
Originally Posted by
Aana
Unfortunately on my phone at so sorry for typos and lack of multiple quotes for context, but a few things.
Veul, path and reprisal aren't really the equivalents that were adjusted. Path, halone, and (old)delerium are each tanks original raid mitigation. Str. Int. All. 3rd hit combos with 20 sec durations. All 3 tanks lost those. All 3 got reprisal. They wanted to delete always on mitigation (mnk lost it too). Nothing wrong with that. They moved all raid support to timed actions with costs. Pld gauge, drk mp, Pld actions+cure activation, (now) war CDS consumed. Drks is the only one that refunds anything and has the shortest CD. Balanced by being ST. It could use some love but the concept of these tradeoffs doesn't sound unreasonable. The numbersecond might need tweaking, but I like that they function differently and each affect game play of the player.
As for "easy" dps. I didn't say I agreed. I said that is the vocalized Dev reasoning. As for dot vs burst class, the burst class is rewarded for playing around the fight. If you can get you windows of burst without missing any by playing around mechanics and letting downtime tick your timers away, of course you win. That's the point. If you can play your burst job to the specific fight well you are rewarded with damage. If you can't or screw it up, you fall flat. Hard. High risk high reward. Compared to dot jobs who have a more consistent output no matter the fight or sotuation. At the higher levels you see that play out and that creates the disparity of a couple 100 dps. Is that fair? Eh kinda ish. Drk is functionally has a higher floor and a lower ceiling. Burst dps jobs have lower floors but higher skill ceilings. In 1 light that is quite equitable. If you are a skilled drk player however it feels limiting because the job holds you back. It's a design choice, but it is still balanced, just not at the highest levels, but it makes drk overturned at lower skill levels. It's more of a design philosophy than a balance problem. When you look at the wide range of player skill level, the jobs are more balanced overall. But when you slice off the top, you always see disparities that aren't present at the bottom. This is true in all things though. Players pushing things to the max will highlight minor differences that are completely unimportant at lower levels of play. And like most games, the conundrum is to balance for the masses or balance for the pros. Drk doesn't make the cut at the highest levels of play but even then by a relatively small margin.
And thus is why meta are stupid and people shouldn't freak about it constantly. Most people could play any tank and it wouldn't make a lick of difference. Most of the complaints are people that don't play at the highest level. If you didn't clear neo in the 1st couple weeks you aren't in the elite where any of the minutia matters. We come in 20 ills higher than the 1st groups and whine that X class is to strong or weak, but the truth is that your personal skill and gear is thedefining characteristic of your success or failure when you aren't on the cutting edge where pushing the limits is a given. Play what you like. As long as the jobs arent horrendously fucked up, it's a delusion in your head that your class is a defining factor. And right now, the jobs are not horrendously fucked up.
And yes i know wars were whiney bitch monsters at SB. I can't undo that, but I can say I didn't agree with them then just like the overdone drk QQ now.