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  1. #71
    Player
    Connor's Avatar
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    Feb 2013
    Location
    Limsa Lominsa
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    2,166
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Lyth View Post
    .

    On the role actions front, I think all of the roles could benefit from a system-wide review. Even within Magical Ranged jobs, there's significant variation in terms of how individual jobs consume and generate MP, as well as their approaches to instant casts. That's one of the reasons why a Raise 'spell' likely wouldn't work as a role action, given BLM's MP generation system and access to Triplecast
    Role/role actions definitely do need some kind of review at some point. That said, even if it was exactly the same as it is now, would it really be that easy for them though? I mean, assuming a Black Mage had Raise in current design (not that I’d want to them to that’s too weird lol), if they were going to use Triplecast to Raise the party they’d need to use 3 GCDs to raise the first three party members, hit Triplecast again, cast one Raise, then they’d have to go into Ice Phase and cast a Blizzard IV to finish the final two raises (since ice phase doesn’t restore mp automatically I think?).

    Which, if you were in ‘dps check content’ you’d probably be dangerously close to failing if your Black Mage spent 16s with doing 0 dps while they raised the entire party. Plus there’s things like whether they need to do a body check within that timeframe, avoiding mechanics, potential slaps from the boss if tanks are dead. If you weren’t in ‘dps check’ content then does it really matter if the Black Mage could accidentally do some weird super Raise when it would take so much time and effort?

    I just still don’t see the point in ‘remove raise and make it a cool down’. I mean, there’s barely anything left in the game that isn’t a cool-down anymore lol. Do we really want more ? Plus there’s the whole debate of whether it’s really fair to put all that pressure on newer healers.

    If Raise becomes essentially a healer exclusive outside of a 120s cool-down, doesn’t that just make it extremely punishing if the healer dies more than once? After their first death they’d essentially be locked out of continuing the fight and have to sit there eating dirt for however long the Raise cool-down is, which doesn’t seem very fair when DPS will always have a healer ready to insta-raise them thanks to Swiftcast’s cool-down. Though, actually getting a healer who will actually use Raise is it’s own issue lol; I’ve genuinely seen healers wipe the party because they wouldn’t hard cast a Raise (usually because other healer goes down lol). I’m all for giving healers more responsibility, especially in terms of healing, but I feel like dps being able to assist with Resurrection is something that should stay, preferably in the form it’s in now.


    As for ‘damage and support’ subdivisions, I don’t mean ‘literal support’ as in ‘does essentially no damage’. That ofc wouldn’t work in any capacity in ffxiv. I just mean essentially what we have now but with a clearer line down the middle for ‘what a supportive dps is’ and ‘what a selfish dps is’.
    Like why in the world does Monk have an aoe heal? Who goes to a job known for punching people and dealing damage and says ‘wow I want to heal my party’ lol. The line between which jobs are ‘supportive’ and which are ‘selfish’ is razor thin at this point.
    (2)
    Last edited by Connor; 09-10-2024 at 05:24 AM.

  2. #72
    Player
    Raikai's Avatar
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    Jun 2017
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    3,421
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Tunda View Post
    DNC have raise that is attached with the person that they dance with is so fit to the job identity.
    I think that's a great case of good implementation of a raise for Dancer.

    Something like Phoenix Step - 2 step action that shares a recast time with Standard Step, but at a slight reduced potency. It raises your Dancer Partner and removes the Brink of death debuff, or just the latter if the person is already rezzed by somebody else. I'd say 5 minute "no Dancer raise" debuff to the Dancer to prevent it to be applied multiple times, so it's something like once a fight, so it's not taxed like the other's rezzes due to how niche it would be.

    Unless the DP is another rezzer, which is very unlikely, this turns out being more personal utility, because it's the best interest of the Dancer to have their partner back on their feet (and no brink of death debuff) ASAP.
    (1)
    Last edited by Raikai; 09-10-2024 at 07:11 AM. Reason: Complementing

  3. #73
    Player
    Galvuu's Avatar
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    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Lyth View Post
    snip.
    Your solution veers deeply into the "make all jobs the same" mentality SE seems to be in love with. Even if people went on with this suggestion- that I fundamentally disagree with- then you pick the jobs with more burst for the multiplicative effects of raid buffs every time. What's the next step in this scenario, iron out the burst VS flat dps profiles of the jobs, as was suggested in another thread?

