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  1. #11
    Player
    Gaethan_Tessula's Avatar
    Join Date
    Jun 2019
    Location
    Gridania
    Posts
    222
    Character
    Gaethan Tessula
    World
    Adamantoise
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by Zyneste View Post
    Going from "Core Non-offensive utility needs to be shared amongst the role." to " we shouldn't eliminate non-DPS support abilities or make them cookie cutter across a role" is really shifting what i'm suggesting. As long as all members of the role brings an answer to the defining support, even if in a different form, then balance is still achieved. The tank invulnerabilities are an example of this. Old Mages Ballad and MP Promotion.
    Your previous example was Shield Samba/Tactician/Troubadour. Which are literally the same skill except for the animation and what level they're learned (and BRD, the one who originated the skill, gets theirs LAST currently, sadly enough). That's cookie cutter. That's homogenization. Tank invuls are a better example of things that still allow for distinct and meaningful differences in a skill while still enabling the function across a role; I find the HW refresh mechanics to be dubious on that account.

    Quote Originally Posted by Zyneste View Post
    Abilities that don't define the role, like mantra, Everlasting Flight and curing Waltz are weak enough that they don't have a considerable impact on job composition amongst the role, but still add flavor/ limited utility to the role.
    If they're allowed to be useful? Great. But how far can a skill be pushed in relevance before it becomes "role defining?" I'd rather not see all possible support skills either be terribly weak or have to be role skills.

    There are other games that have managed to find balance in diversity. FF14 isn't those games, but there's nothing that prescribes the present rigidity of capability it has even among the Trinity MMO subgenre either. Especially if the bigger definition of the role, raid DPS, is allowed to be more uniform across jobs and thus ceases to be weighed against a job's non-DPS support capabilities.

    Quote Originally Posted by Zyneste View Post
    Raise is one of these skills that define the role. It warps the dps balance its so important to it. That needs to see an adjustment. Raise on a 2 minute cool down with 2 charges seems pretty balanced to me. Call it homogenization, but a Role sets a standard for what that role should be able to do. If 1/3 members can't use the defining feature of the role, the role needs adjusted or the odd man out needs removed from the role.
    Everything warps DPS balance. Better healing and mitigation frees up healer GCD's. Better movement options make it easier to retain uptime. In this game, at least, it usually pales compared to the baseline DPS of a job. If baseline optimized rDPS can be brought more in line across DPS jobs, there's a lot of design spaced opened for new support abilities without unbalancing jobs completely. Given that weakness heavily penalizes DPS anyways, and some mechanics will just wipe the party if you fail, in the context of actually clearing difficult content I'd dispute the true potency of raise on preserving DPS. Clearly it hasn't been enough to justify RDM over BLM this expansion, and multi-rez wasn't enough to make RDM PAR with one-rez SUM during the latter's height in StB.

    I'd rather see BLM get removed from the role, and put into a new role with SAM and maybe MCH, than get a raise move.

    Quote Originally Posted by Drayos View Post
    All they realistically need to do is restore the gap to what it was in SB and we would be fine.

    The problem isn’t our dps, the problem is how wide the dps difference is between RDM and BLM.

    Just give RDM abit more dps and it’d be fine. But right now it’s like 2700 dps behind BLM. Which is too wide,
    I don't think that's an adequate solution. I have a problem in general with raid buff rDPS jobs having less rDPS than selfish DPS. It's not as much an issue when your role is straight support or something like healer (though, debatable in FF14 given how they've chosen to balance WHM and the powerful focus on DPS'ing as healer). When you're a DPS, and a chunk of your DPS depends entirely on other players, and even at your and their BEST that doesn't take you above someone who can bring more independently? That's an issue.

    Of course, the selfish DPS need their place too, which was the issue in StB. And the only real solution I can see if making optimal results from buffing only possible if you have a selfish in your party.

    Also, by the gap, do you mean the absolute number or the percentage? Because if SE insists on maintaining a rDPS gap between jobs, basing it on the absolute number becomes increasingly meaningless as expansions and gear march on. I don't have a strong opinion here, but I do note that I see players saying the gap needs to go back to the exact number it was, while ignoring that now our DPS is about double what it was end StB.
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    Last edited by Gaethan_Tessula; 08-20-2019 at 08:47 AM.