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  1. #1
    Player
    itsoni's Avatar
    Join Date
    Mar 2016
    Posts
    82
    Character
    Death Fury
    World
    Phoenix
    Main Class
    Warrior Lv 60

    Class balance...

    There's a sprinkler analogy that exists for this issue.

    Let's say you were to buy a new sprinkler for your garden and one day, you get told there's easily a better place to put it in which will make sure all your grass is correctly watered. Great!

    Except you don't want to move the sprinkler because you put it there yourself - you instead look at the water pressure, the trajectory of the water, the type of grass you have. etc etc... when all you really have to do is move the sprinkler.

    This is what's happening right now with class balance in PVP.

    "MCH too strong in PvP? Buff BRD some more np they'll learn how to play" - SE


    BRD can already guarantee a kill on someone in ONE GCD from 80% every 2 minutes if they have a single crit. If not - just hit Misery's End to finish them off. MCH takes more work but can perform even better in the burst if BtE crits.

    Also - DRK still needs a damage buff, although in my opinion only for the small burst window. Sustained DPS is not too bad as they have other utilities but PLD has the utility advantage by far and WAR just outshines it with double FC's.

    I would simply propose these changes for example:
    Barrage hits 2 times instead of 3 times, given the current changes. Can still kill from 80%, more reliably from 60%.
    Nullify BtE crit chance - MCH has a higher skill curve so I think no other changes are needed.
    DRK Carve and Spit - Potency to 600 (PvP only)

    The reasoning for the C&S potency change would be so they have a 1500 potency burst . WAR's have 2000+ potency, including the stuns and Storms Eye in beserk. These figures are not even including the vulnerability debuff - which actually gives a WAR a 2500 potency burst and DRK as 1700 burst. It's just enough to be able to harass a player.

    I think the Sole Survivor buff is actually pretty good. With a DPS buff it will actually put DRK in a worthwhile position.
    (2)

  2. #2
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Doesn't matter how much damage you give Dark Knight, MP is its primary issue. Dark Knights damage and its mitigation are built around MP, but its MP costs/recovery are not built around PvP. I know SE is aware of this, because they fixed Darkside already, no idea why Grit and Dark Arts haven't received similar treatment yet... Moment MP dries up, Dark Knight is nothing, with Blood Price being fairly worthless and Blood Weapon losing a lot of its value due to how mobile PvP combat is and the nature of crowd controlling... Grit is the worst though, not only do you lose your only semi-useful means of MP recovery, but you pay a fairly hefty sum upfront too... Meanwhile Warrior can just switch freely and get a powerful self heal out of the deal, while the only self heal Dark Knight gets out of Grit is Souleater, which sucks... Drains in general just suck for self-healing, because one shield can completely deny you that...

    Their attempt at fixing Dark Knight is pathetic IMO, Soul Survivor is nice though, actually have a reason to use it on people now, even if that means I'm likely not going to see MP returns on it... Still think SE has balanced Warrior and Dark Knight backwards... MP management is more complex than Abandon stacks, and prepping Dark Arts before most of your skills makes for a more complex burst... That should justify higher damage IMO, but instead Warrior has the highest and better utility... Would be nice if I could stack Dark Arts like Aetherflow or something, although then Dark Knights burst is as obvious as Warriors... Still, would make Dark Knights burst considerably simpler...

    None of that even touches on utility, of course...
    (3)
    Last edited by Nalien; 06-04-2016 at 01:10 AM.

  3. #3
    Player
    Geologo's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    472
    Character
    Leinas Kroma
    World
    Ragnarok
    Main Class
    Armorer Lv 90
    For BRD, I feel it as good as it was, when they buffed Farshot I was like "mh... not a big issue but even not needed".
    Honestly I wont' see a nerf on the next patch cause of this PvE buff,
    maybe I'm wrong but the DoT buff is fine as the Song ones, the true problem is the Blunt arrow, Sidewinder and Empyreal Arrow one :/

    The potency is not so heavily changed (a 4,5% buff on EArrow) but it make his burst even more strong,
    I wont' see my barrage modified in a damned Duality because of this -.-

    Instead as BRD I would love to see my Shadowbind act fastly and not after the animation, maybe it is my connection problem, but if I use it I have to wait an entire second before to start my LB or I'll miss the target
    (0)

