

Everyone's complaining that the patch schedule is too predictable, set in stone, we know what's coming months in advance because SE never deviates
Now that same predictability has come for the Job Adjustments too
Pretty tragic to see that the potencies of the DOTs are so standardized though. Same damage, same duration, why even have the DOT be in the Job-specific kit? Just a VFX reskin of the same action, you might as well just do the Esuna thing at this point, and make it a Role Action. And the same for Raise, while you're there
(I am not actually advocating for the DOT to become a role action, this is satire)

I'm really trying and struggling to understand the rationale behind SE's thinking. Why are they stuck in this pattern of standardizing everything, even the DoTs? What are they hoping to achieve? What are they afraid will happen if one job has higher potency DoTs than another, or if some DoTs are just stronger than others? I've played enough games before to know that it's not an unheard-of design to have damage-over-time effects of varying intensity. City of Heroes, as just one example, has light, medium, heavy, and even extreme DOT effects, some of which last longer than others - even whole powersets wherein the damage is more centered on powers with damage-over-time.Everyone's complaining that the patch schedule is too predictable, set in stone, we know what's coming months in advance because SE never deviates
Now that same predictability has come for the Job Adjustments too
Pretty tragic to see that the potencies of the DOTs are so standardized though. Same damage, same duration, why even have the DOT be in the Job-specific kit? Just a VFX reskin of the same action, you might as well just do the Esuna thing at this point, and make it a Role Action. And the same for Raise, while you're there
(I am not actually advocating for the DOT to become a role action, this is satire)
I don't think they want to tank this game. I think the devs care and want to improve things. I just don't understand where their ideas are actually coming from.
FFXIV should have a beta server where the community can actually try things out and give feedback. Development in a vacuum without stakeholder feedback is really hurting this game.


Quite simple I expect, the same reason we got these massive damage actions for our 2min window (but only our 2min window): SE wants to help the players who don't press their buttons, have the most use from the few button presses they do use.I'm really trying and struggling to understand the rationale behind SE's thinking. Why are they stuck in this pattern of standardizing everything, even the DoTs? What are they hoping to achieve? What are they afraid will happen if one job has higher potency DoTs than another, or if some DoTs are just stronger than others? I've played enough games before to know that it's not an unheard-of design to have damage-over-time effects of varying intensity.
Take SCH. Previously, we had several DOTs (EG in HW we had Bio, Bio2, Miasma and Shadowflare to maintain). Now, we have just one DOT, that combines a lot of the potency of those four DOTs into one. A player who forgot to refresh all of their DOTs previously (EG, they only refreshed them all at once every 30s, or they just ignored some and used only Bio2, etc), will now have more potency output from the buttons they remember to press.
The conflict in this idea, is SE removing other buttons, and making the filler spell so powerful. Every GCD missed as SCH previously in HW, was 170p lost (Broil1). Now, it's 310p, almost double. Somehow, SE has tried to help players who struggle with uptime with one hand, and then slaps them down with the other hand.
Standardizing the DOT potencies specifically though, I dunno. They'll never get balance perfect between the jobs, because two of them have raidbuffs, that muddy the waters for balance. The damage contribution a SCH brings is going to vary between a party that has a SAM (guaranteed crits in burst window via Midare/Ogi), versus a NIN (Hyosho hits hard but isn't guaranteed to hit), so which do you balance around, the lower (making SCH the 'better' option in some comps), the higher (making SCH the 'worse' option in all but the 'meta' comp), or the average (which is supposed to be the ideal middleground, but our playerbase sees things too black-and-white to accept nuance, and so is the 'worst of both worlds')?
The sad thing is, SE doesn't seem to understand that more actions in the rotation, means more levers to tweak, to adjust balance with. Previously, if SCH was a tiny bit ahead in HW, they could have targetted one of its four different DOTs with a -5p. Now, the smallest damage adjustment they can do is -5p to their one DOT, Biolysis, and the percentage of our damage output that that 5p-per-tick represents is far larger
Last edited by ForsakenRoe; 03-24-2025 at 11:50 PM.
Indeed most well design game would have some variety,
maybe a job more focused on DoT with multiple dots of different timers, and another without any for those who don't like them but with a different mechanic instead.
It's time to take a big look at any other MMO with a working trinity and copy something again, whatever that something would be it will be better than the glare spam we have here today



Not a surprise to me. Now with the all the other buffs that some classes are getting, you can bet we're going to get a 10 plus to the fillers in 7.3.
On that other note, gravity is back to being a gain on 2 targets but that oracle nerf is hilarious cause of how good it was for the one time you could use it in fru against in p4.



Well, time for to guess what the next round of buffs that the healers will get. 10 potency on whm and sge with all other spells adjusted accordingly and maybe oracle changed from 50 percent to 25 percent.
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