So, would Summoner would be significantly easier to balance if its AoE damage were reined in? Its AoE damage has been known to be "king" so long as mobs are up for at least 5 ticks, but I haven't personally experienced enough back to back comparisons between it and BLM with equal gear on each to compare their metrics thoroughly. However, it seems reasonable to me that if SMN had its AoE reined in it would face less of a niche bonus from certain fights that allow for by-event AoE burst, around which SMN seems more manipulable to me than BLM, and could therefore have some of its primary output raised.
This might be similar to the (albeit awkward) AoE tapering effect placed on Holy and Flare, or perhaps something new, such as doubling the duration of all diseases you've placed on the target or any enemy within 8 yalms of it and then spreading those diseases evenly (rounded to the nearest tick count) over all enemies within 8 yalms, extending the duration of all preexisting diseases up to their maximum duration. In the latter case, the dps would be similar, but more slightly Aetherflows would have to be spent and more DoTs cast over time in order to maintain a mass plague. In this way, AoE DPS is tapered slightly, even while made a bit more fluid (no wasted duration from refreshing DoTs via Bane).
I suppose we could also attempt to specifically increase SMN's single-target turret damage through a new mechanic. Just as a parallel, consider this mechanic from an another MMO briefly: each consecutive (maximum-cast time) cast of a particular spell allowed the caster to channel its spell for an additional 15% casting time, compounding, for 20% more damage, compounding, to a maximum of 3 stacks. Each time the spell is cancelled, interrupted, or cast at less than its maximum duration, one stack is removed. While the variable cast time would be impossible with XIV's slow tick rate, so long as the ideal cast count fits with the filler portion of a CD window that would allow for the mechanic, this would theoretically work well. (In practice, it may also require that the effect does not fade when the mechanic fades, so long as the spell started during the effect, as long begged for with Enochian's double-checking to match its workings with AF3/UI3's singly-checked double-speed casts and reduced mana costs on opposite elements.)E.g.To better balance the pair starting from its contender instead, giving BLM a traited half-CD Swiftcast (60s > 30s) would indeed allow for much greater usage of Flare and greater mobility in general. As far as simple fixes going a long way, your suggestion definitely seems to me as well like it'd have the most bang for the buck. In the end, the BLM is still most hampered by its long Convert CD in regards to Flare usage in combat, especially now that the low-cost Fire IV actually deals more potency than the all-consuming nuke (albeit at lower minimum mana cost, iirc), so this would primarily play into the occasional mobile F4 or AF-refreshing F1, or Flare only as an AoE.
Cast time: 2.5, 2.875, 3.3, 3.8
Relative maximum potency: 200, 240, 288, 346
The only thing that frightens me about it as how damn well BLM scales compared to most jobs. Given high enough secondary stat percentiles, even a Foe-less BLM will outperform a Monk in any length of DPS race, simply because each stat weighs slightly to significantly higher for BLM than anyone but Bard (with its Crit contribution). I want QoL and niche-breaking changes wherever possible, but whenever fights advantage the BLM, it often seems by the end of every expansion to be the least in need of a buff, as long as its handled by a good player.
:: Still working on Post #2... >.>
You should never really apologize for text-walls. : P
Thanks for all the ideas!



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