Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 29

Hybrid View

  1. #1
    Player
    Lunaru_F's Avatar
    Join Date
    Jun 2017
    Posts
    33
    Character
    Lunaru Umbra
    World
    Sargatanas
    Main Class
    Astrologian Lv 100

    What's with SE and balancing

    I feel like after Stormblood, SE just somehow forgot how to balance jobs and started to use pointless excuses to justify the weaknesses of certain jobs.

    I remember back during Shadowbringers that BLM outclassed RDM and SMN, where RDM was basically unplayable until both SMN and RDM were buffed to be within a good range of caster damage.

    Come Endwalkers, BLM is back to severely outclassing the other casting jobs, as they now sit with the Phys Range jobs. I know people will justify BLM being the top casting DPS because they are a selfish DPS, but SMN and RDM with their added raid damage is severely overshadowed by BLM's personal damage.

    YoshiP believe's that BLM is a "Busy" job, but statistics show it's anything but, and over the course of time, BLM has been given more abilities to be mobile, easy to play, all while at the same time given more buffs to top the charts.

    Back in Stormblood, there was a lot of synergy, where using a combination of jobs made them good. During this time, PhysRange jobs were actually able to top the charts, and believe it or not, 2 PhysRange was actually a valid comp for doing high end content.
    Transitioning to Shadowbringers, SE removed that synergy, and did not buff PhysRange to compensate for the loss, leaving them in the dust. As of the start of Shadowbringers, PhysRange is no longer being seen as another equal job, but as a NEED for a bonus in order to force every class type in a party.

    The only thing that's stopping PhysRange from being outcast is that not having one makes a comp "Illegal", and I'm sure you all know what that means.

    At the end of Shadowbringers, you didn't need a PhysRange in your party... You just had to have one. 2 Melee and 2 casters severely outdamaged the need of PhysRange and their 1% bonus, and SE was very content with that matter to keep it.

    Now that people are seeing the severe flaw of Phys Range, not many people are playing them, and I'm seeing more and more people asking where they Phys Range are when trying to do their weeklies. The answer? They're playing a job that isn't intentionally shafted for silly reasons like "Mobility" and "Utility".

    Instead they're playing jobs that are just as easy to play and do more damage and get buffed for silly reasons like being "Busy" or "Not equal to RPR".
    (6)

  2. #2
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,649
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Lunaru_F View Post
    At the end of Shadowbringers, you didn't need a PhysRange in your party... You just had to have one. 2 Melee and 2 casters severely outdamaged the need of PhysRange and their 1% bonus, and SE was very content with that matter to keep it.

    Now that people are seeing the severe flaw of Phys Range, not many people are playing them, and I'm seeing more and more people asking where they Phys Range are when trying to do their weeklies. The answer? They're playing a job that isn't intentionally shafted for silly reasons like "Mobility" and "Utility".
    Both these statements are objectively false.

    Comp requirement for FFlogs is simply two tanks, two healers and four DPS with no job overlap. You could bring all four Melee and the log will still count. More importantly however, two Melee and two Casters do not "severely out damage" the Prange and the 1% bonus. They don't out damage it at all. I don't know who told you otherwise but they're wrong. The 1% is literally all that keeps the Prange relevant right now otherwise the speed meta would have abandoned them.
    (8)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  3. #3
    Player
    Shuuli's Avatar
    Join Date
    Sep 2021
    Posts
    304
    Character
    Shuuli Vondael
    World
    Adamantoise
    Main Class
    Arcanist Lv 100
    Personally, I just dont understand the following logic:

    Melee dps must have a higher base potency because they will have less uptime. And so to bring it back to normal level it is needed.

    When I first started taking this game seriously on higher end content, I understood this as "basic potency should be higher so at the end all dps would have the same dmg"

    But then comes the concept of "utility should be a trade for dmg" - which is so strange to me as a SMN main cause my only team utility that I use in high end content is the dps buff that Reaper has better and the 1 person targeted heal of my phoenix which I cannot decidedly control the timing of and mostly don't need to use on anyone else but myself, if the healers are competent...

    I don't really get what justifies difference between melee and melee or tank and tank?? It is just so strange to me. I just don't understand. So I just accept and thats it

    Officially we should be able to clear all content with all jobs.
    (But I would be super pissed if I was a WHM and trying to join a P3S party, when people lock Astro)
    (3)

  4. #4
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Shuuli View Post
    Personally, I just dont understand the following logic:

    Melee dps must have a higher base potency because they will have less uptime. And so to bring it back to normal level it is needed.
    Okay but then SQEX must design content where you can't have +95% uptime.
    My maximum number of ranged attack on a clear (as a tank) was 11. I wanted to respect as much mechanics as possible.

