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  1. #1
    Player
    Oscura's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    373
    Character
    Shion Sumeragi
    World
    Gilgamesh
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Leonus View Post
    /snip
    I get what you mean, regarding one getting under your skin and all that. Sometimes I have to make sure my post is being posted with a reasonable argument and less my own emotions, so I often make sure to reread my posts before posting them. Hopefully you've calmed down or are calming down.

    Quote Originally Posted by Ryaz View Post
    I honestly think the biggest problem with "selfish" dps is just the communities perception of it. Think about it, if a Monk with party damage buffs = a Dragoon with party damage buffs = a Samurai's personal dps, then SAM doesn't automatically become useless as MNK and DRG aren't bringing utility, just damage.
    In a perfect world, this would be the case. This is ideally at least what I would want. Right now it isn't the case, but maybe one day.
    (0)

  2. #2
    Player
    Nominous's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    372
    Character
    Nominous Lhant
    World
    Balmung
    Main Class
    Lancer Lv 70
    Yeah. I don't think you're wrong. It's just boring if that's gonna be how we approach stuff from now on. Like, 3 of 4 melee have the reduced GCD buff that barely work any differently. 3 of 4 melee have a damage up buff that works the same on each. All melee have a debuff, to varying degrees of usefulness. 3 of 4 melee have DoT elements that work the same way. 3 of the 4 melee have raidwide buffs.

    I just wish there were more variety, and I feel that SAM is a step towards that in a lot of regards. A melee with a cast bar. A Job in the game without utility. A Job in the game with a resource meter that means real choice in what oGCD you use, and when, as opposed to just keeping everything on cooldown at all times. It's fresh. If I were given the choice to have utility, and have SAM be locked as meta until the game dies because of it, I'd turn it down. I'd rather it be different than conform to the norm.
    (2)
    Last edited by Nominous; 07-13-2017 at 02:33 AM.

  3. #3
    Player
    Karja's Avatar
    Join Date
    Sep 2013
    Posts
    32
    Character
    Karja Ashdale
    World
    Odin
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Nominous View Post
    A Job in the game without utility.
    That isn't that special though. MNK in ARR and HW only had Mantra and BLM had only apoc both which did not increase dps. It isn't even unique in SB since BLM lost apoc to the role skills and has currently no unique party buff.

    Quote Originally Posted by silentwindfr View Post
    i will be blunt, i don't think blm need anything... people compare jobs without really look at the whole picture.

    i will use the number of fflogs for explain myself, since it allows to have the data of many player.
    the black mage highest dps is almost identical to the monk, ninja and red mage (about 4500) the different in average is not even 250 dps between the blm and the monk 3278 for the blm and 3511 for the monk. one is a ranged and one is a melee. the difference of dps is not that important.
    same the difference between the blm and the rdm is about this: max damage 4565 (rdm) for 4553 (blm); the average is about 3391 (rdm) for 3278 (blm).... the difference is for the average about 120 dps... but rdm burst is a melee burst, meaning for use it, you need to endanger yourself what the blm haven't... you can continue to dps at ranged without take risk of the boss that turn and do a cleave or such.
    even the movement of the boss will have no impact, and the time you need to move is shorter than melee since when you don't need to move you can restart right now to attack, not the melee that need to return to melee.

    but that not the debats, the blm is at his place, it's more the drg that is far to behind...

    a lot of player are simply shocked to see the meta of the game change with the add of two new class, it will be like this at the next expansion. some class will not be on the same level than other, because they have different tool leading to them be more interesting in other content. we have soo far not enough end game content for see if blm is good or not... rdm is strong, i have concern about them two out global coolddown skill that for me is a bit too strong.
    but sadly we can often see a rdm be forced to stop to dps for...rez people. or simply assist heal... then... until we get more endgame content, can we really talk about balance on the jobs that have almost no difference in dps?

    so far the only three jobs (for the dps) that really need to be look at are: Summoner, dragoon and machinist. outside this *shrugs*
    So your argument is because BLM lower but close to RDM it's balanced? The job is the caster equivalent of SAM, it's stone sky sea DPS requirement for the ex primals is 6 dps lower than SAM. The next closest one is SMN which is 175 dps behind BLM.
    So you think that a job that offers no raid utility at all, not even a throwaway one like SAM does, is behind a job like RDM with combat heals, combat insta rezz and a melee dps buff?
    By that logic SAM shouldn't be ahead of any other job at all.

