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  1. #1
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,384
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    It’s definitely true that Summoner utility is way more limited use than anything ranged have, so it’s a fair point that the two aren’t really comparable. Especially with how Everlasting Flight works (why exactly did Summoner need a random passive regen anyway lol)

    I’m definitely not suggesting that ranged should have damage comparable to Summoner, since that would just make things even more unbalanced.

    I do still think it’d be nice to see more ‘support-y’ things on ranged, especially ones that require some kind of planning like Requiem on Bard or Machinist’s debuffs. And naturally, I’d be happy if ranged dps was lower/equal to what it is now to compensate for having utility. And I hate to sound like a ‘oh but I’m not like the girls’ contrarian, but I actually really enjoyed Bard in 3.0 (not that I didn’t think it was clunky as hell and needed some real fine tuning lol)

    Or maybe a better way to put it would be that I’d like those abilities to be more involved with the job, especially for Bard. Dancer already has a really good foundation as a ‘support class’ and it feels rewarding to use Steps since you’re actively doing things to support the party (as opposed to just spamming an oGCD every 30 seconds).

    Then again, when Bard/Machinist actually were support-oriented, they were guaranteed takes to any raid content and essentially became kings of the meta. So I do get why ranged aren’t really allowed to have support either, especially not something involving. Because naturally the more involving it is, the stronger it has to be (otherwise it’s like, ‘why am I doing all this effort to give the party 1% damage buff lol), and ranged can’t have strong support abilities.

    So I do get why ranged has to have the limited-use / cooldown-only support rather than stuff like the old gcd songs. They’re impossible to balance and just make it so ranged are guaranteed raid spots, which isn’t very fair on other dps.

    I guess logically, the only thing they really can do then is to raise ranged dps, but only by like a tiny amount so it doesn’t overtake casters? And just keep everything else the exact same
    (1)
    Last edited by Connor; 03-13-2020 at 05:11 AM.

  2. #2
    Player
    Dfess's Avatar
    Join Date
    Sep 2018
    Location
    New Gridania
    Posts
    181
    Character
    Kair Kindheart
    World
    Jenova
    Main Class
    Bard Lv 80
    Quote Originally Posted by Connor View Post
    I do still think it’d be nice to see more ‘support-y’ things on ranged, especially ones that require some kind of planning like Requiem on Bard or Machinist’s debuffs.
    The problem is Bards don't have Requiem anymore.
    (3)

  3. #3
    Player
    Connor's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    2,384
    Character
    Connor Whelan
    World
    Odin
    Main Class
    Bard Lv 100
    Quote Originally Posted by Dfess View Post
    The problem is Bards don't have Requiem anymore.
    Yeah, I think it’d be cool if it returned is what I mean

    Was the removal of Requiem even warranted in the first place? I know it’s strong but surely it doesn’t add enough dps to change Bard’s ‘rDPS’ ranking significantly?
    Like it’s not gonna shoot up to the level of Melee / BLM just from that one skill surely?
    (0)
    Last edited by Connor; 03-13-2020 at 09:41 AM.

  4. #4
    Player
    Dfess's Avatar
    Join Date
    Sep 2018
    Location
    New Gridania
    Posts
    181
    Character
    Kair Kindheart
    World
    Jenova
    Main Class
    Bard Lv 80
    Quote Originally Posted by Connor View Post
    Yeah, I think it’d be cool if it returned is what I mean

    Was the removal of Requiem even warranted in the first place? I know it’s strong but surely it doesn’t add enough dps to change Bard’s ‘rDPS’ ranking significantly?
    Like it’s not gonna shoot up to the level of Melee / BLM just from that one skill surely?
    It made the enemies take 3% more damage. So it was applied for every source of damage the enemy took. It was good but, I don't think it was so overpowered to warrant a removal of it. I think the issue was you had that mp regen at the time to. You would pop Foe and mana regen and it would last a bit longer than it would normally. I think removing the mana regen was more than enough honestly. Removing Foe wasn't really warranted. If we would have kept Foe and lost mana regen we could have had another use for Ewer from AST. That way you could regen mana slowy during a fight instead of like 10% instantly every second. That's just my opinion though.
    (1)