    To be then reduced to 6, then 4 ranged attacks.
    Maintaining melee uptime is in now way hard, especially when SQEX delivers encounters with half the map as a hitbox or full hitbox without positionals.

    I do agree with the statement, but not in this current context and raid design..
    (4)

  5. #5
    Player
    Aikaal's Avatar
    Join Date
    Mar 2014
    Posts
    936
    Character
    Aikaal Leyma
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by CKNovel View Post
    Okay but then SQEX must design content where you can't have +95% uptime.
    My maximum number of ranged attack on a clear (as a tank) was 11. I wanted to respect as much mechanics as possible.

    To be then reduced to 6, then 4 ranged attacks.
    Maintaining melee uptime is in now way hard, especially when SQEX delivers encounters with half the map as a hitbox or full hitbox without positionals.

    I do agree with the statement, but not in this current context and raid design..
    95%? More like 99.4% according to the loggers.



    Only actual downtime is invuln phases which impacts everyone. SE said they would catter to melees for fights so the design of taxing mobility makes no sense.
    (4)

  6. #6
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Aikaal View Post
    95%? More like 99.4% according to the loggers.
    I mean on a prog level.
    I know you can extend the uptime to 99.5%.

    The argument is that uptime is not difficult at a low player level. 99.5% is someone who already optimize their uptime.
    (1)

  7. #7
    Player
    Aikaal's Avatar
    Join Date
    Mar 2014
    Posts
    936
    Character
    Aikaal Leyma
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by CKNovel View Post
    I mean on a prog level.
    I know you can extend the uptime to 99.5%.

    The argument is that uptime is not difficult at a low player level. 99.5% is someone who already optimize their uptime.
    Agreed! Anyways. Can I introduce you to the bane of min-maxers. Theorycrafter fears this man.



    BEHOLD THE DRAGON KICK MONK MAIN
    (7)

  8. #8
    Player Anhra's Avatar
    Join Date
    Sep 2020
    Location
    Ul'dah
    Posts
    824
    Character
    Anhra Nefaris
    World
    Omega
    Main Class
    Scholar Lv 90
    I could rant about the design issues on Jobs all day and i agree, Jobs do lack synergy among each other outside of mere dps buffs, as well as MANY other things that havent been adressed properly on the side of gameplay.

    I find it incredibly annoying that Squeenix just designs Jobs arround "working" in Endgame Raid content and completely neglect the rest, and to add salt (and darkness) to injury the Community just keeps on wearing their Tinfoil Hats and thinking that placebo changes on Potencies and simple hotfixes that should have been adressed YEARS ago are akin to the second coming of Jesus Christ.
    (1)

  9. #9
    Player
    FoxCh40s's Avatar
    Join Date
    Feb 2020
    Posts
    332
    Character
    Source Eldion
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Anhra View Post
    I could rant about the design issues on Jobs all day and i agree, Jobs do lack synergy among each other outside of mere dps buffs, as well as MANY other things that havent been adressed properly on the side of gameplay.

    I find it incredibly annoying that Squeenix just designs Jobs arround "working" in Endgame Raid content and completely neglect the rest, and to add salt (and darkness) to injury the Community just keeps on wearing their Tinfoil Hats and thinking that placebo changes on Potencies and simple hotfixes that should have been adressed YEARS ago are akin to the second coming of Jesus Christ.
    We really don't think that though, it's just the stage we have all reached since playing ARR and realizing they're just not going to change anything at all, so the last thing we have is potency. We used to all have DoTs, and self Buffs, and all sorts of synergy, but the greater lower skill players constantly complained about them, so they've removed them.

    We aren't ever getting it back; we're never getting Healer interesting dps back, we aren't getting back an interesting Dark Knight, and we aren't getting a semblance of real explainable balance decisions. They essentially stopped communicating completely after Heavensward. I'm really not even sure what the point of the forums is anymore really, as they don't reply directly and choose to ignore a massive amount of feedback or play ignorant.

    If a dev or someone can actually reply to this explaining something, or just to show your watching, I would totally take my statement back; however, I'm not naive, and I know you won't. So *shrug*

    The status quo of no communication will always exist in this game. Be thankful that DPS Jobs are at least somewhat interesting to play now, though that will likely go away in future expansions.
    (8)

  10. #10
    Player
    smol_cofe's Avatar
    Join Date
    Jul 2019
    Posts
    57
    Character
    Smol Coffee
    World
    Odin
    Main Class
    Black Mage Lv 90
    these threads feel like bait
    (6)

Page 1 of 3 1 2 3 LastLast