I'm fairy certain we'll have some more tweaks left and right that weren't mentioned. Just see what the letter says tomorrow. All else is useless speculation at this point and assumptions.
I'm fairy certain we'll have some more tweaks left and right that weren't mentioned. Just see what the letter says tomorrow. All else is useless speculation at this point and assumptions.

This is all much ado about nothing for several reasons:
1) Classes that are more difficult to play should be more desirable in long term high end content than classes that are easy. I am a WHM main and it in no way surprises or offends me that WHM is not ideally suited for long term savage viability.
2) SE destroyed any hope of healer or tank balance in their game the moment they brought third options in. I am not targeting this at AST or DRK specifically, either--I'm aiming it at the community and meta idealist mentality's effect on the playerbase. The moment there is an optimal or 'winning' combination, it only stands to reason that there must always be a losing or lesser counterpart.
3) Both of the above, and much of what we are discussing here, overlooks the practicality that we must also consider the individual players comfort level and availability of jobs within our fcs / statics / etc. All of our numbers and theories are based on optimal player performance when in truth that is something that can vary widely. If a shitty AST can outperform a skilled WHM (or vice versa) then there's a much larger problem.
4) And lastly, all of the optimal composition theory also assumes that we are more interested in class selection than with playing with friends or fc mates. I'm sure that will potentially be an issue in PF if the gap is too wide--i.e. the infamous AST locks in early HW--but for more established groups that care about people and not just paperwork, it doesn't seem like it should be quite so worth getting worked up about.
Personally, I am quite happy with how my WHM is doing and I am interested to see what changes tomorrow will bring. In fairness, I am currently not looking at doing savage and my opinions come from a far more social gaming background than most people here are. But this is an interesting discussion and having read everyone's thoughts, I figured I would share my own.
Last edited by Katryn; 07-18-2017 at 01:29 PM.

Please don't take this personally, but this is a horrible, HORRIBLE design choice and completely against the philosophy that SE preaches, as evidenced by their response about MCH being too hard in the last live letter. They said something to the effect of "[we don't plan to make its DPS higher than Bard and/or nerfing its difficulty because] when you choose to play a job, you choose to immerse yourself in the experience that job offers".This is all much ado about nothing for several reasons:
1) Classes that are more difficult to play should be more desirable in long term high end content than classes that are easy. I am a WHM main and it in no way surprises or offends me that WHM is not ideally suited for long term savage viability.
If only the "most difficult" jobs were viable at Savage, we'd literally see only ONE or maybe TWO viable Savage comps because no sane person would take the "easier" jobs. Does this sound good to anybody?
Furthermore, difficulty (to a certain extent) is subjective. I've seen people have MASSIVE discrepancies as to which jobs in this game are the hardest because they demand different skills. If you want to see this concept pushed to the extreme, go look at any popular MOBA and try to get players to come to a consensus on which characters are the hardest to play. And when it comes to WHM, the difficulty at higher levels becomes maximizing damage GCDs by managing oGCDs, something that is far more important to WHM than it is to AST.
The only time you could justify tuning the output (on a dummy) of one job to be slightly higher than its counterparts is if it has mechanics that make it LITERALLY or NEARLY IMPOSSIBLE to perform optimally in a real world fight with any difficulty. For example, BLM is generally punished more by mechanics, and SMN and DRG have restrictive burst windows which almost never sync well with transitions. Skilled players are able to MINIMIZE, but very rarely ELIMINATE, these disadvantages.


Random food for thought.
Three different world first capable teams are running three different healer compositions.
Elysium is running WHM/SCH
Angered is running AST/WHM
Solitude is running AST/SCH
It's an interesting thing to see that three different teams can see viability in all different types of combinations.



Nice! What's even more interesting is that each healer is represented twice and no one is excluded.Random food for thought.
Three different world first capable teams are running three different healer compositions.
Elysium is running WHM/SCH
Angered is running AST/WHM
Solitude is running AST/SCH
It's an interesting thing to see that three different teams can see viability in all different types of combinations.
So what you're saying is all combinations are viable in raid for the top 1% players. I wonder if people will stop thinking the sky is falling.Random food for thought.
Three different world first capable teams are running three different healer compositions.
Elysium is running WHM/SCH
Angered is running AST/WHM
Solitude is running AST/SCH
It's an interesting thing to see that three different teams can see viability in all different types of combinations.


Indeed. While there will always be the one true super optimal composition in the game, I'd like to think there's enough differences in the healer kits to warrant bringing what you enjoy even if it comes at a slightly sub-optimal total performance. You'll most likely play a kit you enjoy at a higher optimization level than a kit you absolutely abhor.
This was exactly the reason I ended up going SCH instead of AST for my own group. I'm originally PLD, but some problems with our usual AST forced him to not play for an indefinite amount of time, so I'm covering. I asked if they wanted me on AST for the buffs but they all agreed I should play what I wanted and what I was better at playing, so we're going with WHM+SCH. I'm honestly pretty excited for it, I still think SCH and WHM have really good synergy with each other coming from ARR.Indeed. While there will always be the one true super optimal composition in the game, I'd like to think there's enough differences in the healer kits to warrant bringing what you enjoy even if it comes at a slightly sub-optimal total performance. You'll most likely play a kit you enjoy at a higher optimization level than a kit you absolutely abhor.
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