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  1. #131
    Player
    Chimiko's Avatar
    Join Date
    Aug 2013
    Posts
    29
    Character
    Chimiko Moonwalker
    World
    Zodiark
    Main Class
    Arcanist Lv 70
    They should make all the raid buffs self buffs instead. Bring the player, not the job.

    It's just so much easier to balance something like that. Else we'll get the same shit all over in 5.4 or 6.1. Raid buffs as a whole needs to go. Then balance the jobs to be in 500~ dps diffrencen between top dps and lowest dps. Player skill should matter more than the actual job. As it is right now people are getting bullied out of their jobs by their statics casue they want them to play a job that deals more damage/heals more or buffs better. If there was barley any diffrence between top dps and lowest dps that would be the ideal world as a raider. That means i could bring a nin/mch/dnc/rdm and not feel like we're missing 4000 raid dps to beat the encounter.
    (4)
    Last edited by Chimiko; 09-17-2019 at 06:00 AM.

  2. #132
    Player
    FouDragoonr's Avatar
    Join Date
    Mar 2015
    Posts
    5
    Character
    Fou Emperor
    World
    Hyperion
    Main Class
    Lancer Lv 70
    I have a love/hate relationship with Mnk. (Mnk main btw) Mnk imo is just a mess. We have WAY too much GL management abilities, Anatman is extremely dumb in the fact that now you need a "special thing" in order to line up anatman with the sever tick just to do the opener... (Real mnk mains know what im referring to)
    in which no other class has to do that just to do their opener. PS4 players are screwed because of this fact VS PC players. TK is useless again. Perfect Balance is now just a Dragonkick/Bootshine spamer button now. Fists of Fire is useless outside the opener. Six Sided Star in most cases is not worth using unless you need to move away from the boss to go deal with a mechanic or adding a final hit with TK and I feel said skill was poorly implemented. Fists of Earth lul.... you guys get the idea.

    Point of me saying all this is yes, Mnk does do amazing damage but the optimal opener is annoying to do because of what is "needed" in order to do it to even achieve that kind of damage. The rotation is now super lackluster and not fun anymore because outside the opener minimal thinking is required and we now have a bunch of skills designed for GL management that we no longer need for GL management and are all now used for entirely different purposes.
    (2)
    Last edited by FouDragoonr; 09-17-2019 at 08:58 AM.

  3. #133
    Player
    Katie_Kitty's Avatar
    Join Date
    Jan 2018
    Posts
    952
    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Chimiko View Post
    They should make all the raid buffs self buffs instead. Bring the player, not the job.

    It's just so much easier to balance something like that. Else we'll get the same shit all over in 5.4 or 6.1. Raid buffs as a whole needs to go. Then balance the jobs to be in 500~ dps diffrencen between top dps and lowest dps. Player skill should matter more than the actual job. As it is right now people are getting bullied out of their jobs by their statics casue they want them to play a job that deals more damage/heals more or buffs better. If there was barley any diffrence between top dps and lowest dps that would be the ideal world as a raider. That means i could bring a nin/mch/dnc/rdm and not feel like we're missing 4000 raid dps to beat the encounter.
    I'm not sure what you're talking about. Raid buffs aren't the reason why melee and BLM are 1500-2000 rDPS above ranged and casters. The jobs are simply imbalanced right now to a ridiculous degree, that cannot be justified through raid buffs. Sure, you can technically fix it by removing all raid buffs and balancing the jobs, but that is unnecessary. They can also balance the job by increasing the strength of raid buffs offered by weaker jobs as well.
    (2)

  4. #134
    Player
    Vendalwind's Avatar
    Join Date
    Jul 2019
    Posts
    340
    Character
    Vendal Solairune
    World
    Cactuar
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Katie_Kitty View Post
    I'm not sure what you're talking about. Raid buffs aren't the reason why melee and BLM are 1500-2000 rDPS above ranged and casters. The jobs are simply imbalanced right now to a ridiculous degree, that cannot be justified through raid buffs. Sure, you can technically fix it by removing all raid buffs and balancing the jobs, but that is unnecessary. They can also balance the job by increasing the strength of raid buffs offered by weaker jobs as well.
    This^^ (apparently my message is too short,) but i just really want to echo whats above. I play melee primarily, but regardless of my potential bias the above is extremely true.