    You're also exclusively looking at the fastest clears. Yes, if your goal is to kill a fight as fast as possible, with a given kill time in mind, and grind it out until crit rng aligns, then all that you're saying is true.
    But this isn't how everyone plays the game- and even the people that go for speedkills/logs don't always play the game that way.
    Having jobs that do less damage but are better for prog/consistency/disaster recovery isn't a bad thing in itself. Like, I reclear on the pf, and the rezzes come in clutch many times. If I just want to get my clears and my loot, it's not clearing 20 or 30s slower because I have a RDM instead of a PCT or a MNK or whatever that's gonna be a big deal, especially if both of my healers decide it's time to explode and the RDM saves the pull. Or, conversely, if I'm healing and three people drop before a body check like fusefield- with a SMN/RDM, we can salvage it, without it I just lost 6 minutes of my life.

    This is ultimately a very myopic view of how the game should be played- balancing it so that the top 10 fastest kills on every time can more or less have every job be interchangeable will almost fundamentally necessitate this degree of homogenization we have now.

    I'm not saying rezzes- and, for the matter, ranged movement (phys ranged and SMN, basically)- aren't overtaxed right now. Ofc they are, MCH VS VPR/PCT in rdps is like a 15% gap, which is obviously absurd. I don't know what the buff should be- maybe it should be half of that, and that MCH/DNC/BRD should maybe be ahead of the rez casters.
    I'm saying that achieving what you're essentially proposing- all jobs being equally performant on a speedkill setting- is almost fundamentally incompatible with any meaningful diversity. Even if they all had the same ndps and a rez, you're just going to take the burstier jobs that abuse buffs better, unless some are significantly easier to perform with (though I'd argue that SMN and PCT are easier than BLM, which leaves BLM in a ditch again). Then you either standardize their damage profile or get rid of buffs. But then you need to factor downtime anyway, so you'll have to make them all either equally bursty or have a flat damage output curve. Your very suggestion has shades of this already.
    Clearly there's another way, since melees have VPR and MNK in the same bag- the latter being a flat damage output with 0 utility and the latter a burstier job with even more utility than PCT- and it seems to somewhat work out. Let's lean into that direction more.
    (3)
    Last edited by Galvuu; 09-10-2024 at 07:45 PM.

  4. #74
    Player
    Lyth's Avatar
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    Jul 2015
    Location
    Meracydia
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    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Galvuu View Post
    ...
    This discussion is about homogenisation, yes. There's another term that we use to describe 'homogenising' the total DPS output of jobs (read: equalizing) across a given role. It's called job balance. Having some jobs that are only valuable in progression is a terrible design decision. Every job should provide value in progression. Every job should provide value in optimised clears. The current design promotes a different type of homogeneity, in which every group locks in PCT into the caster slot.

    Healers aren't individually taxed for having access to raise. That's because it's a property of the role. Nobody looks at a healer raise and sees this as unique job flavour, either. If raise was standardised, then there is no longer any need for a raise tax. You can instead look to other forms of utility as a means of job diversity. We currently have job with a personal barrier, a raidwide barrier, a raidwide heal, and burst mobility, without any form of utility tax whatsoever. It's clear that the DPS discrepancy within Casters specifically is about raise and nothing else. So standardising raise as a role action frees up jobs to diversify their utility in other ways. By your own admission, we see variation in utility between melee jobs with a much tighter DPS balance than you see on ranged. Why else would there be such a large DPS discrepancy amongst ranged jobs?

    Quote Originally Posted by Connor View Post
    I just still don’t see the point in ‘remove raise and make it a cool down’. I mean, there’s barely anything left in the game that isn’t a cool-down anymore lol. Do we really want more ? Plus there’s the whole debate of whether it’s really fair to put all that pressure on newer healers.

    If Raise becomes essentially a healer exclusive outside of a 120s cool-down, doesn’t that just make it extremely punishing if the healer dies more than once?
    There are a couple of ways to implement Raise as a role action without tying in a MP cost. If I were designing a 'Phoenix Down' action, I would give the action a set number of charges that scale based off of fight difficulty (i.e. less charges on harder difficulty fights). Perhaps you could tie in a short mandatory cast that can't be made instant. You create the option of replenishing charges either on a fixed timer, or relative to pre-determined fight transitions that refresh uses, or relative to LB gauge generation. There's a lot of flexibility around how you could influence access to this.

