This is far too parser-centric in thought.
DRG has lower personal DPS than other certain other DPS because it adds some damage back in through buffs to the party. People should not focus solely on parse data but rather who clears and who doesn't.
HPS isn't a terrible measure. HPS just doesn't add context to all situations where healing is necessary. The fact remains that Sage and their healing potential is not broken. They feel more powerful than they actually are because of how Eukrasia functions by turning your spells into improved instant-cast abilities. Being able to bypass cast-times is amazing, but the Sage is still restricted to GCD cooldowns and oGCD abilities the same as Scholar.
The skill ceiling for Sage and Scholar are both high. Scholar to an even greater amount.
Yes, healers are balanced right now with the exception of some bad changes to White Mage. The Thin Air Nerf and the Lilybell only working when the White Mage himself takes damage are horrific for the White Mage.
Asking for jobs NOT to be balanced around the Savage tier makes no sense, because under that, in Dungeon/Normals/Alliance/Non-EX Trials, every job *can* and *does* do the job.
No one excludes certain jobs from that content because *every single job performs just fine*. The first rare exception to this is the current DRK, which is struggling in dungeons but not in raids. Dungeons ONLY.
Asking for all the jobs to be balanced around dungeon level content is asinine and completely counter productive to all your arguments of "X job is already hard". If the entire game/job balance was around dungeons, *you'd have to try even harder to perform in said dungeons to accomplish what you are doing now*.
How do people not understand this? Balancing around Savage makes the casual content for casuals *easier*. Not harder.
Last edited by ArkenaeuxBelmont; 01-05-2022 at 02:12 PM.
Not really? Scholars with Expedient feels really good to use. Lots of people I know who is taking Scholar to savage raids says their team prefers Expedient for that movement speed buff that doubles as a mitigation tool. Plus, recovery is much easier on Scholar than on SGE.Utterly nonsensical, I sure hope they address it directly. Why would any group EVER not take a sage at the current numbers they are doing? I think most healers were prepping simply on the premise that sage was absolutely going to get nerfed, their dps numbers are utterly absurd.
4.05, massive balance changes.
5.05, massive balance changes.
6.0 worse balanced than 4.0 and 5.0, almost zero balance changes and entirely miss all worst offenders.
Very hard to comprehend.
Plus, SCH have raid buff, which only get stronger under raid buff stacking.
Maybe the game shouldn't be so easy I can auto-attack through most of it with the only mildly challenging content being extreme and savage, which demands you jump through considerably more hoops than anything else just to do. But also Savage demands a different playstyle than the rest of the game, so balancing for it means balancing for the players who optimize and play as close to perfect as they can.
I think current monk is probably the best example of this; once you get the hang of blitz, its timers and the gist of what you're supposed to do, it's not hard to use at all and performs above how it feels like it is. But a lot of people struggle with keeping monk's blitz cycles going and fall out of synch which makes the class feel sloppy and awkward. So rather than rewarding you for performing well, it feels like you have to perform well for the class to not feel like a mess.
Basically, I guess, I'm saying that by tuning specifically for end game content it makes the rest of the game feel like it doesn't matter at all which, in turn, has made it all feel pretty dull and rote in comparison.
Job balancing =/= content tuning, unless your only solution to job imbalance is power creep or reduction to the lowest bar.
Parity, in itself, does not make content harder, easier, or anything in between.
You say that like it's a bad thing. That's literally what it means to balance kits and the actual available throughput, rather than to add handicap points based on average player performance gap. The mistakes and value of mistakes people are likely to make vary wildly; to compensate for them only creates yet another mess of imbalance the moment those couple parts more of a given job is mastered.But also Savage demands a different playstyle than the rest of the game, so balancing for it means balancing for the players who optimize and play as close to perfect as they can.
It makes the job feel sloppy... to those who haven't yet learned how to play it. That is not a bad thing. Having a kit to learn is, in itself, available gameplay -- enjoyable hours of progress to be made if simply cares to learn rather than throwing up their hands and demanding the job be balanced around their mistakes or that its floor be raised nearly to its ceiling. I would much rather struggle with a 'harder' job and actually learn it than for there to be no mechanic on said job really worth mastering.I think current monk is probably the best example of this; once you get the hang of blitz, its timers and the gist of what you're supposed to do, it's not hard to use at all and performs above how it feels like it is. But a lot of people struggle with keeping monk's blitz cycles going and fall out of synch which makes the class feel sloppy and awkward.
Last edited by Shurrikhan; 01-05-2022 at 07:50 PM.
HPS is absolutely a terrible measure. The messier a run and the less mitigation your group uses, the more you need to heal and the better your HPS. If a WHM spams Cure III immediately when damage happens and a Sage lets their HoT's and oGCD's do the work, the Sage will have bad HPS and the WHM won't. Many top healers will end a run with grey logs on healing, despite 0 deaths, simply because the group played efficiently. Sage has quite a lot of free oGCD's and can heal for free for longer before being forced to dip into GCD's.
Not saying Sage needs a nerf though, SCH and AST are comparatively more than fine when it comes to heal toolkit. If anything WHM needs a buff, because it's far behind.
More like people who like to play dancer want to contribute more to the group than just "making someone else hit harder".
THEY wand to be valuable, not make other people valuable.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
I'm not arguing the case to make the game easier.Maybe the game shouldn't be so easy I can auto-attack through most of it with the only mildly challenging content being extreme and savage, which demands you jump through considerably more hoops than anything else just to do. But also Savage demands a different playstyle than the rest of the game, so balancing for it means balancing for the players who optimize and play as close to perfect as they can.
I think current monk is probably the best example of this; once you get the hang of blitz, its timers and the gist of what you're supposed to do, it's not hard to use at all and performs above how it feels like it is. But a lot of people struggle with keeping monk's blitz cycles going and fall out of synch which makes the class feel sloppy and awkward. So rather than rewarding you for performing well, it feels like you have to perform well for the class to not feel like a mess.
Basically, I guess, I'm saying that by tuning specifically for end game content it makes the rest of the game feel like it doesn't matter at all which, in turn, has made it all feel pretty dull and rote in comparison.
I'm attempting to explain to people that have the viewpoint that "balancing a job's performance around their performance in savage" is somehow making the jobs "harder".
Believing that fact is a logical fallacy, because if a job is tiered to be balanced and perform well in savage, then it is going to perform well in more casual content with sub-optimal play.
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