Honestly while I don't think that RPR needs to become even easier than it already is exactly...
Shadow of Death feels incredibly tacked on and boring, it really breaks the flow completely.
I wouldn't mourn its loss one bit.
Actually reaper is meant to be competing with SAM on DPS. No surprise that there were no dps nerfs, since it is currently competing with SAM already.
I could say the same about all the bad takes that seem to think that every job in the game HAS to have the same DPS performance.
Bunch of babies IMO. The stat squish was a huge mistake as far as I'm concerned.
They barely consider feedback from the JP side of things, don't you fret none.
IIRC, the stat squish was in no small part due to networking stuff that is well above my understanding of how internet doohickies work. But what I do recall off the top my head, packet sizes were getting large enough to be a problem as larger and larger numbers needed to be calculated. It was explained during one of the presentations leading up to EW's release.
Last edited by IruruCece; 01-04-2022 at 06:40 PM.
So they nerfed the one thing that didn't actually matter. Gotta say, bravo SE.
AC didn't mean anything anyway, not to anyone with some sense. I would call the reaper change an uno reverse move by square and I love it lol.
I won't go as far as to say the stat squish was a bad idea. The problem is that on top of the stat squish they decided to do potency nerfs to a lot of jobs as well that weren't entirely necessary.
Hmmmm......
My frustrations with calls for nerfs stems from this. We know it was meant to compete or be close to SAM. But because it's seemingly the easiest DPS job, it should be nerfed. But we also know for a fact that SE doesn't balanced on ease to play, or at the very least it is what they claim.
If we are worried that RPR is too easy to be considered close to SAM, why don't we call for it to get more difficult? Not asking to redesign the loop, but perhaps having DD harder to execute at certain times during our combos. I dunno, for me it's hard to gauge difficulty from a gameplay point of view. I can agree it's more forgiving, but despite that it can still feel tight on bursts when you take into account fight mechs and a 40-60 second burst phase.
Could put positional requirements on Enshroud attacks. Kinda backwards thinking to put pos on 2 attacks and then say yeah you don't need those in Enshroud.
Because enshroud attacks are 1.5 gcds. That would open a can of worms for a few reasons and would be a headache for SE in the end.
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