That's.... that's exactly how tanks work in about every other game? There is no point in anyone targeting a tank if they deal little damage + have high survivability. They'd just be deadweight until the rest of their team is already dead (See: GNB, DRK). This is usually offset by giving them large amounts of CC. If you want to advocate for Purify being bugfixed, that's fine and justified, but should hold no sway in a job balance discussion.
There is no logically sound reason why DPS should have the same amount of CC as tanks unless they do similar damage (which they should not IMO).
Oh, don't get me wrong. I 100% believe that RDM is the most overpowered job currently. But like I said, I think it's mostly due to overtuned numbers rather than what's actually in their kit. Put simply, keep the high mobility, keep the buffs/debuffs, neuter it's damage and sustain potencies.
I think there's a good reason why you mostly hear complaints about WHM, DRG, and SAM despite RDM clearly being in a league of it's own; because people feel that there is something fundamentally wrong, that should not exist in those job's kit or need to be dramatically altered. Something that can't be fixed with simple potency changes. I just don't think that's the case with RDM.
Last edited by jrollins89; 04-25-2022 at 05:11 PM.
Bit of a disagree. WAR has an aoe stun on a 15s cooldown and that much potential burst (not to be confused with overall damage) along with the second most impactful team fight ability in the game. By pressing a single button you can guarantee 30k damage to everybody near you during the updraft on the winds map. That's so substantial I can't even think of anything funny to say about it. What's more, the reason WHM and WAR and RDM and so on and so forth are so great is that they're not sacrificing anything to use their kit. If you're a GNB, you make hard hard decisions about how you're going to play as your draw is a 30s cooldown. You can't draw from yourself so you can't EVEN be a tank if there aren't any on the enemy team (an occurrence that surprisingly happens more the higher you climb), and you're stuck in whatever decision you make for 30s.
30s is a very long time for a cooldown that affects your basic functionality. That is half the charge time of a WHM LB.
Same for PLD. You have an AoE Slow. But that AoE slow is dependent on not only your meager 12k shield surviving the 5s it needs to pop. But, guaranteeing it's use means you lose one of your only burst preventing abilities for a slow. Contrast with War 15s Aoe STUN.
A stun that will pop purifies across everybody it hits.
Same for AST. Double cast is both clunky (you lose it when doing ANYTHING not just casting spells) and is a decision between middling offense and adequate healing. And unlike WHM 40 RANGE laser beam you need to be in melee range for your LB with one of the lowest health in the game and no escapes on a class in which the rapid actions you need under duress (sprint, purify, recuperate, shield, and activating Macrocosmos) are ALL actions that will cancel the double cast heal you NEED to use in order to survive getting focused.
RDM is the same stuff. Extremely high damage, extremely high survivability, and versatility. Nin has the same versatility and a good NIN piloting is outrageously hard to finally put away. It's very obvious to see what jobs actually had time to be baked out and which ones they didn't. Any job that has to choose between doing their job and surviving doing their job (GNB) is not going to measure well to anybody that can do BOTH at once (WAR). And it's not even that GNB damage is low. It's that when you've junctioned a DPS you deal less burst than a RDM while also paradoxically being squishier than one too. That's insane to me.
Last edited by Elnidfse; 04-25-2022 at 06:45 PM.
RDM kit is alright. After they blow their CD's or if they dive in a 5v5 match, burst them down.
For 1v1 as a DRG, I think DRG overpowers RDM. DRG horrid roar heavily reduces RDM burst combo kit.
RDM is indeed the strongest job by a large margin and then it's WHM.
Honestly. Just focus them in matches.
You might not kill them, but at least you're keeping them away from their primary targets. Any damage or healing you can do, they can triple it, so just go even, don't die and harass them. You'll win a lot more if you go for these types of jobs instead of ignoring them.
XD DRG can't even 1v1 3 of the 4 other melees and you're suggesting they can overpower the far and beyond strongest duelist in the game right now? 1v1s certainly isn't where the strength of DRG lies and that's perfectly fine.
People keep forgetting that Horrid Roar is de facto only 25% since Geirskogul increases your damage taken by 25%. Corps-a-corps is also a way more powerful dueling tool.
In a 1v1 scenario even with Horrid Roar active, a RDM can simply sit in White Shift and tank the 35-50k the DRG will do with their entire burst combo with 18k shields and a 10k heal and still deal 40~k damage in return. If they simply wait out Horrid Roar with Guard and Displacement, it becomes even more one-sided. Nothing can beat a RDM in a 1v1 and certainly not a DRG.
A RDM can DoT you for up to 24~k through Guard every 20 seconds while a SAM can usually LB you twice per game. Their entire burst combo in Black Shift deals like 90k unmitigated without LB, this is absolutely higher than anything a DRG or SAM can do in the same amount of time.
EDIT: number adjustments
Last edited by aeoncs; 04-26-2022 at 02:07 AM.
I think a lot of people sleep on how good RDM is because a lot of DPS are viable. For tanks and healers, only 1 (of each) is really viable, so everyone screams at the top of their lungs to nerf them. Meanwhile RDM just utterly destroys in the hands of someone that really knows how to use it, but it's mixed in there with DRG, SAM, and other DPS that are maybe 70% as good but still powerful enough that RDM can be relatively inconspicuous.
GNB are literally paper tanks. They can't handle anything. They're less tanky than a DRG with the geirskogul buff up.
But Tanks primary objective are either 1 to lock down certain dps/healers from performing 2. Holding the crystal to push it forward. Because they're tanky enough to not insta die going to it.
I would probably reduce dps & healers CC & give some to the Tanks, thats an idea i agree with. However there HAS to be diminishing returns. And to make Purify work properly.
RDM is a tough nut tbh. They don't have the same burst potential as other classes & it all comes down to a melee combo, without it they're practically useless.
Their CC is prob most balanced, you either get a root or a silence, not both at once. And you need to use a GCD to change it.
And if you want to change back you need another GCD. They're more of a strong support class more than anything. I mean Drg can kill you in 1 combo.
And Monk with LB which they get pretty fast, can guaranteed kill anyone.
And people tend to duel alot in CC, not many people use their teammates, they just pick a guy, challenge him to a 1v1 & cry because they died.
RDM doesn't lose any duels, but they can't do shit in a 1v2 which many other classes can. They only have 1 aoe besides their LB which does jack shit unless you stand in the middle off it & if they use black magic.
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