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  1. #9
    Player
    Alice_Rivers's Avatar
    Join Date
    Jul 2024
    Posts
    565
    Character
    Alice Rivers
    World
    Omega
    Main Class
    White Mage Lv 100
    I've said before, I'll say it again, there's no need to go nerfing everything into the ground because one or two jobs in one role are too powerful. FF14, or any mmo for that matter, doesn't need esports balancing. PCT doesn't really bother me, SMN bothers me because it sucks to play but that isn't PCT's fault. DRK bothers me a bit because it's damage output doesn't reflect it's lack of sustain vs other tanks, that is mitigated by tuning PLD and WAR but not fixed by it and I would prefer see DRK get a damage buff rather than a sustain buff but I'm not a tank.

    Similarly as I've said before, the tank sustain problem in FF14 is a two part problem, there's the part where WAR is completely self sufficient and PLD ranges from mostly self sufficient to actually self sufficient and there's the part where damage in dungeons is way too low - especially tankbusters and stacks. When a level 100 WHM with only Oblation and Temperance mit in play can take a tankbuster for 77k (see image, don't mind the deaths, people went into the previous mechanic with 3-5 vulns each) I think that tankbuster is woefully inadequate - In what way is that a threat to a tank?

    So I suggest that the most egregious of tank self-sustain should be curbed. BW could be reduced either to one heal per GCD or I think preferably, since fates exist and I think some high end content has adds(?), limit it to three targets. I'm not entirely sure what to do with SIO, maybe half the regen and/or tie it to WAR's gauge? Could do something similar with PLD's shield - Cover and whatsit are both gauge abilities, why not add the shield and half the heal? That would help prevent these two jobs covering entire raidwides without affecting their shields and give WAR at least a trade-off against their dps. Simultaneously, increase damage in dungeons by 50-100% (this could be spread across higher damage values and attack frequency), especially for tankbusters, maybe up those by closer to 150-200% non-tanks should never survive them and tanks should actually have to mit them to live, healers would also then have to care about a tankbuster. I'd also point to previous suggestions of mobs inflicting status effects, etc since that would also make life more interesting.

    Also boss autos during mechanics should make a return.
    (1)
    Last edited by Alice_Rivers; 10-09-2024 at 10:51 PM. Reason: Consistency and minor correction.