    The other problem with your statement is that you disregard any kind of party utility the jobs bring. SMN, DRG and MCH need help too but BLM isn't in a good spot either.
    (6)
    Last edited by Karja; 07-13-2017 at 08:16 AM.

  4. #4
    Player
    MiruWest's Avatar
    Join Date
    Jun 2015
    Posts
    109
    Character
    Miru West
    World
    Behemoth
    Main Class
    Monk Lv 70
    I think reverting that disembowel nerf would bring DRG back up to good terms in damage, not mechanics, but damage. What made DRG a beast in HW was the fact it buffed the 2 already strongest DPS in the game, on top of bringing great DPS themselves. Given that I'm already seeing BRDs creep up on melee DPS in primals, I don't know how buffing Disembowel will fair for them, seeing as we could potentially repeat HW.

    I honestly think SAM is in a good spot, its just other classes that need to be brought up. DRG/SMN/MCH, and maybe BLM a tad bit, are the only classes that really have room to complain about needing changes to be on equal playing field with others.
    (2)
    Last edited by MiruWest; 07-13-2017 at 03:46 AM.

  5. #5
    Player
    Lastelli's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    937
    Character
    Lastelli Sungsem
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by MiruWest View Post
    I think reverting that disembowel nerf would bring DRG back up to good terms in damage, not mechanics, but damage. What made DRG a beast in HW was the fact it buffed the 2 already strongest DPS in the game, on top of bringing great DPS themselves.
    I'm not a fan of the disembowel debuff tbh. Make it too strong and DRG/MCH/BRD becomes meta, too weak and all of them are out of the meta or you bring one (BRD in this case) just because you really want that utility. I really think they should just give BRD and MCH a pierc damage up debuff, add it to hot shot and straight shot or whatever, and adjust drg and mch personal dps accordingly. Achieving balance when you need one job to make the other shine (and a 10% damage buff is huge) is a nightmare.
    (1)

  6. #6
    Player
    MiruWest's Avatar
    Join Date
    Jun 2015
    Posts
    109
    Character
    Miru West
    World
    Behemoth
    Main Class
    Monk Lv 70
    Quote Originally Posted by Lastelli View Post
    snip
    It escapes me how BRD/MCH didn't get their own piercing debuff....

    What made MCH/BRD meta was just the insane amount of damage they put in HW on top of how well hyper-charged lined up with the meta comp and then add DRG debuff and the gap just got wider. Even without disembowel, MCh and BRD where beating equally geared DPS. Im afraid if they buff disembowel we could potentially see this happen again. Only thing holding BRD back atm is just lack of access to crit which will change the further we head into the xpac.

    Its bad design logic when you have to buff or nerf classes based on each other rather than separately, hence SMN/SCH also.
    (0)

  7. #7
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    i will be blunt, i don't think blm need anything... people compare jobs without really look at the whole picture.

    i will use the number of fflogs for explain myself, since it allows to have the data of many player.
    the black mage highest dps is almost identical to the monk, ninja and red mage (about 4500) the different in average is not even 250 dps between the blm and the monk 3278 for the blm and 3511 for the monk. one is a ranged and one is a melee. the difference of dps is not that important.
    same the difference between the blm and the rdm is about this: max damage 4565 (rdm) for 4553 (blm); the average is about 3391 (rdm) for 3278 (blm).... the difference is for the average about 120 dps... but rdm burst is a melee burst, meaning for use it, you need to endanger yourself what the blm haven't... you can continue to dps at ranged without take risk of the boss that turn and do a cleave or such.
    even the movement of the boss will have no impact, and the time you need to move is shorter than melee since when you don't need to move you can restart right now to attack, not the melee that need to return to melee.

