I agree with so much of this post but there are just some points that are plainly and factually wrong and I can't let you get away with these fallacious arguments because they are made in bad faith.
I'm not quite sure what the first bullet point above means on AST but overall this is wrong and it makes me think neither of you played AST in PVP before. AST already had access to all the things you are talking about.
Macro and Gravity have always been AOE in both PVP and PVE. Neither have had a buff in how many targets they hit. The second Gravity could already be held before the patch as well. Macro did receive a 2000 healing potency buff, much needed because of how that heal functions, but Gravity was nerfed not buffed. Gravity used to inflict AOE heavy on targets for the first hit and AOE bind on the second hit. It now inflicts heavy with both hits. The bind has been replaced with an AOE stun which is only accessible through AST's limit break follow-up. The loss of 3 binds per minute in place of 1 stun every 105s is, in fact, a nerf.
AST also was already a powerhouse with access to the things mentioned. Have you never run into an AST/DRK combo and how they wipe parties, especially in Frontlines, or do you not play that mode? Yes, it was DRG or SMN and DRK at first and recently it had been AST or RPR and DRK as the CC combo to look out for.
The only things I could entertain as "buffs into the stratosphere" for AST are its new teleport and its new set of cards. The Lord of Crowns gives a debuff that increases damage taken by 10% which is just broken on top of the limit break that gives the party a (decaying) 30% damage increase. But that is only broken to parties who can capitalize on the limited time power.
The teleport could be argued to be overpowered, but in my more honest opinion, it only brings AST up to standard with all the other jobs which each have a movement tool whereas only AST lacked one before. This can be compared to how jobs who had previously lacked a personal heal/shield in PVP have now just received--BLM or GNB for example--leaving really only BRD without a heal/shield. Both these things are purposed to bring them up to a standard competitive level against their opponents. And that brings me to my next point:
GNB's loss of Draw and Junction was simply what I just mentioned: to balance its healing against the other jobs. Imagine being a job whose healing is based on whether there is a healer on the map. Imagine being a tank whose defensive buffs are based on whether there is another tank on the map. Now imagine how D&J just came off cooldown in a fight, and now you have to target the healer, draw from them, then heal before switching back to you your main focus.
Heart of Corundum as both a defensive buff and a heal is much healthier for GNB that D&J, but with that said, I don't think they needed to get rid of D&J. They could have had both. And it was indeed a treasured callback to FF8.
RDM suffered from an aura that could be seen two screens away giving away its position. Even though the class was visible, it was considerably overpowered and we didn't ever talk enough about it.
Freely accessible healing or attack stances. Gap closer and jump back. Melee combo had separate stacking DOTs. Resolution was a choice between AOE bind or AOE silence. Frazzle or Magick Barrier. And all that atop of a fast gameplay where it can be near or far in an instant without losing uptime because it has both ranged and melee combos while most jobs have combos of only one aspect (say, melee), and the other aspect (ranged) is only accessible through 10s, 15s, and 20s cooldowns.
New RDM feels a bit less flavorful and is definitively not as powerful as before, but is by no means weak or useless. It still fulfills its niche, sends phys ranged and casters running and is the most fast-paced of all the ranged.


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