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  1. #11
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Aeducan View Post
    This has been said multiple times in the past but... BLM does NOT need Raise ability. If anything, SMN should loses its raise so casters dmg can be balanced properly and solidify RDM as the only DPS who can raise. I'd reckon RDM dmg will plummet in comparison to the other 2, I honestly have no idea how to balance Vercure/Raise properly because these are useless spells in normal/optimal situations but extremely useful in others, potentially saving the run. No other DPS has the capability to salvage a run as good as RDM, but that requires said run to be bad to begin with, which we don't want.
    Right... So of the casters, only Red Mage should have Raise, because... That's harder to balance and you have no idea how that would be properly balanced? Sorry, but it sounds to me like you've either just given reasoning for Red Mage (and Summoner) losing Raise utility entirely, or (as I suggested) making Raise utility a non-unique thing... If it's not unique and effectively a role skill, then it is far simpler to balance, because it's essentially a non-factor when balancing the casters. Making a Job weaker because, as you put it, it can salvage a run from a scenario you don't even want to be in to begin with, is just a really poor design choice.

    Something as potentially powerful as Raise should either be on none of the casters, or all of them. That way their individual balancing is not determined by having it or not. All get it, or none get it, either way you make having Raise a non-factor when balancing them, which really should be the goal.

    Quote Originally Posted by SaberMaxwell View Post
    If one were to give raise to BLM it should just be raise. It doesn't need a fancy gimmick. If anything BLM's advantage over RDM's dualcast raise (besides triplecast raise if it's really that bad) is their infinite mana store that RDM can't match.
    Honestly, yeah. But with how the games been going lately, I favour Job identity over pure utility, since SE apparently doesn't. I favour gimmicks over every Job having a carbon copy of the same toolkit at this point.
    (1)

  2. #12
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,794
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Reaper Lv 100
    They should just get rid of raise and make it like blade & soul where anyone can raise a fallen player. No spell just give them energy by holding there hand to raise them. Maybe make it where can use phoenix down anytime and be able to hold more than one at a time. Then any job would be able to use raise and couldn't use raise to hold back rdm dmg anymore. Heals to rdm drains your mp really fast to.
    (0)
    Last edited by hynaku; 10-20-2019 at 04:47 AM.

  3. #13
    Player
    Nighthawky2010's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lomsa
    Posts
    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    I main RDM & love it but I do agree with the issues that were mentioned in this post. Some of my issues:
    -Impact should have stayed as the single target proc like it was in SB. I hate it in this AOE rotation.
    -AOE verThunder/verAreo should have been a different magic like verWater, verBlizzard, verQuake or something.
    -RDM should have better dps & sacrificing it for verRaise is stupid. I see the my dps on a level 80 w/ 450 gear is just pathetic
    -Single verThunder/ver Areo should have some kind of DOTs
    -Reprise is seldom used. I just add it to my melee combo after fleche
    (3)

  4. #14
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by TheMightyMollusk View Post
    My big issue is that the devs still seem to think that Verraise is a great enough utility to justify lower DPS. In an environment without mana shift or refresh, Verraise eats too much mana to be weighed that heavily.
    If RDM had the same damage as everyone else, then it would make it the most worth job to take into the group.
    Why take BRD, BLM, SAM and MNK when you could go 4x RDM and have entire team immune to wipes?
    (0)

  5. #15
    Player
    Aeducan's Avatar
    Join Date
    Jun 2017
    Posts
    71
    Character
    Kaho Saionji
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Nalien View Post
    Right... So of the casters, only Red Mage should have Raise, because... That's harder to balance and you have no idea how that would be properly balanced? Sorry, but it sounds to me like you've either just given reasoning for Red Mage (and Summoner) losing Raise utility entirely, or (as I suggested) making Raise utility a non-unique thing... If it's not unique and effectively a role skill, then it is far simpler to balance, because it's essentially a non-factor when balancing the casters. Making a Job weaker because, as you put it, it can salvage a run from a scenario you don't even want to be in to begin with, is just a really poor design choice.

