Sry If I sounded a bit angsty there, But ye I wanted to point out what you said, which is that SMN is idd a problem as things are.
If SMN gets a bit rebalanced I do think that implementing your ideas of earlier would be more manageable


Sry If I sounded a bit angsty there, But ye I wanted to point out what you said, which is that SMN is idd a problem as things are.
If SMN gets a bit rebalanced I do think that implementing your ideas of earlier would be more manageable
Last edited by Remedi; 10-24-2017 at 03:14 AM.


Oh i agree with you Llugen, it really seems they have no clue how to balance things.
Certain aspects are broken of jobs so their solutions is always just to buff meanwhile the after effect is always a caster being behind
Like how many times in ARR and HW was it back and forth between smn and blm getting buffs, nerfs, etc..
The thing about RDM is, a job doesn't need to be meta or the best to be desired. Right now people like RDM for unlimited Raise. So even if Red Mages aren't popular for speedrunning, if you aren't doing it (and most people aren't), you'll be fine in a group ready to fix a death with a quick raise and that is why people like them. This thread is to adress the fact BLM has nothing to be liked by others, therefore why people refuse to play with BLMs and why BLM players feel like they add nothing to the party.


By that reasoning BLM should be valued for his personal dmg like SAM (no slashing doesn't count), what puts him down arguably is the fact that a caster doesn't exist yet.
However Galvuu he did also say that SE was able to make work and because of that they could be able to make it work again, he did say that puting your eggs in1 basket is less valuable yes but you could make it work as a hoigh risk/reward setting and we did say that death is not contemplated in high play.
Personally a DPS that is mostly valued by his instant ress (they ARE limited)is not really ok, as we already had fight were diying would put you in a worse situation (hi, phoenix) or had a strict check, this would make their main attraction moot
Also of note they are in the same archetype of dps as NIN and BRD and they provide much more.
In other news patch notes are out and nothing on class changes make your own conclusions, but it doesn't bode well imho
You could buff BLM to be worth it in the hands of a competent player quite easily through potency changes alone but it doesnt change they fact that there is too much synergy going on between melee and ranged.
IMO all the 100% (or close to it) uptime resistance down debuffs need to die in a fire. They are boring in design and what do they bring to the game apart from restricting job selection in difficult / speed running content? Remove those and lower summoners potency a touch and overall balance starts to look a lot better.

It's simply unacceptable that even two years later (four, if you count bard) that DRG's piercing is "required" for MCH/BRD (required as far as meta is concerned). It boggles my mind that they haven't given piercing to straight shot/hotshot.
What further blows my mind is that there has STILL been no adjustment to Trick Attack. I don't think the devs truly understand the power of burst windows, which is why burst classes will always synergize better than "consistent damage" like BLM allegedly is now.
This needs amended. I don't mind the resistance debuffs but they need to be more readily available for more classes. Piercing down is on ONE class. Blunt down is on ONE class. This is unacceptable. Give Ifrit Blunt Down maybe and the ranged their own piercing down.


Or just consolidate them into one PDPS boost and give it to tanks.It's simply unacceptable that even two years later (four, if you count bard) that DRG's piercing is "required" for MCH/BRD (required as far as meta is concerned). It boggles my mind that they haven't given piercing to straight shot/hotshot.
What further blows my mind is that there has STILL been no adjustment to Trick Attack. I don't think the devs truly understand the power of burst windows, which is why burst classes will always synergize better than "consistent damage" like BLM allegedly is now.
This needs amended. I don't mind the resistance debuffs but they need to be more readily available for more classes. Piercing down is on ONE class. Blunt down is on ONE class. This is unacceptable. Give Ifrit Blunt Down maybe and the ranged their own piercing down.


Yeah I gotta admit seeing BLMs doing same Damage output and sometimes less due to mechanics and weaker mobility than any other classes, makes me question wether to keep playing BLM even when I have kept it my main class since 1.0 in 2011.
It sucks hearing that I should try other classes for raiding as others bring more overall usage and utility.
If BLMs are lacking in utility and mobility, their raw damage should be higher than other classes with raid damage increase utility. Or give BLMs more mobility and give us Spell Speed or something that buffs the entire team as well.
With last patch they pretty much made Dragoons damage equal to samurai. And DRG also have great raid utility while SAM does not.
Class balance needs more work imo. I am starting to loose having fun as a BLM ingame lately since StormbloodI am leveling MCH atm and it is sooo amazing to see so high damage numbers and I can walk around freely while doing it and buff my raid.

That's ultimately the whole point of this thread. NO ONE wants to be shunned for their class or have that inkling in the back of their mind that they should play a different class because it's better or theirs sucks. Some classes will be better at some things than others, of course, and that is how it should be, but no one should be feeling BAD for playing a job, and that's exactly how it feels to play BLM in 4.0 at endgame. (This is a big part of the reason that I think all classes should have at least SOME form of utility, this way party members aren't groaning at bringing a class that is "selfish" and having to either feed them or work around them)
I believe class synergy is a good thing that adds depth to the game and expands the strategies that groups can use, but it's too limited right now around what is indisputably best. There will always be "a meta", which is fine, and even preferable (not all groups need to be hardcore speed-killers/world prog, and you don't NEED meta to clear content) but other classes should never feel like a burden to bring. That's just really poor design.
Last edited by Llugen; 10-25-2017 at 05:42 AM.


FFXIV 1.0 had some THM/BLM spells that could be brought back and reworked to work as a raid utility.
List of all the old BLM abilities from 1.0: http://www.final-fantasy-14.org/abil...&page=1&ipp=50
Abilities I think would be nice for XIV ARR. I still miss my Burst ancient magic
Blood Rite II
LVL 34
Thaumaturge
Spill your own blood in a sacrificial rite, enhancing magic potency to players near the caster.
Banish II
LVL 24
Thaumaturge
Deals astral damage to and reduces magic defense of enemies within area of effect.
Initiation
LVL 22
Thaumaturge
Bestow your strengths on another, granting up to four enhancing statuses to an ally.
Scourge II
24
Thaumaturge
Deals umbral damage to and reduces magic defense of enemies within area of effect
Stygian Spikes II
42
Thaumaturge
Armors party members within area of effect with umbral spikes, granting the ability to absorb MP from attacking enemies.
Dia II
36
Thaumaturge
Deals astral damage over time and reduces the defense of enemies within area of effect.
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I am leveling MCH atm and it is sooo amazing to see so high damage numbers and I can walk around freely while doing it and buff my raid.