    but that not the debats, the blm is at his place, it's more the drg that is far to behind...

    a lot of player are simply shocked to see the meta of the game change with the add of two new class, it will be like this at the next expansion. some class will not be on the same level than other, because they have different tool leading to them be more interesting in other content. we have soo far not enough end game content for see if blm is good or not... rdm is strong, i have concern about them two out global coolddown skill that for me is a bit too strong.
    but sadly we can often see a rdm be forced to stop to dps for...rez people. or simply assist heal... then... until we get more endgame content, can we really talk about balance on the jobs that have almost no difference in dps?

    so far the only three jobs (for the dps) that really need to be look at are: Summoner, dragoon and machinist. outside this *shrugs*
    (0)

  8. #8
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by silentwindfr View Post
    snip
    I disagree with like, most of what you said (and it doesn't really make sense), but I'm not here to debate any of this except two things.

    Never use the 99% percentile. That thing is hella padded.
    Use 75% through 90%. Much clearer picture, much less padding and a lot more parses for greater statistical significance.

    And there's like 0 (actually 0) "danger" in being in melee range. When I Corps-a-Corps for my (literally) 5 seconds melee combo I'm not in danger. In fact, I frequently prefer to be near bosses at all times for damage shares and cone attacks (especially with BLM, because having to leave your LL god knows where to stay 5 seconds near a boss for a share is painful).
    In this particular game, being in melee range has like, no additional threat. Some aoes are worse if you're up close, some are worse if you're far, and you need to learn where to stay. If the boss turns around and cleaves the party, well, first that's the tank's fault (or maybe a dps went full lazy and didn't pop Diversion prepull... I see that a lot) and second, it's likely that a healer might get bopped in the process. Realistically, you should never be getting cleaved if people are playing to the lowest degree of competence ("don't cleave the party" is like one of the bare minimums).

    And man, you don't lose like any dps to heal/raise. You lose one gcd of dps. Your mana stays nice and put and you have no buffs/timers to mind, so there's no loss at all other than that one gcd of dps, and if you're using Lucid as you should, your mana stays the same until you raise. You can afford about 3ish raises before it becomes an issue. And if you're raising that much, odds are that party won't be able to clear whatever you're trying to clear on that pull anyway.

    Oh, and note that all melee classes have gapclosers so then can return to the boss in a second if a mechanic forces them to move away. They can also attack while the party is moving around if they keep close to the boss.
    Know who can't? SMN and BLM (RDM can semi-do it because of dualcast, you just need to slidecast into this stutter step of spellcasting).
    (4)
    Last edited by Galvuu; 07-13-2017 at 09:14 AM.

  9. #9
    Player
    KirigiriKyouko's Avatar
    Join Date
    Aug 2015
    Posts
    40
    Character
    Alicia Vermillion
    World
    Gilgamesh
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Galvuu View Post

    Oh, and note that all melee classes have gapclosers so then can return to the boss in a second if a mechanic forces them to move away. They can also attack while the party is moving around if they keep close to the boss.
    Know who can't? SMN and BLM (RDM can semi-do it because of dualcast, you just need to slidecast into this stutter step of spellcasting).
    Swiftcast and Triplecast does not exist I guess. it's not 100% but it's sure isn't 0.
    (0)

  10. #10
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by KirigiriKyouko View Post
    Swiftcast and Triplecast does not exist I guess. it's not 100% but it's sure isn't 0.
    Yes, because in Susie I have to move once a minute, and not (literally) 4 times in 10 seconds for Levinbolt. Or puddles. Or knockback.
    Same argument applies to melee. I guess they don't have these ogcds to quickly go near the boss. Go figure.
    (1)

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