In the Yoshi-P sanpo the other day, he made a passing comment along the lines that they're getting a lot of requests to "fix Bard", but with a lack of concrete suggestions as to what/how.
Soooo, I figured I'd post a bunch of themNot that I expect SE to give the time of day to constructive forum feedback (just ask MCHs), as they only seem to react to riots, but hey might as well.
Note: This is not a flavor thread. If you want to talk about rangers and job splits and identity polls and etc., there are all too many threads about that already. Please search up one of those for such topics.
This is a thread to talk about raw performance, numerical issues, reasons why Bard is providing less damage than the other ranged, and perhaps less than SE expects it to in their internal simulations.
And, practical improvements that can be made in the scope of a mid-expac patch. Yes, no-interaction song buffs were an awful decision, and there are some other core design flaws not brought up here. Realistically though, we're probably stuck with them until 6.0 at best. We should try and limit the scope here to ideally raw numbers changes, or other things that might (?) be 'easy' enough to change in a patch.
Credibility: I've been playing and theorycrafting for Bard for a long time, and am one of the Balance discord Bard mentors. Naturally, "how best to buff Bard" has been a frequent topic in recent months, and I'll be listing some of my favorite ideas here.
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Underlying Issues
First, it's important to point out that Bard's problems aren't quite as simple as "numbers are low". Fight design is a big factor, and there are some QoL / anti-synergy issues that result in damage losses that maybe SE's internal math doesn't account for. Not all of these things are "must fix at all costs" stuff, but having this context will help talk about how different changes might play out.
(1) Bard is not as bursty as the other ranged, especially Dancer. This is fine - not every job has to have big spikes and valleys - but it leads to gaps when you add long downtimes to fights. The quality and quantity of the cooldowns that the other ranged get back during 30-90 second breaks is just better than what Bard gets out of these situations.
(2) Bard gets punished by new-target situations. Any time a boss comes back fresh, or a new boss appears entirely, Bard has to spend two GCDs getting their DoTs back up. During that time, they're not using Burst Shot, can't use RA, aren't getting procs, or DoT the damage itself, etc. It adds up to a pretty chunky penalty that other ranged don't have to absorb.
(3) The damage gap between Iron Jaws and Burst Shot, as well as weaker party buffs / the removal of crit synergy, effectively nerfed Iron Jaws. For those unfamiliar, a good Bard in SB could optimize Iron Jaws and Foe Requiem / Refresh timings to out-perform what was expected from the job on paper. SE took all of that away in ShB (and we're still mad), but it feels like they might be erring low on Bard out of fear that the dynamic still exists somehow. It doesn't.
(4) Empyreal Arrow became a nightmare in ShB. In Stormblood with the old Barrage, the typical plan was to settle for using 5 EAs per 80 seconds - leaving three GCDs of free flex time to move it around as needed to deal with the autoproc. Now, with the Barrage QoL change, EA left as-is became a high-potency / short-cooldown oGCD that is very costly to delay. Yet, it also bops you for -150p if you use it at the wrong point in an invisible 3 second window. It's bizarrely punishing given SE's job design direction, and it leaks damage all over the place, even for experienced Bards.
(5) Army's Muse can often do more harm than good. It ends up shifting the end of your WM either by 1.2s or 1.5s, which causes a traffic jam between the end of WM and the start of a GCD. This means either leaving WM early every time (moving some overall proc chances into the AP dead sea), clipping heavily, or at worst ghosting PP (up to 450 potency lost) if you hold out and guessed wrong. It's possible to play in a particular way to try and get around this, but few do and it really shouldn't be a thing in the first place.
(6) Battle Voice's value swings quite a bit based on fight length, i.e. three BVs in 7:30 is a lot more value than three BVs in 9:00. This is an problem for any 3m buff, but other jobs with 3m buffs have strong bursts and buffs on other timings that hedge the issue.
