That's why I stand on my ground that raise needs to be removed from the caster role


That's why I stand on my ground that raise needs to be removed from the caster role

Well, I don't think SMN and RDM should lose their Raises. I'd honestly be utterly upset if I lost Raise from Red Mage (for crying out loud, it's ALWAYS been the merging of Black and White Magic, with the Dualcast mechanic being added only as recently as Final Fantasy 5) and Summoner has it because Arcanist does. I don't think the team has the ability to set skills/spells/abilities as "job only" before level 30, so if they forced Resurrection to be a SCH only ability, that'd be at least 15 levels between Sastasha and Haukke Manor without Raise, versus every other healer who gets theirs at level 12 and just... has it.
Fully agree. Black Mage seriously needs their damage beefed up, since we do not have enough damage to make up for a lack of utility nor our lack of mobility.Regarding the upcoming 4.2 changes, there are really 3 areas we need to think about.
First is offensive buffs, this can be as simple as potency increases, cast time reductions or spell interactions. Honestly, this needs to be in the changes but it's pretty basic stuff that shouldn't be too in depth, it just needs to meet the benchmark of "does this do enough damage" which we currently do not.
Manashift costs MP because you're literally shifting MP. But in either case, QoL changes are neccessary.
Honestly, defensive utility is a massively optional supplement... but let's hear it.
Black Mage is difficult for progression because it's turrety and requires attention from both other raid members and the BLM to perform well. In areas that are dictated by movement and RNG, BLM really begins to suffer highly for their choice, much less during progression. As many have stated, BLMs seriously begin to rise in usability the better they know a fight and the better the raid accommodates to them. Preferably, a class that doesn't need accommodation to do well would make a better BLM, but I digress.
But if I were to point to something for BLM to be an underperformer, it's the fact that it doesn't do enough damage to make up for a lack of utility or its turrety nature.
Except BLM doesn't need a defensive utility beyond Manaward, which if it worked as intended, should be an occasional crutch to our turreting. Unless, of course, said utility is entirely selfish.
Former. I'd rather not waste attention nor MP of either myself nor the healers, though BLM doesn't historically have a defensive buff that wasn't Apocatastasis.
Neither, BLM doesn't play nice with others regarding resources (historically at least, keeping the resources it builds up to itself (Osmose and Drains)) nor has it ever had a Raise under its own power.
Honestly, Hallowed Ground variants would work the best for BLM since we need to stand still to hit hard.
Raise is only a crutch that doesn't win the party its victory, and players need to learn the mechanics in order to not die... unless a mechanic does come that demands perishing. My static has found that Raising actually detriments the party almost as much as leaving the party member for dead, between the party member not lining up well with mechanics and their damage already having been lost from their death... so that already leaves problems.
I think a lot of people overvalue Raise, which also happens to really affect the potency of Red Mage as a byproduct, because they're all expected to use their convenient ability to Raise whenever things go sour, whether or not it helps.
Last edited by EllieShadeflare; 12-30-2017 at 11:48 PM.
Raise is not that useful for optimization or good runs. The value of Raise is most apparent in blind progression when you do not understand how mechanics work. Being able to see another 30 seconds of the encounter, even if you eventually wipe anyway, is immensely important in my humble opinion. Once everyone understands the fight, Raise (from DPS) becomes a lot less important.Raise is only a crutch that doesn't win the party its victory, and players need to learn the mechanics in order to not die... unless a mechanic does come that demands perishing.
My static has found that Raising actually detriments the party almost as much as leaving the party member for dead, between the party member not lining up well with mechanics and their damage already having been lost from their death... so that already leaves problems.
I think a lot of people overvalue Raise, which also happens to really affect the potency of Red Mage as a byproduct, because they're all expected to use their convenient ability to Raise whenever things go sour, whether or not it helps.
Fried popoto enthusiast.

Indeed, but even IN progression, survival is still pretty important on its own on top of learning the mechanics. But we're also left a bit of a dilemma.Raise is not that useful for optimization or good runs. The value of Raise is most apparent in blind progression when you do not understand how mechanics work. Being able to see another 30 seconds of the encounter, even if you eventually wipe anyway, is immensely important in my humble opinion. Once everyone understands the fight, Raise (from DPS) becomes a lot less important.
As it stands, Raise is so overvalued that Black Mage is underutilized until after progression, on top of BLM's myriad issues. However, this leaves the job that has the easiest Raise, Red Mage being significantly undervalued for its lack of usefulness beyond rezzing.
Both need to be addressed, to be honest.


