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  1. #11
    Player
    Vatom's Avatar
    Join Date
    May 2020
    Posts
    496
    Character
    Vatom Basilisk
    World
    Midgardsormr
    Main Class
    Samurai Lv 100
    Quote Originally Posted by drtasteyummy View Post
    The biggest issue with RDM is that they increase healing and when the enemy team has a RDM, a WHM and a SGE - Dia+ has them all the time - NOTHING dies
    It's most broken base comp and beyond unbeatable with +WAR and +DRG
    I agree with this one also WHM imp needs a nerf
    (0)
    Free the Glam!, Duel Pistols (Gunner)?

  2. #12
    Player YukikoKurosawa's Avatar
    Join Date
    Dec 2021
    Posts
    568
    Character
    Yukiko Kurosawa
    World
    Lamia
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by gioroggia View Post
    ... and how high were they?

    I can't wrap my head around the fact that someone designed its abilities, tested the kit, and somehow decided that the thing was comparable in power/utility to the remaining jobs. I mean, really, someone looked at it and said "huh... Looks okay to me".
    Bold of you to assume they did any playtesting at all.
    (4)

  3. #13
    Player
    jrollins89's Avatar
    Join Date
    Feb 2014
    Posts
    65
    Character
    Rod Nimrod
    World
    Gilgamesh
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Raistlin View Post
    No thanks, then the game will be a permastun fiesta with Purify not working as intended is already bad when I sometimes go from 100% to 0% in stun chains after using purify.

    Jobs should have ONE cc usable every 10 seconds or more.
    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).

    Quote Originally Posted by gioroggia View Post
    I agree with you on WHM, but I believe RDM is even worse. Its damage is unmatched. It can take down any melee DPS easily - it's not even a contest. When you get rushed by one, there isn't much you can do except heal yourself nonstop, push guard, and hope the rest of the team helps you before guard is over. That if the RDM doesn't kill you in the duration of its (AOE) silence. The fact that it's damage is so high makes it very hard to outlast its burst even when you're playing defensively, which is not the case with any other job. Meanwhile, it has high mobility, high sustain when needed, AOE damage, AOE buff/debuff... Its uncanny. They fucked up.
    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.
    (0)
    Last edited by jrollins89; 04-25-2022 at 05:11 PM.

  4. #14
    Player
    Elnidfse's Avatar
    Join Date
    Jun 2017
    Posts
    292
    Character
    Rigel Regulus
    World
    Tonberry
    Main Class
    Machinist Lv 70
    Quote Originally Posted by jrollins89 View Post
    I don't think there's anything fundamentally wrong with RDM, it's mostly just their numbers are overtuned for what the rest of their kit offers.
    Similarly, I don't think there's anything wrong with WAR by itself (MAYBE a bit too much damage for a tank?), WAR is the baseline of where the other tanks should be at in terms of CC and utility imo. WAR seems strong because the other tanks are weak.

    Now WHM? Yeah, that is the one that makes me scratch my head and wonder if their team playtested it. No healer should ever be brought up to that level. Just look at that monstrosity of a LB alone. Did they just run out of things to tack onto an instant cast AOE CC nuke that they had to add in all that regeneration and damage/healing amp to the fastest charging LB? Never mind the rest of their kit (yay, un-cleansable hard CC).


    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.
    (3)
    Last edited by Elnidfse; 04-25-2022 at 06:45 PM.

  5. #15
    Player
    MithosYggdrasil's Avatar
    Join Date
    Apr 2022
    Posts
    1
    Character
    Mythos Yggdrasil
    World
    Balmung
    Main Class
    Gladiator Lv 51
    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.
    (0)

  6. #16
    Player
    Bureda's Avatar
    Join Date
    Jan 2022
    Posts
    243
    Character
    Bureda Ghodhand
    World
    Phoenix
    Main Class
    Rogue Lv 100
    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.
    (0)

  7. #17
    Player
    Araxes's Avatar
    Join Date
    Nov 2015
    Location
    Ul'Dah
    Posts
    1,095
    Character
    Runic Raven
    World
    Zodiark
    Main Class
    Blacksmith Lv 100
    Quote Originally Posted by gioroggia View Post
    but I believe RDM is even worse. Its damage is unmatched.
    Have you heard of your Lord and Saviour Samurai? Or maybe Dragoon?

    I mean... SAM can LB THROUGH guard.
    (0)
    ᛞᚨᚢᛃᛁᚦ ᚠᛖᚺᚢ
    ᛞᚨᚢᛃᚨᚾ ᚠᚱᚨᚾᛞᛁᛊ : ᛞᚨᚢᛃᛁᚦ ᛊᛖᛚᛒᚨᛉ ᛊᚨᛗᛟ
    ᛖᚲᚨ ᚹᚨᛁᛏ ᚨᚾᚨᛁᚾᛟ
    ᚦᚨᛏᚨ ᚾᛖ ᚨᛚᛞᚱᚨᛁᚷᛁᚾ ᛞᚨᚢᛃᛁᚦ
    ᛞᛟᛗᚨᛉ ᚢᛗᛒᛁ ᛞᚨᚢᛞᚨᚾᛟ ᚺᚹᚨᚱᛃᚨᚾᛟ

  8. #18
    Player
    aeoncs's Avatar
    Join Date
    Jul 2015
    Posts
    208
    Character
    Zael Magnus
    World
    Shiva
    Main Class
    Monk Lv 90
    Quote Originally Posted by MithosYggdrasil View Post
    For 1v1 as a DRG, I think DRG overpowers RDM. DRG horrid roar heavily reduces RDM burst combo kit.
    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.



    Quote Originally Posted by Araxes View Post
    Have you heard of your Lord and Saviour Samurai? Or maybe Dragoon?

    I mean... SAM can LB THROUGH guard.
    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
    (3)
    Last edited by aeoncs; 04-26-2022 at 02:07 AM.

  9. #19
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    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.
    (2)

  10. #20
    Player
    Freemind's Avatar
    Join Date
    May 2017
    Posts
    22
    Character
    Anomaly Danklord
    World
    Cerberus
    Main Class
    Dark Knight Lv 71
    Quote Originally Posted by jrollins89 View Post
    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.
    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.
    (3)

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