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  1. #1
    Player
    Eloah's Avatar
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    Jan 2015
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    Gridania
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    2,848
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    I didn't read everything because I honestly don't think I have a leg to stand on. But, please, we can't let the "meta" consume us, and a lot of what I saw is nothing but fitting g RDM into the Meta. We make the Meta work for us, not the other way around.

    If it's a simple, "I feel weak and would like a potency buff" or "my rotation feel too complex for the amount of damage I do" those are good examples of wanting balanced gameplay. The second we start talking about "removing this skill for balance" or "using this skill is a DPS loss" or "you play X for prog and Y for farm" we're letting the Meta take hold and "control" us.
    (1)
    Last edited by Eloah; 08-16-2019 at 06:11 AM.

  2. #2
    Player
    Wayfinder3's Avatar
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    Jul 2016
    Location
    The Crystarium
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    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Eloah View Post
    I didn't read everything because I honestly don't think I have a leg to stand on. But, please, we can't let the "meta" consume us, and a lot of what I saw is nothing but fitting g RDM into the Meta. We make the Meta work for us, not the other way around.
    Has nothing to do with meta, it's purely based on disparities and RDMs kit not interacting properly with the RNG nature of it's burst window, the lack of resource control and the over/inconsistent taxation of verraise. i didn't drop the term meta in my post once because thats not my goal here

    Quote Originally Posted by Eloah View Post
    If it's a simple, "I feel weak and would like a potency buff" or "my rotation feel too complex for the amount of damage I do" those are good examples of wanting balanced gameplay. The second we start talking about "removing this skill for balance" or "using this skill is a DPS loss" or "you play X for prog and Y for farm" we're letting the Meta take hold and "control" us.
    The problem is that, asking for these things usually bring Verraise to the forefront, if you look at this post. i deliberately made verraise a side topic in this discussion because the community can only ever talk about it and ignores all other aspects of rdm plays besides their percieved difficulty. Still what this thread devolved into is verraise this or that and the rotational issues i discussed are completely overshadowed. Verraise is actually toxic as the community can't seem to look past the skill and lacks the ability to quantify it's usefulness beyond when it COULD work as opposed to when it CAN'T. As a result, RDM is stuck in a limbo because nobody is willing to discuss any aspects of the job and all issues are generally met with Verraise. There is no progression here, only a circle jerk of "This is bad, and doesn't feel good" and "But Verraise..."
    (2)
    Last edited by Wayfinder3; 08-16-2019 at 06:24 AM.
    "This is what lights the darkness. A chance to make everyone happy!"
    —Sora

  3. #3
    Player
    Eloah's Avatar
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    Jan 2015
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    Gridania
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    2,848
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Wayfinder3 View Post
    Has nothing to do with meta, it's purely based on disparities and RDMs kit not interacting properly with the RNG nature of it's burst window, the lack of resource control and the over taxation of verraise. i didn't drop the term meta in my post once because thats not my goal here
    I never said you or anyone "said" meta, I was just stating that a lot of it sounds like people are using the meta to want to make changes, not gameplay and fun.
    (0)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  4. #4
    Player
    Duelle's Avatar
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    Mar 2011
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    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Eloah View Post
    I never said you or anyone "said" meta, I was just stating that a lot of it sounds like people are using the meta to want to make changes, not gameplay and fun.
    Fun and gameplay are great, but balance is also a thing. In fact, balance seems to be the reason some people here say "you can't buff RDM's DPS output because they have Verraise". And since the developers have also taken this stance (according to what has been mentioned in this thread), the ground rules for the discussion have already been decided.

    The alternative would be to just sit there and accept that RDM should be treated this way because of utility, which goes counter to the point of DPS classes in a trinity MMO. Hell, even in non-trinity MMOs it can be a problem.
    (3)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #5
    Player
    Wayfinder3's Avatar
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    Jul 2016
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    The Crystarium
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    400
    Character
    Sora Belle
    World
    Faerie
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Eloah View Post
    I never said you or anyone "said" meta, I was just stating that a lot of it sounds like people are using the meta to want to make changes, not gameplay and fun.
    I'll explain the problem with verraise as a utility when compared to other jobs. AST is rewarded with RDPS for their raid, NIN is rewarded with rdps, every job's primary utility rewards the raid for good play with the exception of RDM and to a lesser extent, SMN as a portion of their kit is hindered but balanced around the idea of fixing the mistakes of others. This is NOT a reward, raising is inherently a dps negative ability as someone needs to die for it to be applicable. Thats the first problem as it's the ONLY raid utility that may or may not reach it's activation requirement. Should this happen, since healers have REZ, it would need to be more than just 1 or 2 isolated deaths for Verraise and SMN rez to be of actual value when compared to compositions without them. The problem lies with the fact that RDMs contribution is so low, that in early encounters, 2 deaths is likely the max to reach enrage without gear and in High level progression such as Turn 3 or 4, Death is flat out not acceptable if you mean to clear the encounter. Here is your fundamentally flawed issue with caster Rez and why it should be removed, it's because it's only limits SMN and RDMs potential as DPS and actively loses effectiveness later on while not fully mitigating the penalty of Death because that would be too strong.

