I'm jus wondering...is people complaining their loved class/job being badly nerfed because they can't play it well enough?
I'm jus wondering...is people complaining their loved class/job being badly nerfed because they can't play it well enough?
I think it's honestly a little ridiculous that gear the game colors blue for very high quality gets stomped by common gear with multiple materia. Sure, it does cost a lot to get multiple-melded items, but must blues and greens aren't THAT much better than other items and they can't take materia at all. Of course this is rather off topic. And AF sort o "defines" a job's appearance. When you're wearing the AF, you look like a black mage and people can regonize that by looking at you. Generic gear for non-heavy melees (The generic plate armors match the classes that can use them better than most) doesn't have this effect- you could be anyone, a mage, a crafter, a DoL. The only real exception here are cloaks but there are very few of them in the game right now.It's not that AF doesn't support decent damage...BLM isn't just about your potential damage, you get resisted ONCE, and it can mess up your whole spell set/Mana pool. It's the resists BLM's are trying to avoid by upgrading their gears.
BLMs are already physically weak enough. They can only survive anything when they use sanguine rite. BLM can't set Sentinel.Weaken BLMs Defense, pull hate you die problem solved. SE also needs to implement class/action specific enmity generation to increase the risk of tier 3/high damage spells/skills.
Funny, whenever I try this, the monster starts attacking me and I die.Nerfing collusion is nothing, it has barely made any sort of a difference to BLM. BLM's can still go to town after the tank gets a little hate, not to mention that nerfing collusion affects all classes, not just BLM.
Nuking totally all-out will either 1) run you out of MP, forcing you to sit around for a while to get it back, or 2) cause you to die or at least be disruptive to the fight.
As someone else pointed out, besides the nerf to collusion and WAR AoE most jobs got buffed. since BLM wasn't changed, that's another indirect nerf because other jobs got better while BLM stayed the same.
truth hurts doesnt it


Weaken BLMs Defense, pull hate you die problem solved. SE also needs to implement class/action specific enmity generation to increase the risk of tier 3/high damage spells/skills.
as it stands now enmity generation is pretty much predictable to every one but the tank.
lol what? who uses the agas? they are a huge waste of mp for not much more damage as the Aras. Infact Thunadars mod is INT thundagas is magic attack. The only time you use teir 3 is if you have aot of mp and Excuriate didnt go off on the Thundara. other than that the Agas are worthless they just take up the 15 slots ability limit.



The Glass Cannon argument does not matter when you've a tank who becomes your defense that pretty much never loses hate.
The MP pool limitations matter for nothing when your optimal MP usage per convert cycle dwarfs the DPS of melee jobs, even when both groups are supported by Bard Songs.
Put simply, there's just too much that favors bypassing range for security. Right now Melee Jobs are at greater risks than glass cannon ranged classes because Mages and Rangers are simply out of a good bulk of the AoE ranges. Additionally, the limited range of Melee causes mobile opponents to suffer less DPS from Melee classes.
The risk/reward scaling in the game as it stands is skewed heavily in favor of ranged classes, and the Melee Classes are not getting any extra returns for that skew. If anything, the concept of 'low defense, high yeild' doesn't apply anymore because simply the need for defense is being bypassed on the account of ranged jobs.
This could be balanced out if monsters started using AoE attacks that had safe zones closer to the monster, like Garuda's Conal. Or had more attacks that hampered ranged DPS, like the THF Moogle's MP drain attack. But right now these aren't balanced as such to create a level playing field yet.
So either the output of Melees should be increase to compensate for the risks of range and positioning above risks of defense and HP, or fight mechanics need to be made to keep Ranged players on their toes and suffering breaks in DPS due to circumstance as well. Cause right now, Damage is a threat either even across the board, (IE, things that would one-shot a Mage would likely One Shot a Melee too.) or leans heavily against melee.
Last edited by Hyrist; 05-25-2012 at 08:48 AM.
the reason why they don't nurf Blackmage ??
Is because there Boss mechanic are broken-
Blackmage aren't powerfull if you have to move around
Blackmage aren't powerfull If you can stand in a safe spot-
It's not about nurfing Blackmage- It's about making the battle mechanic of a boss harder
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