    I was gonna put "this^^" and end, but now I'm continuing. it would actually be easier to appropriately balance the game if raid buffs were more significant than they currently are, because you could make the disparity between pDPS more sever but still make rDPS more similar in totals around the 90th percentile more loosely. The math works out that way.
    (1)

  5. #135
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Chimiko View Post
    They should make all the raid buffs self buffs instead. Bring the player, not the job.

    It's just so much easier to balance something like that. Else we'll get the same shit all over in 5.4 or 6.1. Raid buffs as a whole needs to go. Then balance the jobs to be in 500~ dps diffrencen between top dps and lowest dps. Player skill should matter more than the actual job. As it is right now people are getting bullied out of their jobs by their statics casue they want them to play a job that deals more damage/heals more or buffs better. If there was barley any diffrence between top dps and lowest dps that would be the ideal world as a raider. That means i could bring a nin/mch/dnc/rdm and not feel like we're missing 4000 raid dps to beat the encounter.
    Apart from Brotherhood and Embolden being physical only (and fully deserving to be changed to all damage) self buffs vs. raid buffs have absolutely no impact on "Bring the player, not the job". We already saw incredibly tight job balance, apart from MCH being a bit too powerful and DRG obviously too dependent on double-ranged, at the end of SB, far, far tighter than what we have despite having considerably more raid buff value.

    The only requirement for "Bring the player, not the job" is that jobs are not uniquely dependent upon other jobs and that they all bring roughly the same rDPS (-/+ other attractors that would otherwise force out jobs of equal rDPS). That requires only (1) a small change to Embolden and Brotherhood, as all else has already been dealt with, and (2) for the devs to actually balance their jobs, instead of having an obvious top half and then their clear inferiors.
    (1)

  6. #136
    Player
    Shiroe's Avatar
    Join Date
    Apr 2014
    Posts
    871
    Character
    Ohlala Chica
    World
    Zodiark
    Main Class
    Alchemist Lv 100
    smn was OP during (early-ish) Stormblood, .. it had utility and was top dps...

    it attracted more players, than got nerfed, but still remained very valid..

    same should / will happen to Mnk.., it needs a slight nerf
    (0)

  7. #137
    Player
    Shiroe's Avatar
    Join Date
    Apr 2014
    Posts
    871
    Character
    Ohlala Chica
    World
    Zodiark
    Main Class
    Alchemist Lv 100
    maybe just take mantra away from mnk, and give it to sam..
    (0)

  8. #138
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by Shiroe View Post
    maybe just take mantra away from mnk, and give it to sam..
    Frankly that just moves an odd outlier among the Melee to someone else. Frankly I'd rather see either Mantra go away because Monk's identity isn't, nor should it be, a support job. It should always be right after the greedy jobs in personal damage. Mantra moving to Samurai doesn't work for the same reason, it's identity isn't a support job. If Mantra isn't removed, I'd suggest the other Melee to get some kind of equivalent strength partywide defensive skills each with their own flavor, such as Shadeshift now hitting everyone in the party, Dragoon getting a 10% defense boost for everyone within 15 yalms, and Samurai getting a targeted 10% damage down on the boss.

    That way, defensive utility between the DPS roles is somewhat consistent. Caster DPS can Raise Except Black Mage, Ranged Physical bring a heavy shield and some unique defensive power and free movement, and Melee bring weaker tools.
    (2)
    Last edited by SpeckledBurd; 09-19-2019 at 04:14 AM.

  9. #139
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,240
    Character
    Ku Rando
    World
    Alpha
    Main Class
    Scholar Lv 100
    It feels strange that MNK (and DRG) bring utility but also have top DPS, yet SAM isn't as high as them. I would expect the latter to be highest because it has no utility, but should it be buffed or MNK be nerfed (possibly DRG too), I'm on the fence about it. NIN is doing quite well now too after the potency increases so it begs the question of what exactly needs to be balanced and how would it be done. I like the MNK kit at the moment though (not sure about Tornado Kick...) so don't think it needs a major change, just an adjustment or two.
    (1)

  10. #140
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by SpeckledBurd View Post
    That way, defensive utility between the DPS roles is somewhat consistent. Caster DPS can Raise Except Black Mage, Ranged Physical bring a heavy shield and some unique defensive power and free movement, and Melee bring weaker tools.

    That I think would bring us back to the usual: "Who hits harder and has the better buffs" since it's always a game of numbers for a portion of the community and that echoes really fast.


    Support abilities overall seem to tax to a jobs performance and depending on the circumstances, give them a bigger advantage than being "purely selfish".
    (0)
    Last edited by Mahrze; 09-19-2019 at 07:06 AM.
    If you say so.

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