  5. #5
    Player
    dinnertime's Avatar
    Join Date
    Mar 2015
    Posts
    1,300
    Character
    Aurelius Lyon
    World
    Balmung
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Dfess View Post
    It made the enemies take 3% more damage. So it was applied for every source of damage the enemy took. It was good but, I don't think it was so overpowered to warrant a removal of it. I think the issue was you had that mp regen at the time to. You would pop Foe and mana regen and it would last a bit longer than it would normally. I think removing the mana regen was more than enough honestly. Removing Foe wasn't really warranted. If we would have kept Foe and lost mana regen we could have had another use for Ewer from AST. That way you could regen mana slowy during a fight instead of like 10% instantly every second. That's just my opinion though.
    Or they could've kept everything as is. The optimization involved to increase the uptime of Requiem, and how other party members can be involved to help is something the game just lacks now, and that's boring. Sure, It might've been *too* strong before but they didn't have to outright ruin everyone's fun by removing everything.
    (4)

  6. #6
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,848
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Pictomancer Lv 100
    I think range class should have same or close to the same dps damage that the close range dps has. I'm pretty sure the close range dps even has way higher defense than we do. So why does the physical range dps get the short end of the stick.
    (0)
    Last edited by hynaku; 03-13-2020 at 01:26 PM.

  7. #7
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by hynaku View Post
    I think range class should have same or close to the same dps damage that the close range dps has. I'm pretty sure the close range dps even has way higher defense than we do. So why does the physical range dps get the short end of the stick.
    Because we can dodge everything with no real danger involved. Melee is in constant danger of being hit, ranged isn't.
    (1)

  8. #8
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,490
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by RyuDragnier View Post
    Because we can dodge everything with no real danger involved. Melee is in constant danger of being hit, ranged isn't.
    In most fights, there's just as much going on at range as there is in melee. Ranged is in constant danger of being hit, too. The difference is that they can keep attacking while melee can't.

    I mean, unless you're a DPS standing in front of the boss and eating tankbusters, but then that's entirely your own fault.
    (3)

  9. #9
    Player
    Miziliti's Avatar
    Join Date
    Jul 2015
    Posts
    142
    Character
    Tezu Silvin
    World
    Leviathan
    Main Class
    Culinarian Lv 80
    Quote Originally Posted by RyuDragnier View Post
    Because we can dodge everything with no real danger involved. Melee is in constant danger of being hit, ranged isn't.
    I don't know why you say melee job is in constant danger when one doesn't have cast time, and have as much freedom of movement as physical range does.

    On melee: High uptime is achievable as long as boss's aoe isn't on his foot.

    On caster: High uptime is achievable with slide casting and instant spells.

    No encounter is ever asking players to move all the time in order to dps. (If there's one, the GCD system will make the encounter impossible.)

    Having 95% and having 100% mobility is literally the same in this game. Melee might have little bit harder time to keep dpsing when aoe happens in melee range, but high damage compensates the downtime. When all DPS players gets marked by aoes, the only difference between melee and physical range is the former dodging in melee distance, and the later dodging in range distance while caster may not be able to finish casting in time and have to completely stop dpsing.
    (1)

  10. #10
    Player
    Dfess's Avatar
    Join Date
    Sep 2018
    Location
    New Gridania
    Posts
    181
    Character
    Kair Kindheart
    World
    Jenova
    Main Class
    Bard Lv 80
    Quote Originally Posted by dinnertime View Post
    Or they could've kept everything as is. The optimization involved to increase the uptime of Requiem, and how other party members can be involved to help is something the game just lacks now, and that's boring. Sure, It might've been *too* strong before but they didn't have to outright ruin everyone's fun by removing everything.
    I'm not disagreeing. I'm with you 100%.
    (1)

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