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BLU is too overpowered:
1.) It has spells that are rng and never land in a game that focuses on killing trash by gathering them up and burning them down.
2.) It has White Wind which would ruin your DPS, eat your MP, and probably wouldn't be able to save the party if your HP is already low.
3.) It has a tank stance that lets it live for one more hit while lowering their DPS by 70% that's so horribly overpower think of all the tanks that will lose their raid positions.
4.) It has a majority of 120 potency spells making it almost on par with a scholar ruin spell, I guess.
5.) Oh and the primal spells, they are grossly overpowered acting like a BLM fire I at best and having a cooldown of 60-90s.
/sarcasm
seriously why was this job limited in the first place...




Probably because of the way BLU traditionally picks up spells, they wouldn't want someone queueing with it with only one spell for example, and the whole 'Death' spell simply existing to be frank. What I don't understand is why they didn't just omit said Death spell and lock BLU from joining any roulette's until it picks up a certain number of spells? That practically solves the issue right then and there. That or lock the more meme spells to map exploration only. There were a lot of ways they could have made it viable.BLU is too overpowered:
1.) It has spells that are rng and never land in a game that focuses on killing trash by gathering them up and burning them down.
2.) It has White Wind which would ruin your DPS, eat your MP, and probably wouldn't be able to save the party if your HP is already low.
3.) It has a tank stance that lets it live for one more hit while lowering their DPS by 70% that's so horribly overpower think of all the tanks that will lose their raid positions.
4.) It has a majority of 120 potency spells making it almost on par with a scholar ruin spell, I guess.
5.) Oh and the primal spells, they are grossly overpowered acting like a BLM fire I at best and having a cooldown of 60-90s.
/sarcasm
seriously why was this job limited in the first place...


This is exactly what I’ve been talking about. The skill floor is wiped out and the skill ceiling is lowered (or eliminated in some cases) the tedium of a job will only set in faster.SCH, (I can't really speak for the other healers since I don't play them but I guess the change concern them as well)
At first I liked the changes, it made things more simple. But I quickly realised that more simple also meant boring and less powerful.
I'd like to be able to have fun while DPSing like before...
One more DOT + Bane and the possibility to 100% control the fairy is all I ask, everything else can stay as it is.


Machinist is fine..
Red Mage by far needs the most atm as it is weak AF not sure why none mention that fact, anyways...
DNC also needs some changes implemented followed by Smn i guess? But i do not play smn much so cannot say


I often read complains about Red Mage damage. Why though? From that one thread that used the FFLogs, the difference to the most iconic damage-dealing mage, Black Mage, and the Red Mage is, if I remember correctly, 9%. That sounds absolutely legit. Why?
If RDM gets a buff, people ask why they should play BLM (I compare mages now). If they nerf RDM, then nobody would want to play it. But these 10%~ difference is healthy and sound very reasonable. We Red Mages have so, so many tasty treats and perks (Dualcast is one of these underrated things...! Casting a full spell while running/being mobile!, many weapon skills that do not eat up mana, healing, ressurecting, gapclosers - remember, we are Mages!), and if they change anything, it will come with compensation nerfs. But why fixing something that works? If you want the big numbers only, how about you choosing Black Mage? Or whatever profession is supposedly better?
Sincerely,
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AST QoL. SHB version feels so incredibly clunky compared to previous xpacs and is not even a potency problem, the class is just unfun to play.
Its not only about the balance between job, theres also balance between fight, buffing the other would destroy all end contents to null.
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My priority is:
1. Nerf Monk and BLM, lets stop this power creep here
2. Nin gameplay and SMN gameplay+DPS
Nin gameplay is meh atm, but the number is actually just right, SMN on the other hand CLUNKY and the number is just too low compared to BLM who is on the same role
3. AST gameplay and and ranged+rdm DPS
please make it so the DPS gap between ranged, caster, melee is within 1% total party DPS
4. SAM, honetly gameolay wise its okay compared to NIN and SMN, the number could use some buff but nothing major... IMO


What do you mean by "support"? Fflogs now displays rdps, which already attributes dps due to skills like trick attack and brotherhood to the originator of the buff. Defensive support skills like mantra and curing waltz are so niche that they can safely be ignored when it comes to dps balance. Ideally, all melee dps should provide equal rdps.I don't think you understand how no support jobs are supposed to work. You know, lacking support they should be at the top.
Also, a job with no support should do the same rdps or more than a job with support. Not doing so is how we had drg/nin/brd meta for 4 years.


@ Zedek i get you love Red Mage and how it is but you are not seeing outside the box of just running ex fights or dungeons.
I know a few players who have the same sentiment in that Red Mage is still fun, etc... and is just fine.
But those same people have not yet done level 80 content and are not @ level 80 yet either), it is there where you can get a much clearer picture on just how weak RM is
Radical is on target on what they have said
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