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  1. #21
    Player
    Remus's Avatar
    Join Date
    Aug 2013
    Location
    Garlemald
    Posts
    1,392
    Character
    Robas Kebas
    World
    Odin
    Main Class
    Samurai Lv 100
    It's strange because SAM was in such a great position in 4.0... but then they buffed all the other classes so the gap closed. Now SAM is no longer wanted. They really need to look at SAM especially after the MNK buffs. MNK was already close to SAM in DPS and wouldn't surprise me this pushes it over.
    (3)

  2. #22
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Kabooa View Post
    You give it to the tanks. Giving DPS permanent vulnerabilities enforces more party compositions, where as giving it to tanks does not. It wouldn't even have to be different vulnerabilities among them, just each tank job is capable of applying a stack, at 3/6% increased damage taken. Let it go up to 9% if you want to triple tank something.
    Give it to the tanks and you might as well remove it entirely as there will always be a tank in party content. Split magic and physical resistance between the 4 melee, and you get a situation where one slot needs to be one of two melee and the other needs to be one of the other two. This would then work closer to the idea that groups might have for the other two DPS one BRD/MCH and one BLM/RDM/SMN and you'll have a melee DPS in charge of buffing the damage of each.

    NIN I would think would be on the magic end only because it also does magic damage with its ninjutsu, the other three can sort as needed from there, though might be smarter, in retrospect, to make DRG the other magic DPS if only to shake up the current existing meta and force SAM/MNK into the physical slots.
    (0)

  3. #23
    Player
    HaroldSaxon's Avatar
    Join Date
    Feb 2014
    Posts
    637
    Character
    Harold Saxon
    World
    Odin
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by wereotter View Post
    I think they started with that intent when Stormblood launched with how much utility jobs like SMN and DRG have, so they rightly started the expansion with lower damage. Then Square caved to the complaints and buffed the jobs so that now jobs have both high damage, utility, and mobility regarding mechanics. This is blatantly in contrast to their initially stated goal that high mobility, high utility jobs would have low personal DPS.
    I'm not so sure. Utility classes were still strong in 4.0 - hell, BLM was utterly broken in a bad way - both damage wise and rotationally back then. While DRG, MCH and SMN did get buffs, Bard was still very strong, as was Ninja. RDM was also a bit stronger, albeit due to a bug.
    (0)

  4. #24
    Player
    LysLuc's Avatar
    Join Date
    Dec 2017
    Posts
    22
    Character
    Lystaria Luciano
    World
    Zodiark
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Marianno View Post
    I dislike saying that something should get toned down but in this case, I think maybe disembowel needs some kind of rework, removal, or outright removal while adding the damage to DRG personally. No amount of "play what you want and ignore the meta" will be enough currently.
    They should just change BRD and MCH their damage type to ranged damage or just physical damage instead of piercing. This would mean that RDM stilll has a benefit of having a DRG and it will just destroy the entire piercing meta as well. This also makes it so the party isnt forced to take a DRG with them if they have a BRD/MCH for the bonus 5% damage.
    (1)

  5. #25
    Player
    Azurelos's Avatar
    Join Date
    Feb 2015
    Location
    Kugane
    Posts
    39
    Character
    Azurelos Firios
    World
    Gilgamesh
    Main Class
    Samurai Lv 70
    I would like to see TP costs for SAM's AoE slightly reduced, I don't really have an idea on how much to reduce, but I feel like AoE's TP cost is fairly expensive.
    (1)

  6. #26
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by wereotter View Post
    Give it to the tanks and you might as well remove it entirely as there will always be a tank in party content..
    Give it to the DPS and you might as well remove it entirely. If the point isn't to hard-lock classes into compositions, it makes even less sense to keep them on DPS. Permanent vulnerabilities have traditionally been the realm of tanks in these style of games because it cements them as the primary Assist target, it gives them meaningful damage contribution without letting them encroach on the DPS, and it prevents forced party compositions / exclusion based solely on who brings the Vulnerability.

    You get the ability to pick and choose your composition without having to juggle which vulnerabilities are present for you to take advantage of. It's on the tanks, you're solid, grab what you want / play what you want, instead of going "We have a machinist, we need a dragoon"
    (0)

  7. #27
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Kabooa View Post
    It's on the tanks, you're solid, grab what you want / play what you want, instead of going "We have a machinist, we need a dragoon"
    Which is why my suggestion is eliminate piercing, slashing, and blunt as separate debuffs and just make it "physical"

    Separating the 4 melee DPS into two categories, one that boosts physical damage and one that boosts magical, will mean that you'll have your choice of two melee DPS for each slot as you will ultimately want one of each. As it is now, the DRG/NIN comp is practically mandatory because of enmity and piercing, but if you gave the two jobs both the same magic resist down debuff then gave monk and samurai the physical down debuff, you then want one of those both to boost tank damage, but also to boost the damage of any ranged physical and your other melee, but would still want a dragoon or ninja to boost healer and caster DPS.
    (0)

  8. #28
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Which still force locks one of each melee contributor.

    Instead of making it universal, and just giving it to the tanks.
    (0)

  9. #29
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Dunno why we want to lock slots based on what the jobs do instead of asking SE to offer a degree of synergy with casters. Hell they can throw MNK in the mix since they insist on the Fist stances. RDM could have embolden give a 15% boost in DPS to casters (PLD, DRK and healers included) and 8% to physical DPS while RDM gets infinite Mana during the durartion. I mean, options are a dime a dozen but locking vulnerabilities on melee seems like just adding another layer on this chaotic cake of party synergy.


    And yes, that cake seems to only stock on one flavor for a few years already.
    (0)
    If you say so.

  10. #30
    Player
    Rasikko's Avatar
    Join Date
    Jan 2018
    Posts
    1,394
    Character
    Rasikko Rakitto
    World
    Lamia
    Main Class
    Dark Knight Lv 64
    Quote Originally Posted by Valkyrie_Lenneth View Post
    Everyone complained SAM was "OP" when 4.0 launched, so SE buffed the other melee classes and now everyone says "SAM is worthless raiding, go DRG or NIN". Maybe don't listen to players who say DRG and NIN need buffs next time SE.
    SAM just don't offer any "carry a whole group of slackers" abilities in raids. They are a "selfish" DPS.
    (2)

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