Which is unfortunate because I've love to have a magic caster focused party and well I don't see that happening for a looooong time.Random fun fact on that note:
In live letter XXXVI, the one showcasing the SB changes, they said that this time they wanted to look at things from a party DPS perspective, because people were mindful about picking their party members for raids.
That implies however that up until Stormblood, they didn't even look at synergies. Don't expect much from that.
anyway the meta of the game have a few troubles:
- first the lack of true synergie.
- second the fact that melee are outdps by ranged
for the first one, i means by this that if the samurai is a strong dps, in a group with people using utility he must reach higher dps, the trouble is instead to see the dps of the sam (or the monk before sb) to be really high alone and getting higher in a group with utility, they balance the dps around the group buff. what is an error... the dps of each jobs must be changed in function of the buff the group bring, more buff, more dps, but at the same time, the jobs that bring this buff, can't compete with a selfish dps, since it role is to bring an absurd dps. in this case, we have 2 jobs that fit this bill, Black mage and Samurai, they have no utility and normally are means to bring maximum dps.
the second point is simple, a melee have more risk, ask more skill for be played, since not enough to have ressource to take care like sen, kenki, chakra,... they need to respect combo and positional that often place the melee in a dire situation, without forget that when the boss move away or it asked to flee the boss or take care of add... the melee need to move from target to target, what a ranged don't have. yes they can loose 1-2 spell time to time for move... but it's far less punishing than loose of grease lightning or loose of time for each time the melee need to move away. in this case, a ranged have less pressure on his gameplay, yes many fight make the casting a trouble, but with skill and knowledge about a fight it's easy to know where to go and when to go. a melee have more trouble to deal with, more risk means more reward, sadly with the recent 4.2 we do see come back the same trouble of the 2.1 at to know that the ranged dps and the melee have almost the same dps, if not more dps. what is absurd....
Samurai was beginning nicely, but since ranged did cry it's now a joke... they need to understand that put the melee and ranged on the same page for the dps is an error. a ranged must'nt equal a dps from a melee. until they understand this and male the adequate change, understand here, that the samurai can have the same dps than other, without the group buff... and get insane if the group support him. the samurai will take the same road than monk, at to know they will add an utility to the next expansion, because they don't want to admit that a dps jobs can simply be the best by a large margin if play perfectly. they don't want other jobs to cry because they can't catch up.
they do have 2 selfish dps, one ranged one melee, they need to make sure that both with find a place, but strangely, a black mage now find more easily a place in comparaison to samurai... it explain all. it's a failure on them side to not understand that simple point.
and for the black mage that will come here say it's harder to play black mage, please go try samurai and try to reach top dps in constant... it's far more complexe and harder than blm... or any ranged.
Last edited by silentwindfr; 02-08-2018 at 07:52 PM.
It's not true. Put aside the fact that "skill" is more linked to the player for the major of the time, I play MCH, BRD, SAM, MNK and DRG, I don't find melee more difficult or anything else than other. I would even say the hardest dps I've played is MCH, which the Rota is very punishing for any mistake, and any death too hard to recover.
Btw, Only the MCH is better than some melee, and it's not all, and the MCH needs to be very very good. And it's not the... What? 2%? Of the players that plays MCH whom will out the melee from the meta...
No, for me, the only problem is that some jobs are too powerfull together, like the combo DRG-BRD-MCH. It's waaaaaay too powerful. They are buffing each other with a perfect synergy, and beside, you have the RDM, BLM and SMN, three casters, that barely interract between them.
"Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle
Well yeah. You have those 3 with perfect synergy and then Ninja with Trick that's guaranteed a spot with Enmity control as a bonus. And if you do take RDM it's for the Raise and Embolden which is again mainly buffing your melee dps for the whole party.No, for me, the only problem is that some jobs are too powerfull together, like the combo DRG-BRD-MCH. It's waaaaaay too powerful. They are buffing each other with a perfect synergy, and beside, you have the RDM, BLM and SMN, three casters, that barely interract between them.
Wanting to play as a Magic Caster seems rather discouraging. Still going to run BLM regardless however.
Sam are pulling 6k. So are DRG BRD and SMN. But those classes brings over 500 rdps in utility each. That's an issue.
http://na.finalfantasyxiv.com/lodestone/character/12116351/
Well, Yoshida said at the recent Live Letter that they are looking at adjusting Samurai to increase DPS while still keeping their job identity. So hopefully they do go with the "engine of destruction" option mentioned previously.
Sounds like it'll be some light dps buffs to make up for them buffing the dps of everyone else, which is fine. I think that's mainly all it needed was a little jump to keep it ahead to make up for lack of supporting others.
I just want to be able to use enpi without breaking combos. I am easy to please.
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