. Ironically, the desire to avoid adding pressure on healers to DPS by removing nearly all other attacks and refusing to add new ones actually adds a lot more pressure to have a high DPS uptime. The complexity of your rotation might be nonexistent, but the pressure to be a glare turret increases.
    (11)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  3. #3
    Player
    vetch's Avatar
    Join Date
    Aug 2022
    Location
    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    Quote Originally Posted by ty_taurus View Post
    With every expansion, HP values of enemies has to scale with the increase in potency per minute that each DPS and tank job is having added to their total outgoing damage. Because every expansion isn't just us getting stronger due to the stats gained over those 10 levels, it's also that we're pumping out a higher amount of damage relative to that new level. If HP values on enemies don't scale with this in mind, then content in this game would get shorter with every expansion as the damage output would get higher and higher. Thus, healers must have their damage increase as well, otherwise even just solo content gets slower and slower for healers every expansion.
    I've mentioned it before but I would really like for the effective-HP levels of enemies across the game to be brought more in line with one another. When I was first leveling up and working through the old content, the ARR & HW stuff crumpled in seconds before it could do anything, which is disappointing in its own right but also set incorrect expectations for later battles. I.e., when I got to ShB and EW everything took so much longer that the enemies felt like un-fun bullet sponges.

    A middle ground would be nice.
    (4)
    he/him

  4. #4
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,385
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by vetch View Post
    I've mentioned it before but I would really like for the effective-HP levels of enemies across the game to be brought more in line with one another. When I was first leveling up and working through the old content, the ARR & HW stuff crumpled in seconds before it could do anything, which is disappointing in its own right but also set incorrect expectations for later battles. I.e., when I got to ShB and EW everything took so much longer that the enemies felt like un-fun bullet sponges.

    A middle ground would be nice.
    That's a direct side effect from the drastic changes in ShB. Potency creep has been real when you think that the upper potency skills were around 300-400 back in HW, with many averaging at 150-200. Some outliers like effective potency F4 was over 500, or deathflare at 600 iirc. It's not the only reason obviously since stats, HP, everything has crept as well as a result, but that's why you see a huge difference once you're past SB. They also at some point nerfed ARR dungeon's trash HP by almost half somewhere during SB, because they were serious HP sponges before, so it kinda backfired.
    (3)

  5. #5
    Player
    Rozeee's Avatar
    Join Date
    Dec 2022
    Posts
    72
    Character
    Lala Astera
    World
    Sophia
    Main Class
    Warrior Lv 56
    Quote Originally Posted by GrimGale View Post
    We don't get an animation upgrade to our basic attacks this time. Our DoT has the same potency since ShB and our Damage Spell does not (presumeably) get an upgraded potency. Is that why we get some form of 2min attack? The 5 potency upgrade we would have gotten with Glare 6, Broil 7, Astral Solar Malefic and Dosis IV gets to be "contained" into our new shiny 2minute Cds?
    A more cynical interpretation of this is that this is done to reduce the damage variance of healers. Guess what job has the most damage variance between the average and the high-end. It's not BLM, or SAM, or any DPS jobs. It's every healer. Packing a shiny damage button into the 2-min window just makes sure you have a baseline expectation of damage you can tune for. Expect the new DPS button to be a silly 800 potency attack.
    (2)