
Originally Posted by
CrAZYVIC
I think the Support jobs can work, if they share Slot in the duty finder with DPS.
Absolutely not. They are unbalanceable if they share slots with DPS. To implement a support job, you must implement a complete support role independent of DPS roles and force players to use standard composition (Tank/2xDPS/Support/Heal) for every piece of content. Support jobs are inherently overpowered in larger parties and inherently underpowered in small parties. Consider these scenarios:
Let's say you have a DPS-support type job, which are easier to balance but still broken. Deals 70% of normal DPS damage, but buffs party by 10%.
5 players, healer DPS at zero, tank DPS at 50%, support DPS at 70%, dedicated DPS at 100%, support buff of 10% DPS
3 DPS: 350%
2 DPS 1 support: 352%
1 DPS 2 support: 348%
3 support: 338%
-> 1 support is fine, 2 is fine, 3 is bad. Support is mostly OK here, right?
Now at 10 players, same rules
6 DPS: 700%
5 DPS, 1 support: 737%
4 DPS, 2 support: 768%
3 DPS, 3 support: 793%
2 DPS, 4 support: 812%
1 DPS, 5 support: 825%
6 support: 832%
-> More support, more damage.
What looks balanced in 4-player content is overpowered in 8-player content. It's even worse if you make it more dedicated. Consider 50% of normal DPS with 20% buff:
5 players, healer DPS at zero, tank DPS at 50%, support DPS at 50%, dedicated DPS at 100%, support buff of 20% DPS
3 DPS: 350%
2 DPS 1 support: 360%
1 DPS 2 support: 350%
3 support: 320%
-> 1 support is optimal, 3 support is bad. Still not too bad balance-wise.
Now at 10 players, same rules
6 DPS: 700%
5 DPS, 1 support: 780%
4 DPS, 2 support: 840%
3 DPS, 3 support: 880%
2 DPS, 4 support: 900%
1 DPS, 5 support: 900%
6 support: 880%
-> Spirals out of control
The more support-heavy it gets, the more jacked your balance gets. In order to balance the jobs in general, you have to put a hard limits on party composition. Moreover, non-DPS support is either essential or useless.