Have time to change the floor tile but don't have time to increase sum & rdm potency, make sense.Like someone above said, it has to do with timing. They cant make sweeping changes in the middle of a raid tier as that would cause problems for raiders who invested a lot of time/gil into their gear/melding. Big changes will inevitably come, but only in a big patch with new content and when raid tier has quieted down.
Wasn't expecting NIN to be the new MNK or anything but I at least don't feel like a liability anymore.




Not sure how long you may have been around but they never make anything more than potency changes in between the x.0, x.1, x.2, etc. patches. The dev team is full aware that potency changes are a band-aid. But anything is better than nothing and it also helps them scale the bigger changes that come in the bigger patches. The worst thing they could do is make sweeping changes to an entire role or rebalance all of the DPS in the middle of a raid tier.



more so a comforter patch for NIN,SAM and SMN
of course RDM and Range DPS could have gotten something as well
but we will see much more changes in 5.1 which is what 3-5 weeks away?
It's a shame for SAM, the buffs were their opportunity to climb to useful-melee levels and it's a miss. If contributing to your team is a big reason to play, why play SAM, which when played well will equal a mediocre monk without any party buffs?
Those saying SAM is super easy probably haven't played it. It gets clunky as you optimize it, you need exact SkS and to keep your rotation on a loop or your cd's misalign and you start losing Tsubame and Meikyo uses. Other classes were made to play more smoothly and had clunk removed. We had some added.
It's also funny seeing Kaeshi: Higanbana get a buff too. I know it's just auto-linked to regular Bana, but do the devs realize that Kaeshi-Bana has literally no applicable use whatsoever?
That said, grumble aside, some ranged have it even worse, others that needed tweaks sorely got none, and a buff is a buff so I'll take it. It shows they do realize we exist so cheers devs![]()


I feel like the team is prepping for something big hence not much time put into job changes. They gonna pull another Verminion thing and blow their time on something useless XD.



SMN changes come as no real surprise to me, even if I was hoping for a little more. I expect they'll probably extend DoTs in 5.1, which will help make things smoother. I'd still like for Egi Assaults to be a bit less clunky and some adjustments to pet response (particularly the demis during movement), but I somehow doubt we'll see anything significant on that front for some time (if ever).
Last edited by ChaoticCrimson; 08-30-2019 at 05:31 AM.

SMN changes feel more like SE is laughing at us than anything





Quite curious what they'll do for summoner in 5.1, obviously as others said (and they themselves lol) this 5.08 was more of a short term adjustment while the bigger changes come later (so here be the more minor, non-mechanical, part of the change). At least now I can attack something at low HP without feeling like a wet noodle without any sauce.
Probably shouldn't do this for all buffs but I thought a concept that might allow job's team buffs and still be fairly strictly balanced and not as tightly bound to "must have" lower DPS.
Sort of a concept I was thinking for the Dark Theme'd Healer Eldritch/Void Necro-like job but say for example they cast curse. Monster is inflicted with curse which increases incoming damage, up to 500 potency over Y seconds duration on an X second cooldown. As you can see it balances itself no matter 4 or 8 members as it's not % based and while it relies on allies to work well and expediently it also actually offers most of it's features back to you as well. So that has some added benefit that you might be able to get some of the skill value yourself, if the skill lasted 20 seconds in a normal party situation that curse gets eaten up in like 2.5 seconds but you're off on your own and after max duration you get up to 80% value. This is obviously not "full value" but it's a lot more potential value confirmed to yourself this way vs a normal party buff skill. And just for the sake of completing this fake skill I'd suggest that once the curse is consumed you get some sort of buff or job currency (like Dark Knight blood) to utilize for other things, in a dark healer's case this might be unlocking some oGCD heals or utility features.
While you'll lose some solo potential value (which is fine I suppose, support jobs and all) you could also have the concept applied to allied buffs too. Like Bard begins to sing a song in radius that increases everyone's damage up to X potency each. Simply adding a player cap to that would then make it under perfect control (so no difference between 4 or 8 man then), say it was like the two nearest allies are invigorated by your song gaining 50% bonus attack damage up to 600 potency for 30 seconds, when the buff is consumed add a notch to the bard's song
Changes the flavor of the skills a bit and probably some team buff like skills shouldn't follow it to keep that full team concept but I felt it might work really neatly and easily balance-able that way for some jobs. Allowing their team skills to not really encroach on their own personal DPS as much (as the first example they might find a way to consume most of that buff themselves given full duration, or they wouldn't be balanced around losing as much personal DPS as their team skill would have fixed upper limits like the bard example). Just adding a bit of consistency and expectation I think.
Last edited by Shougun; 08-30-2019 at 12:51 AM.
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