This is so true, I mean, if you need more raise than what your healer can dish, you've already lost the dps check. (unless you highly overgear the fight, then one can ask why you keep dying)Raise is only a crutch that doesn't win the party its victory, and players need to learn the mechanics in order to not die... unless a mechanic does come that demands perishing. My static has found that Raising actually detriments the party almost as much as leaving the party member for dead, between the party member not lining up well with mechanics and their damage already having been lost from their death... so that already leaves problems.
I think a lot of people overvalue Raise, which also happens to really affect the potency of Red Mage as a byproduct, because they're all expected to use their convenient ability to Raise whenever things go sour, whether or not it helps.
I'd actually wish they'd change raise to be instant with a 1min CD shared by every parrty member.
Beside making healer save mana, having a RDM/SMN over a BLM would have no impact so that'd be one thing.
They could also make rez cost 0 mana, Imo, the 10sec of animation lost +1min of -25%% dps stat is more than enough to punish any group.
As a side note, when people tell me RDM/SMN can rez healer if they're both dead. Oh boy the boss better be dead soon if both you're healer died
Regarding the meta, unless they add a proper magic weakness (which would just create a special caster meta with a NIN), there's no way they'll ever balance job as long as there is damage type debuff. It's just impossibel. I know Piercing has been nerfed from 10 to 5%, but still, 5% dps increased on 1 or 2 players (I do not consider the dragon since it's kind of part of its own toolkit you know, a bit like the monk), is just insane. It's like if these two player have a permanent balance on.
And the worst, if only these 2 jobs were "selfish" dps like SAM or BLM, but no, they're those amazing buffing range with a ton of utility.
Last edited by Sylvain; 12-31-2017 at 08:16 AM.
I'm sorry but this is horrendously untrue. Progressing a fight means seeing more of it, and practicing each part until you can perform the whole. Even if the pull is not a clear, you can learn a lot from every wipe and increase the value of your time many times over simply by the ability to remove stress from healers, or revive them.This is so true, I mean, if you need more raise than what your healer can dish, you've already lost the dps check. (unless you highly overgear the fight, then one can ask why you keep dying)
Beside making healer save mana, having a RDM/SMN over a BLM would have no impact so that'd be one thing.
As a side note, when people tell me RDM/SMN can rez healer if they're both dead. Oh boy the boss better be dead soon if both you're healer died
DPS checks in this game are currently so lax there is no relevant fight that cannot be beaten with multiple deaths even in progression level gearing, and if your team is failing DPS checks in Deltascape due to res sickness then you need to look at your perfomance honestly and critically.
I mean this with as much courtesy as possible but you simply don't have the understanding of raiding required to realize how potent raising is in this game
There are many changes they can make to achieve a balance, currently disembowel synergy is the benchmark for how powerful something would need to be to overcome what is now meta.Regarding the meta, unless they add a proper magic weakness (which would just create a special caster meta with a NIN), there's no way they'll ever balance job as long as there is damage type debuff. It's just impossibel. I know Piercing has been nerfed from 10 to 5%, but still, 5% dps increased on 1 or 2 players (I do not consider the dragon since it's kind of part of its own toolkit you know, a bit like the monk), is just insane. It's like if these two player have a permanent balance on.
And the worst, if only these 2 jobs were "selfish" dps like SAM or BLM, but no, they're those amazing buffing range with a ton of utility.
Last edited by Sfia; 12-31-2017 at 09:14 AM.

This. So much this.Indeed, but even IN progression, survival is still pretty important on its own on top of learning the mechanics. But we're also left a bit of a dilemma.
As it stands, Raise is so overvalued that Black Mage is underutilized until after progression, on top of BLM's myriad issues. However, this leaves the job that has the easiest Raise, Red Mage being significantly undervalued for its lack of usefulness beyond rezzing.
Both need to be addressed, to be honest.
I'm going to pretty much agree with this post as well. Back when I played trading card games, I got really tired of three-deck metas. However, it's worth noting that the meta in FINAL FANTASY XIV really doesn't matter unless you're going for world firsts. After that, maybe people should just not be selfish and learn how to play with black mages.You are right that it is nigh on impossible for it to be balance competitively, however, when a class has been out of the meta since the start of 3.0 (Although it took a few patches for it to solidify, with the triple melee comp eventually losing out to the current double ranged comp that has dominated since Patch 3.3), its unacceptable. The only real change to the meta is Red Mage being used in progression because of its raise utility.
I don't think giving BLM a raise will fix the class at all. Its got inherent DPS issues which will mean its going to always be outside of the meta, and compared to RDM has a steeper learning curve - you can take a RDM into a fight blind and do a lot better than with a BLM.
Once the DPS issues are fixed on BLM though, they still need to address the chunkiness of the class. There's a lot of QoL needed.
I don't expect SE to do it perfectly, but I at least expect them to try and break up this awful meta comp that has stuck around for so long. SMN was a good try at that, but its still outshone by NIN/BRD/MCH/DRG. I think SE should certainly ask players who play the game their advice and take it into account - it would be a good idea.
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