    My impression was that the whole point of experimenting with Raise design in Criterion/Criterion Savage was to try to develop novel solutions to the problem of non-healer raises. There are a lot of different directions they could go with this.
    (3)

  5. #75
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,316
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The rezz casters are also “protected” by the fact that the damage casters can fill the 4th slot

    Rather than it being 2/1/1 or 1/1/1/x they seem to be balancing it 2/2, 2 high damage dealers, 2 lower damage dealers where at least 1 higher damage dealer has to be melee and at least 1 lower damage dealer has to be a phys ranged
    Or you can just go BLM/PCT, which wasn't possible last expansion. But was possible with SMN/BLM in ShB, so it's not exactly new, it's just doing a comeback, that way you still have the possibility to do 3 high DPS with 3 ranged 1 melee. The fact that you can do this isn't bad in itself, the problem is more, where does it leave SMN and RDM? As raise bots exclusively.
    (1)

  6. #76
    Player
    Galvuu's Avatar
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    Jun 2017
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    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Lyth View Post
    Healers aren't individually taxed for having access to raise. That's because it's a property of the role. Nobody looks at a healer raise and sees this as unique job flavour, either. If raise was standardised, then there is no longer any need for a raise tax. You can instead look to other forms of utility as a means of job diversity. We currently have job with a personal barrier, a raidwide barrier, a raidwide heal, and burst mobility, without any form of utility tax whatsoever. It's clear that the DPS discrepancy within Casters specifically is about raise and nothing else. So standardising raise as a role action frees up jobs to diversify their utility in other ways. By your own admission, we see variation in utility between melee jobs with a much tighter DPS balance than you see on ranged. Why else would there be such a large DPS discrepancy amongst ranged jobs?
    Let's not compare healer balance to dps balance- healer balance has its own problems and challenges and I don't want to go off-topic more than we have already. Although, again, you touch on the problem yourself. Rezzing is a property of healers. Not of casters. That's why a caster having access to rez lends it a unique niche and identity. It's a reason to pick that caster, it's a consideration you need to have when deciding what comp you want to run with. Hypothetically, if Paladin still had its raise and it could be used in combat but dealt less damage, I could see a world where it would be very desirable for prog (imagine PLD using Hallowed Ground and rezzing a healer for a lb3 save). These decisions lead to different prog/raid dynamics and niche- but valuable- use cases. The game needs more of this, not less. Much like SMN having a heal that it can somewhat time (unlike PCT's worthless one, which you need to fire on your 2 mins and is minuscule), RDM having mitigation and PCT having a shield are all different pros with different use cases that might make one more desirable than the other in terms of utility. On an aside, I wish people stop bringing up the Starry heal up. It's a worthless 25k aoe heal that you have no control at all when you're going to use and really has no meaningful use in this raid tier. Tempera Coat, on the other hand, is actually very useful and decently powerful. It's very disingenuous to keep bringing up the PCT heal when its existence is irrelevant.

    Quote Originally Posted by Lyth View Post
    This discussion is about homogenisation, yes. There's another term that we use to describe 'homogenising' the total DPS output of jobs (read: equalizing) across a given role. It's called job balance. Having some jobs that are only valuable in progression is a terrible design decision. Every job should provide value in progression. Every job should provide value in optimised clears. The current design promotes a different type of homogeneity, in which every group locks in PCT into the caster slot.
    My original comment was addressing your suggestion of giving ranged jobs raises left and right. I made a counterpoint that this is not the case in melee dps. MNK has by far the best utility suit of the melee (and, imho, of the whole dps role), and we don't seem to be wishing every melee dps job would copy/paste its tools (adding VPR as an example). Again, I already stated numerous times that the ranged balance is off and that SMN/BRD/DNC and especially RDM/MCH need a damage buff. I still don't know how big that buff should be, but they should be buffed. There's a difference between raising their numbers while keeping their superior utility at the cost of some (but not as much) damage and just copy-pasting their unique niches across the role.

    I don't know why having some jobs be more valuable in a prog or pf setting when compared to farm or speedkilling is a problem, either. Every job obviously brings some value- more damage isn't useless (well... this tier it was, but that's an issue with the tier, not the jobs). The tradeoff between bringing a BLM for raw damage or a SMN for easy of use and a rez has been a thing for a while. Again, it's a meaningful decision with pros and cons. This will depend on your comp, on how good your players are, etc. I've progged with rez casters before for safety/comfort (my first dragonsong clear was on RDM), and I've done it with BLM for damage. It's a very different dynamic. This is, again, in my eyes, a good thing. I don't want 15 builder/spenders with different coats of paint.

