It´s not an opinion, it´s how balancing works.
You judge by perfect circumstances, but they´ll never happen permanently. Just look at the healer... one of them could solo-heal, so the other can farm their 100 parse easily. And so the whole group can assist any other teammember too. But it´s not gonna happen in random-groups, the most statics and definately not with casuals. It´s a PvE game and if you just look at the top, you´ll automatically exclude some classes or even a whole part of the community by balancing around a handful of log-farmers. It´s another thing in a PvP game with championship series, where balancing around the top matters way more than about the average.
Just check the logs on each percentile. Reaper is the top DPS on 10,20,30...until 95. This shows that it has a low skill floor, low skill ceiling and short said " It´s broken". MNK directly follows RPR and don´t even outclass him at 100 that hard. And the devs need to balance around that. It´s not a hierarchy and not just an opinion, it´s how things have to work if you want to achieve as much balance as possible and to make the game more enjoyable for everyone on any class.
And again.... The more circumstances a class have to care about, the more difficulty it is.
- Positionals
- Buffs / Debuffs
- Dots
- oGCD´s
- Weaving
- Stunlocks
- Uptime
- Max melee range
- Cast time
- Circumstances aka RNG mechanics or a bad tank which mostly cost melee-uptime / positionals
- The amount of buttons you´ve to use to do the same damage as others who rely on 123
- Gauges
DRG has to take care for everything but casttimes. MNK miss the stunlocks and has less buttons, meanwhile RPR has only 123 gameplay and 1 buff to care about. Then you´ve stuff like SMN, which has to care about what... casting times on Ruin, or RDPS classes with either a gauge or DoTs with a long duration, meanwhile they´re able to play any bossmechanic safety and easy down without any damage loss?!
Why do you think so many "Ultimate-boosted" poeple made this with MCH or so?! Because it´s an easy pick to get carried, or atleast a safe pick to execute.



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