One of the downsides of trying to condense someone's performance down into a single number is that you lose information in the process. Let me give you an example as illustration:
If you look at the damage profiles for PCT, it's extremely burst orientated. I'm sure you know this intuitively, even when you look at the max damage on individual attacks like Star Prism or Mog/Madeen. You can land upwards of 200k on a single hit. Xenoglossy pales in comparison to that. The end result is that PCT ends up concentrating nearly all of its outgoing damage into its two minute bursts, while BLM has to catch up between bursts by simply being extremely consistent.
As was said earlier, the problem with these two extremes is that you just can't balance them against each other. The extent of PCT's advantage is going to vary based on fight duration, presence of downtime, and whether you end on a two minute window. Crit/DH can produce a large degree of variability in performance as well. I think trying to rebalance these jobs without looking at the damage profiles is meaningless, simply because they are designed so differently. Flat nerfs or buffs in isolation are not a solution, simply because you're going to end up with PCT either being overpowered or underpowered.
I don't think that it's at all acceptable to 'just wait and see what happens in FRU.' The problem that I have with balance decisions in this game is that they're always completely reactionary. Just look at the data that's out there for the more recent legacy Ultimates and it becomes fairly obvious where we're headed with this. You don't need PCT to completely dominate FRU to nerf it into oblivion for 7.2. For once, I'd like to see some proactive design choices where we avoid reactionary balance swings into extremes.
The solution is to directly address PCT's burst profile such that it becomes more compatible with the game design. That may mean utilising more Crit/DH effects to avoid massive damage variance on PCT's biggest attacks. That may mean shifting some of that burst potency off on to the job's base rotation. That may mean putting constraints on motifs such that they always require a target to use, and such that you can't load them up out of combat.
Alternatively, you'd have to revise every other job to have even more of an extreme burst focus within two minute buffs (if you could imagine that to be possible), and let everyone else also charge up their gauge during downtime/out of combat. Probably makes more sense just to rein back PCT's burst a bit, yeah?
On the subject of utility, I think you can pretend that any form of utility is 'optional'. They're all situational in their use, after all. RDM and SMN may never use raise once in a run, but their DPS is still docked significantly simply for having access to it. I think it's only fair for PCT's damage output to reflect its access to a number of very valuable utility effects.
I think it comes down to ensuring that every job provides some unique value, at the end of the day. The problem is when you design a job to be just better in all areas, at which point it becomes a direct upgrade. That's fine if you're willing to swap to the most powerful job in a given role, but less so if you're passionate about a particular job aesthetic.
Eventually, you start losing players because there's a community perception 'If you want to play tank, then you play WAR,' or 'If you want to play caster, then you play PCT' and so on. It defeats the point of having lots of jobs. Sometimes the only thing keeping someone from playing a certain role is the fact that the right aesthetic just hasn't been released yet.
To get an idea of the current situation, in the top 50 fastest clears, PCT is represented in 86.5-94.1% of groups, and BLM is represented in only 2.0-7.7% of groups. The next highest represented job after PCT is BRD, with 60-72% representation.
Rebalancing PCT is unavoidable, given the current state of affairs. But I expect to see a 'seesaw' balance between BLM and PCT for the foreseeable future as long as SE only balances with reactionary flat buffs (which is the only thing that they seem to ever do). To avoid that, I would much rather that they look at the underlying reasons behind the balance problems in their relative burst profiles and address those issues directly. If you know that you have to upset part of the player base, just do it once and fix the issue once and for all. FoTM balance just alienates players in the long run.




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