(7) This is speed / parse run specific so not too important, but because it's on a different timing cycle than other jobs, Bard's rDPS-provided pales in comparison to Dancer especially. While the shift to rDPS has had some good impacts on i.e. jobs being locked out of PF, there's still a dynamic of "who does the most under my party buffs", which greatly disfavors BRD among the ranged.
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Potential improvements
These are all simple number changes that either target a weakness that needs shoring up, or improve QoL in a way that should lead to more damage output in the average case. While you couldn't do all of these things given that there's only so much room to make buffs, any collection of them would be a well-aimed improvement.
(A) Increase the potency of Stormbite, Caustic Bite, and Iron Jaws by 50 (would need to be part of Bite Mastery II). The main goal here is to mitigate (2) a small bit, cutting 100 off of the new-target penalty. The Iron Jaws change would be needed in turn to keep it relevant, but doing so would help with regards to (3) and (7) anyway. And both parts of this would help lower-skill Bards by reducing the penalty for DoT drops, as well as overeager safety IJs.
(B) Change Raging Strikes to 20% for 15s. This is mainly aimed at (1), though not every downtime plays nice with the 80s cycle. Still, some do, and we can manipulate it at times. As for the duration nerf, there's really no need for Raging to be 20s at this point (we only have two key GCDs to fit into it). If it were 20% for 20s, aside from burning more off the "budget" to buff things, there'd be some collateral impacts we probably don't want.
(C) Change Battle Voice to a 2 minute cooldown or, if possible in a patch, give it a second charge. A charge would be a smaller buff (only ever +1 usage) but better for gameplay - it'd feel a little like Foe (3) but more predictable for the devs. Making it 2 minutes instead would just align Bard's fight-based variance with Dancer's a little more (6).
(D) If possible in a patch, give Empyreal Arrow a second charge. Even though numerically +1 EA per uptime doesn't sound like much, allowing flexible EA timings would help a lot (4), and it'd also add to Bard's downtime recovery (1).
(E) If charges are a no-go, make Empyreal Arrow higher potency but with a 20s cooldown. This would put EA at predictable points in the 80s cycle, lighten the cost of delay a little, limit it to only one per MB, and allow it to be kept far enough away from the end of WM to cause problems around the exit (4).
(F) If possible in a patch, give Bloodletter a second charge. Bards have wanted this since literally 2.0, and it'd mitigate some of the worst impacts in (4) while aiding downtime recovery a little. It would also bring MB very close in power to WM, creating some fight plan flexibility that does not exist now, though it's hard to evaluate what if any impact that could have numerically.
(G) Change the duration of Army's Muse 15 to seconds. This would solve the problems with current Muse (5) by making it gain 2.1s fairly consistently, moving the exit GCD up enough to be easily managed. Another small-on-paper buff that'd have a bigger impact in practice.
(H) Buff Sidewinder, by a lot. As our only ability that plays well with most party buffs, it would help with our synergy (7), as well as downtime compensation (1), if Sidewinder was a bigger deal. Make-number-bigger is kind of lame because there's so much room to do cool creative stuff with this skill, but I doubt such things would be patch-friendly.
(I) Cut Pitch Perfect's cooldown to 1 second. There's never been any great reason for it to be 3 seconds. All that ever does is exacerbate end-of-WM issues (4, 6) and lead to clipped GCDs or wasted procs. More QoL than anything, but like a lot of stuff here it'd tick up the damage output in practice, especially for newer Bards.
(J) Speed up the DoT application delay on Stormbite and Caustic Bite, as has been done for some other skills. If these applied their DoTs closer to instant, it'd not only help with Sidewinder QoL, it'd also slightly mitigate (2) a little more by making startup a tad faster. This is a small deal that's actually a small deal, but it'd be good to do.
Obviously, if all you want to do is to make numbers go up, it'd be easy enough to revert the DoT potency nerf, make songs self-apply, etc., but such things fail to address any sort of real weakness or gameplay issue. They're pretty low quality band-aids, and we should be looking for some nice HQ band-aids to use instead~ More HQ ideas welcome!