5.01 only had minor potency changes and mana cost adjustments.
I don't expect a lot from next patch except adjusments on SMN and possibly a nerf on RPR healing.



5.01 only had minor potency changes and mana cost adjustments.
I don't expect a lot from next patch except adjusments on SMN and possibly a nerf on RPR healing.

I wouldn't count on job changes at this point in time.
Job changes would probably take place after 6.05 IMO.
gunbreaker wield sword, so you can expect how they sound like. but instead, they make gunbreaker sword sound like you hit something with a baseball bat, like iam not joking, just change to GNB and do 1-2-3 combo on dummy, it sound exactly like that lol




Don't be pedantic. You said 6.05 or 6.1. Hence my response that it has to be the earlier option so certain jobs don't rot.
This is more so due to the easy nature of launch EXs. People tend to get far more picky come Savage, though I don't doubt you'll be able to find groups. After all, WHM managed in the bygone era of HW and SB. It just wasn't fun being asked to constantly play the better job.Agreed, but I feel you can still find groups, are you going to wanted more? Nope. Why bring SMN when you have RDM that is basically a wm and blm combined almost. why bring ninja at all when you have RPR, SAM. But going through parses I went through tons. Ppl do bring all classes, just depends the group Am I going to be more outcasted yep. But I'm not going to change a job I like even underperforming for someone else. Unless I was in a static.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Current balance is honestly not good, i am pretty new to the game but i really hope they are not just going to leave jobs as they currently are, current data available to players such as fflogs is not perfect and 100% indicative of balance for sure, but it most certainly means something.
Reaper is just the grossest example, being the best job in the game damage wise while also having the best utility for a melee is just unfair, while ALSO being one of the easiest jobs to play, which you can pretty safely assume by looking at percentile rankings on fflogs where the gain from an average reaper to a good one is relatively small, while the ceiling is as high as sam/blm/monk. It just has everything going for it, which i think ironically is also bad for the reaper playerbase, as what would already be an already popular job just for fantasy and looks/animations alone, is also overpowered in every regard with no real weakness, making it even harder to get into groups/find a static if you would like to main reaper, of course it shouldnt be bad but id say it really shouldnt be the best by far.
If you compare reaper to something like dragoon or ninja the situation is pretty unacceptable for how streamlined class design is, the jobs with animation locks, no group defensive utility, and in the case of dragoon not even a defensive skill, have a significantly lower rdps contribution, by around 5%, while also being harder to play. Its also not a hard problem to fix, potency changes would help a lot, at least narrowing the margins between the melees would be a start if playstyle changes have to wait. Its just bad balancing if the jobs with less or no utility are also undertuned damage wise, and seeing no changes is pretty disheartening, is there really a need for more data when its pretty clear reaper's personal dps is close to samurai while their raid cd is as good as battle litany?
Other than reaper the other big outlier is red mage, it just seems weird to see the job with the best utility, (res + magick barrier + addle) in the game also deal so much damage, in particular in relation to summoner but also other jobs in general, red mage is also better than ninja and dragoon.
Not sure what to say about physical ranged as from what i understand they are supposed to deal less damage in exchange for uptime, but dancer looks really bad on those graphs for sure.
Not going to comment on healers/tanks as i really dont know how much dps matters in relation to their ability to heal/stay alive.
Overall, i really hope the standard for balance is not "the job can clear" because if that is the case, if the bottom of the pack jobs can currently clear, the best ones make it significantly easier, and with challenging content the path of least resistance is always prioritized.
Last edited by Scuoll; 12-22-2021 at 12:39 AM.
Tbh I can't wait for Reaper to get nerfed.
It's honestly a bit disgusting to me how easy it is to play and the numbers it's pulling, it's not fair on any level.
Call it petty but there's a level of irritation there too because it's the fotm and how flashy and new it is.
So it's kinda annoying to see people jump on the bandwagon and pull big numbers with ease.
And I do think that skill floor and effort should be taken into consideration in terms of how much damage they deal too, I think it's especially unfair when comparing them to DRG which is suffering heavily atm.
In all honesty to some extent I'd even think it'd be a bit unfair if it was on par with DRG but it should at least be around that area.
It's even easier than SAM even tho SAM was simplified and given fail safes with the extra stacks too.
Even if you drift on SAM now it's not going to be a big deal.
Same with RDM, a Job with that much utility and relative ease of play shouldn't be pulling those numbers.
Don´t forget SAGE... i really wonder why SMN isn´t big shit imo. Obviously every other new or big reworked class is overtuned and easy to play to get ppl into them. SE must have been like "Hey it got animations, that should be enough!" (and an afk carbuncle)Tbh I can't wait for Reaper to get nerfed.
It's honestly a bit disgusting to me how easy it is to play and the numbers it's pulling, it's not fair on any level.
Call it petty but there's a level of irritation there too because it's the fotm and how flashy and new it is.
So it's kinda annoying to see people jump on the bandwagon and pull big numbers with ease.
And I do think that skill floor and effort should be taken into consideration in terms of how much damage they deal too, I think it's especially unfair when comparing them to DRG which is suffering heavily atm.
In all honesty to some extent I'd even think it'd be a bit unfair if it was on par with DRG but it should at least be around that area.
It's even easier than SAM even tho SAM was simplified and given fail safes with the extra stacks too.
Even if you drift on SAM now it's not going to be a big deal.
Same with RDM, a Job with that much utility and relative ease of play shouldn't be pulling those numbers.
I expect Reaper nerfs. With my melds I'm pretty sure with Death's Design debuff I have a passive +20% damage(not really sure how Det damage increase and the DD debuff work together) and have a DH rate of 35.8%.
Potencies are very bloated I feel. And they can be quite survivable with skillful use of Arcane Crest and Bloodbath in pretty much any content. Even in level 90 content. Could probably clear most fights with Reaper and a Warrior(who defensuvely I feel is very overtuned).
And given Harpe you can attack from anywhere and always have a way to do damage in a fight.
Hellsgate let's you easily avoid most mechanics that require movement too or even spot dodge if necessary.
Very strong job. And the job is very engaging and fun I feel. So fun that most other jobs are boring to play leaving you with little desire to play anything else.
Kinda same thing with Warrior since sustain and defensives IMO outclass the others by a large margin. If you know how to play a defensive tank you are very likely to not die and can probably heal better then the healer yourself by just doing damage And can guarantee crit heals on demand.
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