If this speaks for the entire community then i'm ok with that. Like if people are struggling with moving and dealing dps and they literally only buff just thunder etc then i'm cool with that.
I would really be disappointed if BLM could deal enough single target damage to draw near to say a monk. That would make the "stack BLM's" problem with this game even worse.
Edit:
And here comes the stuff i was hoping wouldnt litter this thread.
People actually not able to deal proper damage at proper times as BLM. Bulbs in turn 6 is exactly a perfect time for blm to flare, guess they arent doing that so we need a buff. (As well as letting mnk/drg focus damage on Rafflesia while blm AoE's the two addtional slugs down.)
Using BLM AoE damage on all Hygieas in turn 5, Tanks stacking the second and third adds (Lamia) on Melusine to increase overall damage (via blm) Needing a blm/smn to caster limit break properly on the second spumes in Leviathan X.
Its very very very unfortunate that people cant play the game correctly and need echo bonus's and dps output bonus' even after Square-Enix themselves properly balanced the content for each job if played correctly..
If we specifically go back to why they buffed Warrior Yoshi himself said "We balanced turn 1 so that a Paladin and Warrior would be less likely to survive after 3 stacks, but because the way the community plays warrior, the warrior is unable to complete turn 1, so we have made the needed changes." So now warrior is much more like PLD with its "defensive" buffs instead of healing buffs as it originally was planned to be, because the community doesnt play their jobs correctly. Very unfortunate.
Overall Job Balance
Naturally each job has their own identity, and depending on the content there will be slight advantages and disadvantages. Up until hard mode Ifrit, we've balanced content so it can be cleared without the use of cross-class abilities; however, by using certain cross-class abilities, the difference in damage between certain jobs becomes much more noticeable as battles drag on. With that said, we will be making adjustments to the average amount of damage jobs deal in various encounters.
Regarding stacked party compositions, it's actually more beneficial to have different jobs in the party to help fill your limit break gauge faster. There are a lot of situations where you can use level 3 limit breaks, so if you have a strategy that calls for limit breaks at certain times, it's be more advantageous to make parties with different jobs.
Although we've noticed that certain jobs are favored in certain instances over others, we will continue making adjustments moving forward based on the idea that all jobs can contribute to encounters. In regards to bard, though their recast times are long, they are able to deal large amount of damage in a short period of time, and we feel that this is a bit too strong of an advantage for battles where enemies change phases
http://forum.square-enix.com/ffxiv/t...ks#post1500050A:
Warrior
We're hearing a lot of talk saying that warrior is weak compared to paladin, but there are a couple of points I'd like to go over, so I'll go over them one by one.
First, I'd like to talk about the boss monsters in the Binding Coil of Bahamut Turn 1 and 4. We designed them so that even tanks could not withstand their attacks when they have buffs stacked; however, at the moment only paladin is able to survive through a method we had not thought of. Our original vision for this was that players would clear these encounters by properly removing enemy buffs or kill them all before it got to the point where they would one-shot players.
Since this is content that has already been released and strategies have already been established, we won't be making adjustments to these encounters. Instead we'll be looking into making adjustments to warrior so they can withstand this like paladin is able to.
Next is the matter of warrior's stun. Unlike the paladin's stun, which is tied to the global cooldown, warrior can use stun at any time, which helps maintain stacks of wrath. However, there are times when you need to use stun consecutively, or the timing is difficult due to its activation time. Because of this, it would seem that players have a negative impression of warrior's stun. We'll be making adjustments in patch 2.1 so that warrior's stun is more useful, which should help address the disparity between warrior and paladin.
There's also the matter of Wrath and the use of Inner Beast. I believe that a lot of players are using Inner Beast to self-cure when taking a large amount of damage, but after becoming infuriated with five stacks of Wrath, players receive a 15% curing bonus, so instead of using Inner Beast right after taking heavy damage, I think it would be better to wait for heals from a white mage or scholar.
In addition to the curing bonus, Wrath has other benefits as well. For example, while Paladin certainly has high vitality and HP, we've worked to balance them with Warriors based on the amount of damage they take and the amount of HP they're healed for. However, we've made these adjustments bearing in mind that warriors have Wrath active. This is what makes the job difficult to use effectively. Using Inner Beast spends all stacks of Wrath, which makes it difficult to use Inner Beast right after a combo, and then build the stacks back up with the following combo. With that said, from a healer's perspective, although warriors can heal themselves right after taking heavy damage, once they use Inner Beast they don't heal themselves well, giving the impression that they lack defense.
These are a few of the factors contributing to the problems we've seen with warrior. While we'd like you all to continue experimenting with uses for Wrath up until patch 2.1, we feel effective use of this skill is a bit difficult, so we'll be making adjustments in patch 2.1. There are several other aspects of the job that will be adjusted, but rest assured that warrior will become stronger come December.
Wrong
Youre supposed to bring different jobs, to each fight.
There is a moment with having that 1 blm is good in each fight. Each fight, there is a moment when having that 1 melee is good. Youre supposed to bring 1 of each job, not more than 1 each. Because we are doing this they are making the changes. Its clearly stated above.
The Development team specifically stated we arent playing the game with its intended purpose. Because of our lack of skill, time and team work being put forth in the end game is why we are using "lazy" methods to clear content. Why the buffs are being implemented, and why each job is slowly drawing to be more and more like each other. The game is intended for variety, but because the community is choosing to be lazy and, well basically, terrible,and trying to stack jobs, we have these changes because, well, Yoshi wants us to keep playing, even if its a way unintended.