Quote Originally Posted by Maverick_Haas View Post
Actually, looking further into it, MNK's mantra is equal if not absolutely better than Arcane Crest. It's a 10% increased healing to self and nearby members for 15 seconds. It doesn't heal directly, but the increase of healing received is certainly more than 100 potency. Yet, I don't see anyone raging over this and asking for extreme nerfs... Why not? Because Mantra healing numbers do not show up in fflogs like crest does. MNKs don't get credit for the increased healing on fflogs, you would have to look at the individual players and see when Mantra was applied and how much healing was increased then.

So I chalk this up to people not knowing what they are talking about, but still asking for extreme nerfs because they have some notion of what balance is.
To have heal which is an easy solo-executive passiv for the whole group is something different than having a little buff to assist the healers. In kind of Mantra it´s mostly going into overheal pretty quickly, meanwhile Arcane Crest is able to make healer-buttons obsolete, especially regen ones.
And while Ramura already did some math, Mantra sits on a 90s cd, meanwhile AC has a 30s one. This means Mantra... under perfect circumstances... needs some heals with 15 000 potency to be as useful as AC would be under perfect circumstances. So yeah... it´s not that hard to get behind the differences.

Quote Originally Posted by Evos View Post
Who knew all the other melee were so difficult to play. Lol self serving arguments can't be taken very serious. Easy or difficult is....say it with me....subjective.
It´s still not subjective to compare stuff like:

- utility and its use
- the amount of buttons you need to do X damage
- circumstances like positionals, animationslocks, double-weaving
- the possibilities to missplay / to lose uptime

And that we´re at a point where everything got homogenized and simplified into nowhere, is a reason because every 2nd thread is like:

- Summoner QoL
- MNK positionals suck, MNK GL sucks, MNK generally sucks, but i don´t play it.
- DRK isn´t as strong as WAR in self-sustain, please buff
- Why is RDM stronger than SAM?
- "So SE, we need to talk about class XYZ again..."

Stuff coming from ppl, who has either no clue about the classes and don´t think about the consequences of their wishes or from those who wants everything to be perfect aligned and every niche-button deleted. Nothing but bs.

Quote Originally Posted by Kacho_Nacho View Post
But, I can't figure out why we're having this discussion. Damage meters mean nothing. We aren't supposed to even use them. It's a bannable offense.
Furthermore, your average player doesn't care. They just want to clear the content and have fun.
You gotta have fun to one-shot everything, because it means nothing? It would be a blast the first time like "wtf" and become boring very quickly. Casuals may don´t care, but only because they don´t know how important balancing is in any game to keep it attractive and guarantee longevity.

SE is doing there math or using them too in the internal testing. It´s not possible to keep the game-balance without such things.
And it SE would really care about all the bannable stuff out there, they would´ve closed diverse internet-sites and banned half the playerbase already. But they don´t care, because it would last in less money. More than enough ppl use ACT, bots and even the 2nd launcher with the housing and glam options. They could open the market-board and they would find a lot of mainaccounts abusing farmbots. But they just don´t give af. Don´t know if their "terminated accounts" message every couple weeks is a lie or JP exclusive.

Don´t be an ass ingame about numbers and all is fine.