It's personal damage is already dangerously close to tank damage. Giving it a raise will drop it below that. It's awful.
I mean, would that actually matter? The job is called Poet, after all, not Terminator. Bard has been the very bottom of the personal dps charts the majority of its existence until Dancer appeared lol, it’s kinda where they’re supposed to be. If it had a Raise I’m pretty sure that’d make people want it more than they do now, surely? All it brings now is not-very-good dps and some mostly passive raid buffs
Last edited by Connor; 08-03-2024 at 10:19 AM.
I would rather they buff raising capabilities for healers than give more raising responsibility to DPS jobs. SMN, and RDM having raises is already too much.I mean, would that actually matter? The job is called Poet, after all, not Terminator. Bard has been the very bottom of the personal dps charts the majority of its existence until Dancer appeared lol, it’s kinda where they’re supposed to be. If it had a Raise I’m pretty sure that’d make people want it more than they do now, surely? All it brings now is not-very-good dps and some mostly passive raid buffs
Also why give it a bow, if that bow is not allowed to deal damage. it's the bard vs. ranger problem all over again.
Last edited by mallleable; 08-03-2024 at 10:26 AM. Reason: one more thing
I already answered about SMN and RDM but i'll do it again :
1) Raise on SMN is a remnant of when it shared skills with Scholar and, yes, it should be removed.
2) For RDM, it's in the job lore.
For people who never read the RDM lore :
After the War of Magi caused the great flood, survivor of Amdapor and Mhach decided to work together to create a Magic that would combine Black and White Magics but without using the ambient Aether. They wanted a a self-sufficient magic that was using personal Aether instead.
The purpose was to help people to rebuilt what was destroyed without agravating the instable ambient Aether situation... Thus Red Magic, after great efforts, was created
I think the point being raised is that said ridiculous amount of party healing exists precisely because SE doesn't want Healers to be a "single point of failure" in casual content. The reason that's even a thing in the first place is because it's possible to get a DF group where only the Healer has a rez, so if the Healer died it would become a guaranteed wipe without other sources of meaningful healing. Adding a re-raise ability on Healers would get rid of that concern, allowing the dev team to reduce the healing other roles can provide without creating that "single point of failure" they prioritize avoiding.
I'd also agree with AoE heals and just healing others in general lessened or removed from tanks, with the exception of PLD because that's part of the class itself (compensated with some other form of "penalty" to balance it). Party shields on tanks kinda makes sense to me since...well...shielding the party *is* their role, and it provides some nice support opportunities to support-oriented DPS.I don't want to see any more aoe heals, raises and party shields given to dps and tanks.
Aren't 4m duties easy enough already? If it were me, I'd add a 1m cool down on the raise ability just so people feel like they have to learn the dungeons. What's wrong with a wipe? It gives ppl the chance to learn instead of just patching up and not putting any effort. There’s more than enough opportunity to practice and learn mechanics with trusts/duty support.I think there is a case to be made for adding a self-cast reraise to the healer toolkit.
In light party content, tanks and dps have the luxury of being able to die without it being a total wipe. This isn't the case for healers, which in my opinion, holds back what could be the development of more engaging small group content.
Last edited by Toutatis; 08-03-2024 at 01:20 PM.
the game is already too easy lets not make it any easier ok thanks
i7 12700k/EVGA RTX 3080 Ti FTW3 Ultra
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