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  1. #1
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,289
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by NightHour View Post
    Caster Hierachy imo should be BLM > PCT > SMN -> RDM.
    Didn't you also say that Red Mages and Summoners should lose their unique aspects? In that case, kick BLM down the road. They got superior mobility nowadays with their teleporting back and forth + constant instant cast barrages. Should cost them some damage, if everyone else loses their unique aspects. Or take BLM's teleports to people and back to the circle away. /shrug
    (0)

  2. #2
    Player
    NightHour's Avatar
    Join Date
    Oct 2021
    Posts
    318
    Character
    Night Hour
    World
    Odin
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Carighan View Post
    Didn't you also say that Red Mages and Summoners should lose their unique aspects? In that case, kick BLM down the road. They got superior mobility nowadays with their teleporting back and forth + constant instant cast barrages. Should cost them some damage, if everyone else loses their unique aspects. Or take BLM's teleports to people and back to the circle away. /shrug
    I said that hierachy based on IF they keep their current gimmicks.


    We could also go as far as yeeting melee gap closers too then.

    Melee don't really need them if mechanics are designed with their uptime in mind anyway, right?
    (0)

  3. #3
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,600
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by NightHour View Post
    I said that hierachy based on IF they keep their current gimmicks.


    We could also go as far as yeeting melee gap closers too then.

    Melee don't really need them if mechanics are designed with their uptime in mind anyway, right?
    I mean arguably yes

    If melee want the damage they do their uptime shouldn’t be so damn easy

    Delete the huge amount of charges their closers have, make UF melee only and restrict NIN’s downtime capacity for its ninjutsu

    Right now melee have all the upsides and none of the downsides
    (2)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by mallleable View Post
    But where is the 'skill expression' for phys ranged players?
    I don't know, to be honest, and it would be remiss of me to say. I'm not offering a 'skill-based' interpretation but rather a 'feasibility-based' one. Everyone, under the right circumstances, should be able to aim for the top spot. That may not always be simultaneously possible. A fight with a lot of forced melee downtime will favor ranged. A fight with a lot of forced targetless downtime will favor burst (and PCT). So you adjust DPS numbers appropriately. Melee should be tuned higher under target dummy conditions, such that ranged pull ahead when there's a lot of challenging melee downtime. Consistent DPS should be tuned higher under target dummy conditions, so that when you have fights with multiple intermissions, burst pull ahead. That way no job is always on top. When you ignore these design considerations, you end up with PCT being a hard lock on all fights.

    You've had some discussions already about job design approaches to Physical Ranged (walking casts, ranged positionals, more procs), and there are probably opportunities for fight-based design approaches that involve kiting (T7S Raynauds) or distance-based baits. I encourage you to collectively decide what forms of skill expression you want to see going forward. I'm just reinforcing the fact that Physical Ranged should not be treated as an inferior tier of Ranged DPS compared to 'Damage Casters'.

    Quote Originally Posted by Valence View Post
    Everyone is above MCH, and PCT is above everybody. I don't understand the point of that comment?
    I'm saying that given PCT's overwhelming burst and the fact that it generates motifs without a target, PCT should be tuned to do less damage than BLM, MCH, RDM, and BRD on a target dummy. That way whenever you have fights with downtime, it will actually be more reasonably balanced. The devs can't be playing favorites like this. Hope that helps.

    Quote Originally Posted by Supersnow845 View Post
    ???
    Ah yes. Melee should just stroll back to the boss after disconnects. Is that how you think melee is played, out of curiosity?
    (1)

  5. #5
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,313
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    What the game needs tbh is to veer radically away from uptime DDR bullshit and go back to a HW friendlier model with more depth to actually build back specific role identities, have varied and unique encounter mechanics challenging each role differently, if I have to be frank as a rphys main. I know it's not going to happen, and that's why AAC is going to be my last raiding tier. But if SE continues in the same direction where only damage and uptime matters, then that's what every DPS subrole is going to fight over, and that's how every DPS subrole will be homogenized to death, and the first death is going to be rphys, period, because either it turns into a ranged caster to lose the tax, or it stays as it is and will continue to be anything but an actual DPS.

    Quote Originally Posted by Lyth View Post
    I'm saying that given PCT's overwhelming burst and the fact that it generates motifs without a target, PCT should be tuned to do less damage than BLM, MCH, RDM, and BRD on a target dummy. That way whenever you have fights with downtime, it will actually be more reasonably balanced. The devs can't be playing favorites like this. Hope that helps.
    Oh, you were actually speaking in nDPS? What an odd metric to use for 8 man fights..
    But yes the lesser the downtime penalty, the more taxed should any job be. If anything, if there was a single tax to apply to jobs in XIV, it should be on burst potential. Even in flat dummy fights burst jobs still have an edge since they either 1) end up closer to their burst and will have a higher average at the kill time or 2) end up before their next burst and this is going to average out with flatter dps profiles anyway.
    (1)
    Last edited by Valence; 10-22-2024 at 02:15 AM.

  6. #6
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,289
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by NightHour View Post
    Melee don't really need them if mechanics are designed with their uptime in mind anyway, right?
    That is, sadly, 99,5% or so true. Depending on specific animation lock it can be a damage loss to do the gapcloser instead of just walking in.
    (0)