  4. #4
    Player
    Geologo's Avatar
    Join Date
    Nov 2013
    Location
    Gridania
    Posts
    472
    Character
    Leinas Kroma
    World
    Ragnarok
    Main Class
    Armorer Lv 90
    For DRK they should do something to his MP managment, someone proposed to allow him using Manadraw, but IMHO is is a lazy and not so effective solution, it need something like:
    . enhance Bloodweapon MP regeneration (PvP only)
    . While in Bloodprice the your skills require half (or a % reduction) of their MP cost (PvP only)

    So you will have to use it mindful and if you do you will have a 20% costant damage buff, that with other side fix (like Sole survivor, carnal chill ...) it makes him a valuable class.
    (0)

  5. #5
    Player
    Dimitrii's Avatar
    Join Date
    Jul 2014
    Posts
    849
    Character
    Knives Stryfe
    World
    Diabolos
    Main Class
    Alchemist Lv 90
    Ninja gets that awesome healing reduction ability back yet lowering something as trifling as evasive jump recast for DRG I guess is still overpowered (to offset if only a little our inferior mobility compared to the other 2 melee). Thank you SE for making DRG even less appealing than it already is to use over MNK and now even NIN. Only thing I find funnier is how they keep spitting on SMN's faces by buffing the other ranged classes further who still posses much more potent bursts yet SMN dots remain nerfed even though their burst abilities were also nerfed. Dark Knight still isn't scaring anyone either and is still unwanted in any party composition over the other 2 tanks.
    (0)
    Last edited by Dimitrii; 06-04-2016 at 03:44 AM.

  6. #6
    Player
    Cleanse's Avatar
    Join Date
    Jul 2015
    Posts
    298
    Character
    Marshal Renew
    World
    Balmung
    Main Class
    White Mage Lv 90
    Wth the damage that can be dealt with a string of crits, I do not see why classes are getting buffed *up* instead of normalizing them down. Unless the design intent is, "some things shouldn't be healable".
    (0)

  7. #7
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by Cleanse View Post
    Unless the design intent is, "some things shouldn't be healable".
    I think the melee limit break and culling time speak a pretty clear message here.

    If all things were healable, well...the game would become a battle of the immortals, an eternal stalemate that ends without any kills when the timer runs out. Very exciting.
    (0)

  8. #8
    Player
    KittenJitsu's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    115
    Character
    Risue Daito
    World
    Behemoth
    Main Class
    Summoner Lv 60
    I still hold strong that SE needs to re-make DK resources. They have all the right skills, but changing their resource management would be a huge stride in the right direction.

    This is why i propose that SE changes DK's resource management from MP to Darkness. (A lot like rage or energy) DK's use abilities that build darkness and allow them to enter Darkside. In Darkside Dk's are given abilities to wreck big damage like Warriors Fell Cleave or whatnot. This is how I thought it would originally work, but instead we get this bull crap MP resource like everyone else. It is terrible and needs to change.

    As of right now, DK's are in a weird spot. I hope they change the classes mechanic because I really want to love this class.
    (0)

  9. #9
    Player
    NessaWyvern's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    1,920
    Character
    Nessa Goddessly
    World
    Ravana
    Main Class
    Conjurer Lv 96
    I also think that PLDs should have a small nerf, because it isn't fun being a healer and being unable to heal for 10+ seconds, but that's just me.
    (0)

  10. #10
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by NessaWyvern View Post
    I also think that PLDs should have a small nerf, because it isn't fun being a healer and being unable to heal for 10+ seconds, but that's just me.
    7 seconds, for the stun. 9 if they get a silence and knock back as well. The only time it could exceed that is if they have a Shield Swipe Proc'd (which is rare, due to the fact that casters don't proc blocks).

    That aside, I would agree with you if Pld's weren't already MASSIVELY nerfed by their own dps. As it is, that job is far too gimpy by it's very nature for SE to apply any nerfs to it in any content. I get that Pld's are annoying to play against, but pretty much the only thing that Pld's have going for them right now is their fluid stun lock rotation. If you took that away, there'd almost be no point to playing the job. War would be the only viable tank in PvP.
    (4)

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