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  1. #1
    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.

  2. #2
    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.

  3. #3
    Player
    Capn_Goggles's Avatar
    Join Date
    Jul 2017
    Posts
    175
    Character
    Yuri Goggles
    World
    Ultros
    Main Class
    Botanist Lv 80
    Quote Originally Posted by Mahrze View Post
    Support abilities overall seem to tax to a jobs performance and depending on the circumstances, give them a bigger advantage than being "purely selfish".
    Non-DPS support abilities are like frosting on a cake. Good frosting is awesome, but it's not going to do the whole cake a favor if the actual bulk of the dessert is made of tile caulk and gravel. What I'm saying is that it seems like SE overvalues non-DPS utility a bit too much, and forgets that even though there should be a "tax" for it, it should be taxing a proportionally good kit.

    If the non-DPS utility is so good as to necessitate making a job notably inferior in its primary role (making things die faster), then perhaps it's time to go back to the drawing board and re-evaluate. Luckily, no job currently has utility good enough to warrant any significant tax, unluckily however, is that it might take a while still for SE to realize this (hey, we got full STR scaling on tank accessories, so it's possible)
    (1)
    Last edited by Capn_Goggles; 09-23-2019 at 12:26 PM.

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