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  1. #11
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    843
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    Quote Originally Posted by Dyvid View Post
    Can we be real though. What changed from 4.0 to 5.0 that is causing a these huge problems? DoTs are basically the same, ruin had a potency lowered but then added the potency increase with DoTs, Bahamut doesn't respond to action but comes out more frequently, we got FBT/Phoenix, Garuda and Ifrit have a clear role, and Egi Assault proc ruin IV all the time rather than 15%. Bosses mechanics haven't changed Dungeons haven't changed.
    There are a lot of tangential factors that affect the dps output of a job, and these can exacerbate an already bad situation making it even worse than SE's intended tuning (like now). Which is not to say that SE has tuned the job right in the first place, but it's making things even worse.

    Consider the fact that energy drain and trances will lose usages over the course of a fight due to the inability to carry over their usages/cds through downtime. This already happens on e1s with high raid dps, as well as instances like e3s' maelstrom jumps, or e4s' long transition. An aetherflow-centric kit did not have this problem and this is something experienced summoners have warned about ever since the media tour. If you lose a demi summon because of poor fight timing, that's 2000 potency down the drain - 2000 potency that could've made summoner look better relative to other jobs.

    SE probably models job performance as a simple full-uptime dummy situation, so any deviation an actual fight brings is just left to the flexibility of the job's toolkit to cope with, as an emergent factor. So, a weak toolkit that can't cope well will therefore tend to perform below spec in practice due to all this clunk coming into play.

    Contrast this with a job like BLM that received nothing but extremely potent and relevant gameplay tweaks. Xenoglossy and 30s sharpcast ensure that even in the most difficult fights in the game, they never actually have to stop casting if played well - the one weakness casters (especially blm) are meant to be balanced around. Polyglot continues building during downtime, while umbral soul lets you use that same downtime to generate resources and prep a stronger burst when combat restarts.

    Relevant changes like these conversely ensure that BLM will tend to perform above spec and very close to the ideal vision of the job. It's subtle things like this that can cause massive swings in real world performance even if SE intends certain jobs to perform equally on paper.

    Quote Originally Posted by Dyvid View Post
    People doing Savage and Extreme are really the ones having issues with timing and flow but for me and my casually stuff, I'm having minimal problem outside of learning fight and PUG learning fights.
    Good for you, but it's important that the game is balanced around difficult content and the assumption that jobs are being played properly. I mean, I could try my hand at ninja or samurai and I'm sure it'd be pretty fun. I know nothing about those jobs, ignorance is bliss after all, but it also means my opinion on those jobs shouldn't be weighed as heavily as the people who actually understand the job.
    (5)
    Last edited by Myon88; 08-09-2019 at 09:18 AM.

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