    There isn't any game of any genre with substantially differentiation between its classes/champions/etc that has achieved perfect balance without making every of those classes the same. It's impossible. This is also true for XIV. The point is to make the gap small- but noticeable- so there's a tradeoff. As a final aside, this is a funny discussion because I do think it's suspect MNK has the best support suite of any dps and leads the melee pack in rdps on the 70 thru 90 percentiles (or it did a few days ago), but obviously the gap is small enough it doesn't bother people. So, clearly, all we need to do is narrow the gap we have right now and each job should be able to preserve its utility niche. Again, we can just use the melee role as guide. The gap might need to be slightly bigger because a raise is definitely more powerful than even the mighty Mantra, but I doubt we'd be seeing this uproar if the difference between BLM/PCT and SMN/RDM was 7 or 8% rdps.
    (2)
    Last edited by Galvuu; 09-10-2024 at 08:03 PM.

  7. #77
    Player
    Supersnow845's Avatar
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    Aug 2021
    Location
    Gridania
    Posts
    6,606
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Is it really fair to mention healer balance when it’s literally the worst balanced of the 5 subroles. AST is 12% higher than SGE and 13% higher than WHM (2% above SCH). SCH is 10% above SGE and 11% than WHM in the middle of the first tier of an expansion when the buff healers always scale more strongly as the expansion goes on and healers can’t even hide behind rezz as utility or the bubble of the phys ranged 1%

    They are just out and out the most unbalanced role in the game, they have DPS differences comparable to the casters but they don’t actually offer large utility differences like the casters do AND the higher damage dealers also give better utility when you get into the weeds. using them as a representation of what happens if you standardise powerful utility like raise is basically just an argument in opposition of said standardisation
    (2)

  8. #78
    Player
    Lyth's Avatar
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    Jul 2015
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    Meracydia
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    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    There is no 'job-specific flavour' associated with raises, unless you're counting the different job icons. Let's take a look:
    • Raise: Resurrects target to weakened state. 2400 MP, 30y.
    • Resurrection: Resurrects target to weakened state. 2400 MP, 30y.
    • Ascend: Resurrects target to weakened state. 2400 MP, 30y.
    • Egeiro: Resurrects target to weakened state. 2400 MP, 30y.
    • Verraise: Resurrects target to weakened state. 2400 MP, 30y.
    Job-specific flavour occurs when you actually have significant variation in the implementation of an action. An example of this is tank invulns, which I would argue are even more powerful utility than raises. Every tank has access to invuln, but every invuln is implemented in significantly different ways. As a result, none of the tanks are taxed for having access to them. There are definitely balance issues that exist around this as well, as having a 3 minute variation in recasts across the role has a huge impact on how you tank fights. But it goes to show you that powerful actions can provide job-specific flavour without a DPS tax.

    There's a false equivalence in comparing access raise on PLD with a raise on SMN/RDM because tanks also have access to invulns. That being said, if every tank had access to raise (and I'm definitely not recommending this), then there would be no DPS tax within the subrole around the effect. The only reason why the tax exists is to discourage teams from preferentially designing their comp to maximise their access to raises. But that creates the current scenario, where people have a progression comp which brings the raise casters, and a clearing comp which discards them.

    If a raise action was available across a role, then it would incur no raise tax, because every comp would have access to the same amount of raises. SMN and RDM would benefit, because they would gain DPS parity. BRD/DNC/MCH would definitely benefit, if you included them, from both DPS parity and a raise. Even BLM/PCT would benefit. The only reason why anyone would ever want to argue against spreading this across the role is because they want to preserve the existing 10% DPS discrepancy that splits ranged jobs into an upper and lower tier of damage dealers. And that's what this conversation really about. Preserving the status quo. Preserving PCT's role dominance.

    All forms of utility are worthless until they're not. Players will happily say that these raidwide benefits are 'useless', but the moment that someone recommends that those benefits be removed from them, they'll instantly switch gears to protest with 'that's homogenisation!!' If the dev team was willing to directly nerf Arcane Crest at the start of last expansion in response to player backlash around RPR, then I think it's very reasonable for the team to scrutinise the impact of Tempera Coat/Grassa, Smudge, and Star Prism's raidwide heal as well. That doesn't necessarily mean DPS nerfs, but at the very least it does mean that the rest of the ranged jobs deserve to not be penalised for potentially bringing a variety of support and utility effects of their own. There should not be an upper and lower tier of ranged jobs.

