well, i think their plan work, atleast they make me go back to ply pld, so 1 more tank for their roulette, but i will never queu for that damn MSQ roulette unless they let me o skip the cutscene

well, i think their plan work, atleast they make me go back to ply pld, so 1 more tank for their roulette, but i will never queu for that damn MSQ roulette unless they let me o skip the cutscene
this is ffing killing me again, cant get in half the Jade Stoa ex farm pfs as a blm (eu)...
good ffing job SE! (and good job on the retards who only want the "meta" BS)
edit: ok, its looking better now... kind of
Last edited by Shiroe; 02-02-2018 at 08:47 PM.

Anyone who is worried about not getting accepted to groups. I will form a new static for all the non-meta outcasts. Right now recruiting DRK's, SAMs, BLMs. I have 4 dps spots, two tanks spots, and two healer spots. Whatever you don't fill, I will.
While those statistics are nice to see, if you look at historical data for Deltascape, you'll see that in the earliest days SAM (and to a lesser extent MNK and BLM) were ahead by a huge margin; and we all know how that ended up.

If I know my history, the summoner in A Realm Reborn was originally like this. And then we got Dreadwyrm Trance, and we started becoming more bursty as a result (Raging Strikes, Dreadwyrm Trance, damage over time effects, Contagion, Deathflare, sustain things, repeat). And now we're basically the burst phase mage while the black mage is turret blasts and the red mage is shotgun blasts with bursts and positioning magic.
On the topic... I made my character a couple months before Stormblood after doing some reading on how the game worked. I don't claim to be an expert on much of anything beyond the series lore.
That said, in terms of keeping things balanced, you generally look to the best users of all fifteen jobs and run at least a hundred tests to see what suffers and how. I'll assume that's already been done to death except for 4.2 simply because it's too new, and that's why we have this meta dilemma now. What we really need, then, is some reevaluation to see what these changes bring to us players, followed by ideas on how to close the gaps so more jobs become "meta viable." Until we ourselves become devs on this game, all we can really do is come up with intelligent solutions that can actually be implemented and hope SE listens.


add in the rdps of the jobs and it changes, also no offense but it's just the first week I expect it to change as ppl hone in strats and all, yes BLM has good personal dmg but once you factor raid contributions it's not so high anymore, true that it makes in the end not so important or as wide of a delta in my eyes but itì's still there if you wish to min max


The forced melee downtime doesn't help either, but it'd be nice if encounters didn't have to specifically be tailored to a struggling class to make them seem better relatively.
Edit: Also, Phantom Train's heavy aoe transition, and somehow a monk still takes the top spot.
:P
Last edited by Kabooa; 02-06-2018 at 01:11 AM.
What forced melee downtime? The only mechanic that actually forces you to go back is head on, everything else can be played around (role actions, baiting the lights and ghosts into melee), keep in mind that BLM also suffers from dealing with these mechanics.
BLM has the best personal dps, and they have no unique utility because of it. I don't see the issue.
Something something raid dps.
Something something only one week of the patch.
The point is BLM doesn't have enough personal DPS to make up for having a meta comp.What forced melee downtime? The only mechanic that actually forces you to go back is head on, everything else can be played around (role actions, baiting the lights and ghosts into melee), keep in mind that BLM also suffers from dealing with these mechanics.
BLM has the best personal dps, and they have no unique utility because of it. I don't see the issue.
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