    Tl;dr:
    1. Verraise is not truly quantifiable by the community and the developers
    2. It is not a reward for RDM and SMN as it is inherently dps negative to the caster
    3. It taxes their dps far too much without filling in the gaps of Utility needed for disparities not to exist actively making encounters more difficult early on, and the skills are pointless after awhile
    4. It does nothing for a good party and begins to actively work against a RDM and SMNs performance
    5. RDM shouldn't exist to clean up PF/DF memes, if you're wiping so much that they're needed, you're likely not clearing that run anyway
    (3)
    Last edited by Wayfinder3; 08-16-2019 at 11:51 AM.

  6. #6
    Player
    Gaethan_Tessula's Avatar
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    Jun 2019
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    Gridania
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    Character
    Gaethan Tessula
    World
    Adamantoise
    Main Class
    Blue Mage Lv 70
    That doesn't require Verraise to go away. It just requires SE to realize that one raise and minor rDPS buff alone does not a support kit make.

    Not all utility is quantifiable in the same way. Class fantasy is also something to remember. As much as someone in this thread said they wanted Mystic Knight, RDM is not MKT. It's Red Mage, a fusion of black and white magic that can attack with magic and sword, heal, and support. RDM in FF14 would need several healing/supportive spells/abilities to hold onto that legacy if Verraise is dropped. Frankly, I think it should get them anyways in addition to retaining Verraise.

    Again, this isn't an intrinsic problem with Verraise, it's the FF14 dev team's inability to balance things that aren't straight DPS numbers. And the trend of homogenizing to deal with it is going to burn them eventually. The more similar things get, the more you compress uniqueness and disparity of utility, the more little differences can make one job definitively superior to another.
    (2)

  7. #7
    Player
    Gaethan_Tessula's Avatar
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    Jun 2019
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    Gridania
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    Character
    Gaethan Tessula
    World
    Adamantoise
    Main Class
    Blue Mage Lv 70
    Verraise should stay, but only be a balancing footnote so long as DPS-checks for progression Savage are tuned to make 2+ deaths into an automatic failure.

    RDM needs more White Magic, not less, but tinted with a DPS angle. Reflect/Wall for a raid defensive + counterattack, Ver-Assize for healing+damage and a way to do away with or force a change to lucid as a role action (thing is so sad on BLM), give an oGCD heal that's strong enough to turn one healer healing GCD into a DPS GCD per cooldown (bring erase back, but buffed?).

    RDM could use appreciable auto-attacks. This places them closer to being melee (maybe a cooldown could be made to allow ranged autos for a little bit, as a mechanics mitigator). Zipping out of range remains an option for dodging or movement, but the default place for RDM is up close (frankly, there's no BENEFIT to being able to go in an out that SUM or BLM or any physical ranged doesn't already have).

    RDM deserves to be the support-DPS of the caster branch, with a healing and defensive streak to match their lore and legacy in the FF series. They DO need to be ~12-15% below BLM DPS, because BLM offers absolutely nothing else (except AoE sleep lol). RDM's problem in my eyes isn't that it's a bad DPS, it's that its support function is wrongly focused on Raise and a GCD Cure that's only relevant for soloing or salvaging hopeless parties in content with no enrage.
    (1)
    Last edited by Gaethan_Tessula; 08-16-2019 at 08:55 AM.

  8. #8
    Player
    Eloah's Avatar
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    Jan 2015
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    Gridania
    Posts
    2,848
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Gaethan_Tessula View Post
    Verraise should stay, but only be a balancing footnote so long as DPS-checks for progression Savage are tuned to make 2+ deaths into an automatic failure.

    RDM needs more White Magic, not less, but tinted with a DPS angle. Reflect/Wall for a raid defensive + counterattack, Ver-Assize for healing+damage and a way to do away with or force a change to lucid as a role action (thing is so sad on BLM), give an oGCD heal that's strong enough to turn one healer healing GCD into a DPS GCD per cooldown (bring erase back, but buffed?).