    Something as potentially powerful as Raise should either be on none of the casters, or all of them. That way their individual balancing is not determined by having it or not. All get it, or none get it, either way you make having Raise a non-factor when balancing them, which really should be the goal.
    Perhaps I didn't word it properly and I apologize for the confusion. In my opinion, only RDM should have raise because otherwise it's going to continue being overshadowed by SMN. The (sad) reality of this game is that we value DPS above all else and when you have 2 jobs with the same utility, guess which one people will pick. I don't know how to balance raise and legit healing RDM has because how exactly do you quantify these spells' values? Unlike other utilities, these 2 are absolute; either you need it or you don't and potency tweaks won't change this. RDM is in a unique spot; it suffers a lot from its utility tax but these are job-defining, lore-affirming, and overall great for diversity. Yet unlike other jobs, high end RDMs are being held back by their utilities because nobody needs it at that level, yet they still suffer the damage tax. So yeah, I don't know how to balance RDM.

    You're right, making raise a role skill is the easiest way to balance the 3 casters. However, I don't think this is a good way to do it because it'll either cause power-creep across the board or isolate casters altogether. If all casters have raise, melee and range will need some adjustments to compensate the lack of this run-salvaging spell. That's going to be a lot of potency increases everywhere and although I like big numbers and I cannot lie, I think it's bad. If casters get utility tax because of raise role skill, then it'll be like RDM situation all over again except this time it's melee, range, caster rather than BLM, SMN, RDM.
    (0)

  6. #16
    Player
    Hash_Browns's Avatar
    Join Date
    Mar 2019
    Posts
    788
    Character
    Hash Browns
    World
    Siren
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Nedkel View Post
    If RDM had the same damage as everyone else, then it would make it the most worth job to take into the group.
    Why take BRD, BLM, SAM and MNK when you could go 4x RDM and have entire team immune to wipes?
    The fact that raise is what people seem to think should hold back a DPS jobs dps makes me think SE should take raise away from the class. Having Verraise and dual cast doesn't mean your group is immune to wiping.

    Verraise takes up 25% of your mp, and constantly dying will soon lead to constant hiccups.
    (9)

  7. #17
    Player
    Bacent's Avatar
    Join Date
    Nov 2013
    Location
    Kweh
    Posts
    1,834
    Character
    Bacent Rekkes
    World
    Famfrit
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Aeducan View Post
    If anything, SMN should loses its raise so casters dmg can be balanced properly and solidify RDM as the only DPS who can raise.
    As long as Scholar is stuck with Summoner, they're always going to have raise. They get the spell as an Arcanist. Scholar isn't actually a Scholar until level 30 with the job stone. Right now you'd have to make Scholar get raise at the latest out of all healers, which would just be going back many steps. Remember when Leeches was level 40 but the other healers could remove debuffs at a much lower level?
    (0)
    Please show support for chocobo boots to be added -> http://forum.square-enix.com/ffxiv/threads/323512-Suggestion-for-an-item-to-be-added-to-gold-saucer-Chocobo-Boots

    Unhappy with how they implemented Mahjong? -> http://forum.square-enix.com/ffxiv/threads/381358-Mahjong-is-the-most-depressing-mini-game-you-ve-added-to-XIV

  8. #18
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,992
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    As long as Scholar is stuck with Summoner, they're always going to have raise. They get the spell as an Arcanist.
    That can easily be changed if they wanted to. You do realize how much fiddling they've done with SMN/SCH already in terms of who gets what from arcanist, right?
    (3)

  9. #19
    Player
    Aomine1992's Avatar
    Join Date
    Aug 2015
    Posts
    829
    Character
    Daiki Sejuro
    World
    Behemoth
    Main Class
    Summoner Lv 80
    Raise should have just been a role ability for casters in general but whatever lol
    (1)

  10. #20
    Player
    Rilifane's Avatar
    Join Date
    Oct 2015
    Posts
    1,580
    Character
    Esther Harper
    World
    Zodiark
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Nedkel View Post
    If RDM had the same damage as everyone else, then it would make it the most worth job to take into the group.
    Why take BRD, BLM, SAM and MNK when you could go 4x RDM and have entire team immune to wipes?
    That's not how it works. Hard enrages and 8-person mechanics are a thing.
    While a RDM/ SMN can salvage a try where both healers managed to blow themselves up that would be a wipe without an additional raise, a death is still a death and often results in further deaths, botched mechanics or trouble with the enrage timer unless the boss is securely on farm.
    DPS raise is all good during prog as it draws out tries to see more mechanics but you won't beat the boss if the raid is still at a stage where people die left and right from mechanics, no matter how many raise you have.

    Edit: plus Limit Break gauge fills MUCH slower and you don't get the full stat bonus, resulting in a dps loss overall. Not to mention the hassle of gearing up several players of the same class.
    (4)
    Last edited by Rilifane; 10-20-2019 at 05:12 AM.

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