I think BLM dps during high movement fights is ok, it's just the overall damage from blm on single target that is imo poorer.
I.e. weaker damage when standing still to dps compared to the other classes.
I consent to SMN being nerfed. Sick of everyone saying how OP it is, how Garuda does all the work, etc. and every man and his dog jumping on the bandwagon. Do it please so all the pretenders can go roll something else. There needs to be strengths and weaknesses to each class without any being significantly disadvantaged. You can't just give every class the same variety of AOE and single target damage or little will differentiate them. They should all have fun aspects and be appealing for different reasons. If ranged dps is generally considered so easymode for everyone, make ranged dps work harder so numbers balance out.
With addition of the new pets for SMN I hope you are bringing new and exciting things to other classes also to keep everybody interested.
Last edited by ToffeeCoffee; 06-06-2014 at 02:21 PM.
I agree each class needs strengths and weaknesses, so lets compare BLM and SMN stregnths and weaknesses for end game content (Content that rewards i95+ gears):
If equally geared and skilled a SMN will likely do considerably more DPS for:
Coil Turn 5
Levi Ex
Moogle Ex
Second Coil T6
Second Coil T7
Second Coil T8
Second Coil T9
If equally geared and skilled a BLM will likely do more DPS for:
lol.
Last edited by scarebearz; 06-07-2014 at 03:13 AM.
I don't see the problem with the SMN and BLM situation. In which way does it improve the game if the roles are switched so nobody wants SMN and everyone wants BLM? Realistically the only way to get this to work is if both do the exact same damage, with the exact same amount of skill.
In FF11 BLM > SMN was the norm. I played for a decade and had BLMs out-DPS me the entire time (and I wore the BiS gear). SMN strenght was stoneskin melee jobs or Alexander melee jobs, because DPS from SMN was the worst. Worse than that was probably that SE never buffed SMN. They added things like AOE auras with -20% damage penalty. Yea, the worst DD class surely needed lowering their DPS to raise everyone elses.
We don't want to shove SMN back into the "fine as solo, but sucks in parties" situation of FF11.


dont think people understand what they mean by strength and weaknesses, this statement to me means a class handles it easier, doesnt mean it does more damage, you should play a class that has flavour, if all jobs do the same damage, thats what you aim for, you play a job cos of the play style, are you a fan of direct nukes or dot based damage etc.. its all about style, strength and weakness shouldnt mean theres a significant different between good smn and good blms that currently exists, i play blm better then smn and i do more damage as smn.
its obvious most of the people that play this game dont know how end game truly plays.



I think BLMs need a little boost, not a boost to become the best single-DPS class and the best AoE-DPS class, but just so they can keep up. With how much they have to move in so many situations, they rarely get any time to build up a lot of damage.
Didn't they mention in the Letter from the Editor too that in 2.3 they're going to be adjusting many skills for many classes to make them more useful? While it's not a statistical increase I could see these changes make other classes still viable, I think it'll be pretty hard for them to buff up one class so much that another class just gets completely shunned because of it.
This one little adjustment will fix all of BLM single target woes.
Surecast
Next spell is cast without interruption from attacks or movement.
Buff duration: 6s
Cooldown: 30s
I wonder how many people posting in here have both the cross class skills the Blm can get, and has used the job enough to base their "experience" on wisdom, not "what they saw in a few fights."
The biggest issue I have as a full time Blm with all cross class skills available to Blm in it's entirety is the cone based area that Blm has to attack. If the monster moves outside of that for any reason, you lose all the casting time you spent. If the monster dies before you're done casting, all that casting time is wasted. If you MOVE, all that casting time is wasted. THAT imho is what needs to change. Everything else is just fine. I have yet to see anyone stick some numbers into their so called "lower dps" because many of you are overlooking one VERY important thing.
Critical damage
Smn does not have and never will have Crit for their DoTs, and their only move worth a damn is Fester. Sure, Garuda is ranged, has a 90 potency move every few seconds, and has that sexy move that extends DoTs by another 15 seconds, but that's it, really, that's IT.

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