    RDM could use appreciable auto-attacks. This places them closer to being melee (maybe a cooldown could be made to allow ranged autos for a little bit, as a mechanics mitigator). Zipping out of range remains an option for dodging or movement, but the default place for RDM is up close (frankly, there's no BENEFIT to being able to go in an out that SUM or BLM or any physical ranged doesn't already have).

    RDM deserves to be the support-DPS of the caster branch, with a healing and defensive streak to match their lore and legacy in the FF series. They DO need to be ~12-15% below BLM DPS, because BLM offers absolutely nothing else (except AoE sleep lol). RDM's problem in my eyes isn't that it's a bad DPS, it's that its support function is wrongly focused on Raise and a GCD Cure that's only relevant for soloing or salvaging hopeless parties in content with no enrage.
    Thanks for this, its sorta what I was trying to say, but couldnt because I kept having to pulled back into work. For the most part RDM does emulate the feel of a RDM quite well, but people are too focused on their lower DPS and Verraise, that's the Meta I mentioned. The focus needs to be on how they feel as a "caster" DPS since that is what they are classified as, and in that aspect some tweaks could be made so that they feel like they offer more support then just a raise. Verraise itself isn't the issue, people are making it the issue, which is why SE has their current stance.
    (0)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  9. #9
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Gaethan_Tessula View Post
    Verraise should stay, but only be a balancing footnote so long as DPS-checks for progression Savage are tuned to make 2+ deaths into an automatic failure.

    RDM needs more White Magic, not less, but tinted with a DPS angle. Reflect/Wall for a raid defensive + counterattack, Ver-Assize for healing+damage and a way to do away with or force a change to lucid as a role action (thing is so sad on BLM), give an oGCD heal that's strong enough to turn one healer healing GCD into a DPS GCD per cooldown (bring erase back, but buffed?).

    RDM could use appreciable auto-attacks. This places them closer to being melee (maybe a cooldown could be made to allow ranged autos for a little bit, as a mechanics mitigator). Zipping out of range remains an option for dodging or movement, but the default place for RDM is up close (frankly, there's no BENEFIT to being able to go in an out that SUM or BLM or any physical ranged doesn't already have).

    RDM deserves to be the support-DPS of the caster branch, with a healing and defensive streak to match their lore and legacy in the FF series. They DO need to be ~12-15% below BLM DPS, because BLM offers absolutely nothing else (except AoE sleep lol). RDM's problem in my eyes isn't that it's a bad DPS, it's that its support function is wrongly focused on Raise and a GCD Cure that's only relevant for soloing or salvaging hopeless parties in content with no enrage.
    As much as I would love for rdm to become healer support as their job identity, it would not break the wheel of the current situation. Prog mage and farm mage.

    I would however like to limit, but extend casters into that role of healer support with an ogcd role action raise and bringing back apocastasis [combine ranged bind and heavy together then give them back palisade too to contrast.] A buffed Erase can come back as a RDM skill, by moving Engagement down to level 40 at 100 potency, then buffed to 150 at 72 with displacement trait.

    To me, all meaningful raid defensive tools should be shared amongst the role. Defense should be balanced separately from offense.
    (1)

  10. #10
    Player
    Drayos's Avatar
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    Jun 2019
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    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Gaethan_Tessula View Post
    Some of the things I valued about this game's diversity were present as recently as Stormblood. Some are still in the game technically (you can still play T7 on min ilvl and need to heavy/bind an add, for example). If that counts as another game, so be it. It's the direction the game is heading, consistently, that worries me. Because I've seen other games do similar things before, and it didn't end well.

    I will indeed leave this game when it's blatantly nothing more than a DPS rat-race of shallow depth, but we aren't there quite yet. If I truly wanted to play a different game, I wouldn't be here spending this much time on a forum post. I still have FF11, for as much time as it has left, but I do like FF14 too.

    As to more jobs being harder to balance, maybe if they can't make jobs that are both unique and balanced, they shouldn't keep making more jobs? Alas, it's easier to sell someone on something new than improving the old, even if the end quality of the latter turns out higher.
    I think he means to spread CC across not to balance.

    They’ve never rly had a issue with balance and get numbers sorted quickly. But I don’t think you could come up with unique CC for every job without duplicating so we’d become homogenised in CC and a over-abundance of CC is just as bad as a lack of CC.
    (1)

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