Let me see if I can recap your views.
Let me recap my views:
- It is unfair to you that melee have consistently good DPS output, setting aside the fact that the top DPS, which even the dev team have admitted on record is overpowered, is a Magical Ranged job.
- You believe that raise should remain as it is on SMN/RDM, with a DPS penalty left intact to create an upper and lower tier of magical ranged jobs. You are willing to make a marginal concession on the value of this DPS penalty, however.
- You believe that BRD/DNC/MCH should carry an intrinsic DPS penalty that make them do less damage than the upper tier of magical ranged jobs because they have 'more consistent uptime and are immune to disruption' than magical ranged jobs. You are willing to make a marginal concession on the value of this DPS penalty, however.
I think the problem with discussing big picture questions around design direction is that everyone wants to defend their territory and preserve the status quo, at the expense of making changes that would benefit the game as a whole. That's the reason why we see some jobs in an absolutely miserable state for entire expansions on end.
- DPS parity is important. Having upper and lower tiers of damage dealers within a role category is bad. In a well balanced system, variations in fight conditions will push different jobs to the top, promoting comp diversity.
- If access to raises is preventing DPS parity, then making it available across all ranged jobs will allow it to be implemented without penalty.
- There are other forms of utility that are presently untaxed. Once you have established DPS parity, these can be explored as a means of developing job identity.
I would have thought that we could at least find agreement that DPS parity is a good thing. If Raise is preventing DPS parity, then it makes sense to standardise it across ranged jobs so that it no longer factors in as a DPS penalty. There are other ways of developing job identity through utility actions.


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