Results 1 to 10 of 110

Hybrid View

  1. #1
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Archwizard View Post
    Two, hybridization doesn't necessarily mean a strict 50/50 (or in this case, 33/33/33) split. If that were plausible we'd be seeing either spammable oGCD heals, every spell having some kind of supportive function, or just a ton of pointless copies of healer-specific tools that we would avoid as much as we already do Cure. We don't need to inflate our kit with Veresuna, Vermedica, a barrier and an extra tier of healing spell to be a "hybrid", you'd need all that to be a healer (with a lot of DPS tools).
    The fact that we have a semi-potent Cure and standard Raise is, in itself, a massive step towards a more supportive function than most jobs ever get, particularly with regards to our ability to use insta-Raise multiple times in quick succession.
    The summoner toolkit, at this point, has about as much healing as the red mage toolkit with the difference being red mage, if vercure is ever needed for anything other than procing dualcast when a boss jumps, is on demand while the phoenix summon regen is a natural part of their rotation, basically healing utility provided for simply doing their job.

    However, my point was more to comment on the fact that the job doesn't really feel like a hybrid job when you consider that comparison. Or at least it doesn't to me. It may feel that way to you, and that's fine, this is entirely a matter of opinion, and nothing you've said so far changes mine, nor do I expect I'll change yours.

    Quote Originally Posted by Kabooa View Post
    Yeah.

    And that isn't a good thing.

    It's a polarizing utility, and you need only apply a "No raise tax" mindset, give it to one job in other roles while providing no alternative, and see how immediately that upsets balance within those roles. In a no-tax landscape, there's zero reason to not bring it if it's available, and those who don't have it are immediately at a disadvantage.
    Raise is a utility that they've over taxed is the problem. I'm fine with a tax on damage for jobs that provide more utility. I've been in savage runs that turned into clears because I was a red mage and able to pull up both healers who had died. So I get that there are times when the utility of the job does make a difference. The question is how much is a raise on a job worth? Because right now that answer is over 2,000 DPS. This is enough that some party finders are explicitly excluding the job, and when that happens, it's not good for people who are playing it.

    Additionally it's not good for the caster role if you have one person who is expected to master two jobs. One for progression and one for clearing. The damage a black mage does should be higher than its other casting counterparts because it does not provide any utility, however the amount they currently seem to think is okay is definitely not okay when you look at the player base.
    (4)

  2. #2
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by wereotter View Post
    Raise is a utility that they've over taxed is the problem. I'm fine with a tax on damage for jobs that provide more utility. I've been in savage runs that turned into clears because I was a red mage and able to pull up both healers who had died. So I get that there are times when the utility of the job does make a difference. The question is how much is a raise on a job worth? Because right now that answer is over 2,000 DPS. This is enough that some party finders are explicitly excluding the job, and when that happens, it's not good for people who are playing it.

    Additionally it's not good for the caster role if you have one person who is expected to master two jobs. One for progression and one for clearing. The damage a black mage does should be higher than its other casting counterparts because it does not provide any utility, however the amount they currently seem to think is okay is definitely not okay when you look at the player base.
    ... which is why my suggestion is to allow the Red Mage to dynamically choose where they wish to stand on that line -- the ability to either Raise, or give up that utility value for the current encounter to pump out more damage.
    (0)