    DPS parity is essential. This is the starting point. Having a job do significantly more DPS than another is not 'job flavour'. I want to see a level DPS playing field. Any utility actions that are considered to be 'too unbalanced' to be incorporated on a job-specific basis without a DPS penalty, like invulns and raises, should be shared across the role. You could theoretically have job-specific flavour in how those raise effects are implemented, similar to what we see with invulns, so long as they are shared across an entire role. Once you have established DPS parity, then you are free to be as creative as you like with the rest of your utility effects.
    (1)
    Last edited by Lyth; 09-10-2024 at 09:24 PM.

  9. #79
    Player
    Carighan's Avatar
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    Apr 2018
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    1,292
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Yeah the healers have marginal variations in their raises, but not directly tied to the rezzes:

    * White Mages will often cast theirs at 0 mana cost.
    * Scholars due to their nature can have a not insignificant amount of healing continue to go out (in particular when Seraph is around).
    * Astrologians can cast multiple rezzes 2,5s faster once out of Swiftcast due to Lightspeed.
    * Sages can look very sad.

    Quote Originally Posted by Lyth View Post
    DPS parity is essential. This is the starting point. Having a job do significantly more DPS than another is not 'job flavour'. I want to see a level DPS playing field.
    Though, keep in mind that the push for tighter and tighter balance is what steadily removes job flavour as more and more elements get judged not balance-able "enough" and removed whole (like actual pets, or variable buff timers other than 120s).
    (0)

  10. #80
    Player
    Galvuu's Avatar
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    Jun 2017
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    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Lyth View Post
    There is no 'job-specific flavour' associated with raises, unless you're counting the different job icons.
    (...)
    There's a false equivalence in comparing access raise on PLD with a raise on SMN/RDM because tanks also have access to invulns. That being said, if every tank had access to raise (and I'm definitely not recommending this), then there would be no DPS tax within the subrole around the effect. The only reason why the tax exists is to discourage teams from preferentially designing their comp to maximise their access to raises. But that creates the current scenario, where people have a progression comp which brings the raise casters, and a clearing comp which discards them.
    Lyth, you usually make good points, but I really think you're being deliberately obtuse here. A job having rez and another not having it is a differentiating factor, even if the rez itself is exactly the same. You literally contradict your first point in the second half of your statement by (correctly) highlighting that a tank having access to it would cause a very different dynamic due to also having access to an invuln, even though the skill itself is exactly the same. This is already the case for RDM, due to Verraise interacting with Dualcast in a manner that allows it to get three/four people up faster than any other job in the game, healers included. This is job identity, it's a niche that only RDM fills right now, and it absolutely has cases where it makes a substantial difference.

    Quote Originally Posted by Lyth View Post
    All forms of utility are worthless until they're not..
    Every world first for the last 4 or so years had a rez caster in the comp except TOP. This is absolute domination, which shows that this rez is not useless. These jobs are also completely serviceable on reclears (obviously, if they do enough damage to clear w1). So, really, this is only an issue when you look at killing a fight as fast as possible. This is absolutely something that top end statics thing of, but, for the majority of players, shaving 30s off a kill saves substantially less time than recovering a pull with RDM rez (which will save anywhere from 5 to 10 minutes).

    Quote Originally Posted by Lyth View Post
    Preserving the status quo. Preserving PCT's role dominance.
    (...)
    DPS parity is essential. This is the starting point. Having a job do significantly more DPS than another is not 'job flavour'. I want to see a level DPS playing field. Any utility actions that are considered to be 'too unbalanced' to be incorporated on a job-specific basis without a DPS penalty, like invulns and raises, should be shared across the role. You could theoretically have job-specific flavour in how those raise effects are implemented, similar to what we see with invulns, so long as they are shared across an entire role. Once you have established DPS parity, then you are free to be as creative as you like with the rest of your utility effects.
    Does this logic of yours extend to melee then? If dps parity is such a priority, are you bothered by the absolute chasm between melee and the other roles? Of the top 5 in all dps metrics, 3 to 4 have been melee for 90% of the past 3 to 4 years (and none were physical ranged). Right now, on the 80th and 90th percentiles, VPR, DRG and MNK are top 5 in every fight in rdps (Honey Bee has BLM at 4th, otherwise it'd be top 4), and SAM and VPR dominate the adps category. I vaguely remember you arguing otherwise in the threads about ranged tax. In this world of yours, where we give a raise to every caster, are they now meant to be dumpstered by every melee, as is the case now except for PCT?
    I don't even know why you keep bringing this point up- I've said that the bottom ranged jobs need buffs, and have been saying so for months. I also think that ranged mobility (pranged and SMN) and rezzes warrant a small tax.
    (2)
    Last edited by Galvuu; 09-10-2024 at 11:37 PM.

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