Is fall off damage still necessary? I'm not sure why it's there to begin with so I'm genuinely curious.
Is fall off damage still necessary? I'm not sure why it's there to begin with so I'm genuinely curious.
Diminishing AoE serves a purpose on AoE actions that are also included in the single target rotation. It allows them to have a potency worthy of the time/effort it takes to put them into a single target rotation, without making them overpowered when they're actually being used on groups.
However, I feel that AoE that is strictly for AoE should just be a flat potency across all targets, since it doesn't need to take single target vs AoE balance into account.
Error 3102 Club, Order of the 52nd Hour
Ah. That makes sense. Thanks for the infoDiminishing AoE serves a purpose on AoE actions that are also included in the single target rotation. It allows them to have a potency worthy of the time/effort it takes to put them into a single target rotation, without making them overpowered when they're actually being used on groups.
However, I feel that AoE that is strictly for AoE should just be a flat potency across all targets, since it doesn't need to take single target vs AoE balance into account.![]()
I find it odd that they're largely buffing AoE by giving all tanks/melee an AoE combo and providing new AOE options for most classes in the 70-80 range.
Makes me wonder if they tweaked trash mob health to compensate or if they just intend to have mass add phases in raids more often now.
Before AOE Fall off black mage, white mage teams spamming flare and holy absolutely destroyed dungeons, they added falloff so the skills were still powerful, but not as effective in large packs
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For the most part, AoE fall off damage is to stop mass pulling and AoE spam being an effective strategy.
... Oops
With some specific skills, such as Foul (Pre-ShB) being designed so that they can be incorporated in both ST and AoE rotations without being broken in AoE.
At this point, they seem to be getting rid of all the AoE skills used in ST rotations (Such as implementing Xenoglossy to replace Foul) which means that the falloff for now AoE only skills just makes no sense. Especially while things are still just "Mass pull until the dungeon literally stops you from advancing then AoE everything down"
partly correct, but mostly incorrect.Diminishing AoE serves a purpose on AoE actions that are also included in the single target rotation. It allows them to have a potency worthy of the time/effort it takes to put them into a single target rotation, without making them overpowered when they're actually being used on groups.
However, I feel that AoE that is strictly for AoE should just be a flat potency across all targets, since it doesn't need to take single target vs AoE balance into account.
as the 2 posters above me stated, its to prevent mass pulling in 2.0, when most jobs lacked good AoE options. (and speed run Wanders Palace in a few minutes, instead of 20-30minutes)
The more enemies you pull, the less damage you deal.
(and originally, only the jobs who actually were solely picked for the purpose of mass pulling were effected. WHM doesnt use, nor never used Holy in single target)
If they wanted to do this to Flare, which was a spell incorporated into single target uses, it could have a smaller potency on hitting every target after the 1st, but it didnt need to continue to get lower after the 2nd, then 3rd, then 4th, etc.
It could do the same damage to every target, except the primary target, and be fine.
(But in all honesty, having a PLD super pull, hallowed ground, BLMs Flare, WHMs Holy, BRDs refreshed MP, while AoEing, and you couldnt do this with other DPS, nor WAR/SCH. Part of the reason WAR gained more -x% of the enemies damage style mitigations in 2.1)
Last edited by MaraD_; 05-31-2019 at 09:58 PM.
It does nothing but try to keep players in content for longer periods (dungeons).
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
It's to counterbalance the loss of SCH's AoE.I find it odd that they're largely buffing AoE by giving all tanks/melee an AoE combo and providing new AOE options for most classes in the 70-80 range.
Makes me wonder if they tweaked trash mob health to compensate or if they just intend to have mass add phases in raids more often now.
Sorry, I might have been unclear with the first part. I didn't mean to say this is how it works. I meant that this is how I think it should work.
I know it's really for discouraging mass pulls; I just don't think that's a particularly good reason. We're going to mass pull anyway. If an AoE skill is too powerful, they should lower the flat potency rather than adding a sharp decrease in damage to additional targets.
Error 3102 Club, Order of the 52nd Hour
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