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  1. #1
    Player
    StriKE_SC2's Avatar
    Join Date
    Aug 2021
    Posts
    23
    Character
    Fuyuka Volkov
    World
    Tonberry
    Main Class
    Black Mage Lv 100

    BLM Feedback, (Crystal Rank , 3500 with BLM only almost 2,000 Games - Element DC)

    Proclaims : not whining here just find a way to make BLM more viable and able to carry a team (prefer to make it hard and high reward) and need more idea.

    900 wins here. i played a lot of BLM since Feast and CC in JP DC. and very passion with it.

    Still think BLM need a littlebit buff. BLM is a good AOE preassure lack abit of single target burst (which is okay in my opinion) but BLM are so hard to solo and carry the game through 4000. BLM really rely on team.

    Here is some Idea.
    Fire Phase not strong enough the dot tick damage use 15s to maximize it. and it's equal to 1 Recuperate only!
    - I think , need to get rid of dot dmg. and combind all damage at once (maybe decrease the dmg a bit)
    - Actually do something with fire phase to have more dmg, more deadly. compare to other class.
    - or make target take more damage from fire while have a fire dot on.

    Other Stuff
    - Ice Phase is good enough any buff will make it too op (maybe 2s heavy after freeze?)
    - Freeze,Flare,Sleep,Burst,Foul might need to increase 1-2y radius (it's too small sometime as a AOE mage)
    - Foul 16000p every 1 minute but RDM have Verflare 16000s every 20s (and foul is LB!!) maybe 2 charge of Foul or make it single target Xenoglossy with 2 charge.
    - Compare to RDM Instant long range silence with 8000p , BLM burst(lighting) maybe should apply 2s silence to others aswell. BLM have to cast/spend swiftcast on it and have to do in close range. should have more reward compare to RDM.
    - OR make lighting shield silence 2s in a small radius around you when its ran out/explode. this will not make lighting too strong but will act as a defensive tools. this way will make BLM better and more skill play (you can still countdown the duration and jump in when you want to use defensive silence as a aggressive silence)


    - Nerf MNK not to Oneshot BLM (in high rank 4000+ MNK who know. can oneshot BLM very easy every 1 minute)

    -------------
    TLDR: need ONLY small adjustment to each skill, make fire phase stronger. and do something with MNK oneshot.
    (6)
    Last edited by StriKE_SC2; 05-18-2022 at 08:13 PM.

  2. #2
    Player
    Cytus's Avatar
    Join Date
    May 2022
    Posts
    11
    Character
    Cytus Estella
    World
    Aegis
    Main Class
    Scholar Lv 90
    As a Crystal Player in Elemental DC as well.
    I do agree with what you had mentioned.
    The mechanic seems alittle weird in BLM skill sets , since Fire doesn't seem worth casting at all.
    Recently I tried BLM on my alt and just managed to hit diamond rank, I do feel struggle and helpless
    while dealing with brain-dead face rolling MNK. Hope an adjust will soon come into ppl's eyes.

    And for the change mentioned , it seemed fair on me , but for such balancing issue ,
    SE really need to work on it in a very careful and detail way. After all , no one wish a broken job destroy the whole environment.

    CY
    (2)

  3. #3
    Player SeiyaSoiya's Avatar
    Join Date
    Apr 2016
    Posts
    361
    Character
    Hariette Reina-cuento
    World
    Marilith
    Main Class
    Gladiator Lv 90
    Call me a conspiracy theorist but I think the only reason BLM hasn't been butchered beyond recognition in PvE like they did from feast>crystalline conflict is because yoship enjoys the job in pve
    (2)

  4. #4
    Player
    Lymberey's Avatar
    Join Date
    Apr 2022
    Posts
    54
    Character
    Lymberry Kaldwin
    World
    Carbuncle
    Main Class
    Scholar Lv 92
    It seems like the general consensus among BLM players is that Fire is not viable when given the choice to use Ice. A consensus which I do agree.
    As of this patch of 6.11, Fire deals only 12K more dmg but takes at least 3 times longer than ice while having no value of a hard CC aka Deep Freeze. Group hard CCs are always invaluable in any team game.

    If they are going to go in the same direction of Fire for DMG and Ice for CC, they would have to jack Fire up to be comparable to Ice.
    Ideas I heard and have are;
    1. A lot stronger DoT, but 6s.
    2. Longer DoT, same potency.
    3. Longer and stronger DoT.
    4. Change DoT to additional burst (may stack up with multiple targets).
    5. Burn can trigger despair (replace Fire 1)
    6. Change Fire entirely to be a single target nuke setup, but half dmg when hit 2 or more multiple targets.
    Personally, Im down for No.6, but i think it would make BLM too strong so I think No.1 or No.4 should be more reasonable.

    I have no opinion on Ice and Sleep as they are already invaluable. Still, increase radius from 5y to 7y for Freeze, Flare, Foul, Sleep would be very nice.

    I agree with your buff on Burst, it would give BLM more time to escape or use it more offensively with a risk. In fact, I love this idea. Its a very high risk-high reward choice for BLM.

    Two charges on Foul would be a bit too strong with Ice imo, Xenoglossy might be a better idea. How about we combine Xenoglossy and Foul into a Foul with damage fall off on 2 or more targets instead? The amount of buttons remain the same too.

    About MNK though..... Monk is one of the hard counters for BLM. However, I do respect that because the MNK would be using everything they got to kill a BLM in one combo. No other comment from me on the matter.
    (3)
    Last edited by Lymberey; 05-17-2022 at 06:12 PM.
    In case you are wondering why I have a different name, E and R are not very far.

  5. #5
    Player
    StriKE_SC2's Avatar
    Join Date
    Aug 2021
    Posts
    23
    Character
    Fuyuka Volkov
    World
    Tonberry
    Main Class
    Black Mage Lv 100
    Totall agree with 1. and 3.

    i really like the idea of make foul 100% dmg to main target and less dmg to other target (just like before) it would be nice
    (1)

  6. #6
    Player Gserpent's Avatar
    Join Date
    Mar 2021
    Posts
    800
    Character
    Grinning Serpent
    World
    Maduin
    Main Class
    Culinarian Lv 90
    Dots are generally weak when single target but they have a lot of value if you're getting it on multiple people. People act like "oh it's just 1 Recuperate" isn't important, but that just shows a misunderstanding of how pressure and attrition work.
    (2)

  7. #7
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Gserpent View Post
    Dots are generally weak when single target but they have a lot of value if you're getting it on multiple people. People act like "oh it's just 1 Recuperate" isn't important, but that just shows a misunderstanding of how pressure and attrition work.
    Great? Too bad the radius of the AoE is tiny and you have to reach the 3rd cast to get to it and even then its still not worth it. Either through casts or through LB, if you're using fire you're being useless. It doesn't cause any pressure because teh dot is extremely minor and fire itself does the same damage as ice. You can argue until you're blue in the face about this but you're outright wrong. The dot will not be better than just a pure CC. The ONLY way to make fire valuable is to make it a legitimate burst.
    (3)

  8. #8
    Player
    StriKE_SC2's Avatar
    Join Date
    Aug 2021
    Posts
    23
    Character
    Fuyuka Volkov
    World
    Tonberry
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Ransu View Post
    Great? Too bad the radius of the AoE is tiny and you have to reach the 3rd cast to get to it and even then its still not worth it. Either through casts or through LB, if you're using fire you're being useless. It doesn't cause any pressure because teh dot is extremely minor and fire itself does the same damage as ice. You can argue until you're blue in the face about this but you're outright wrong. The dot will not be better than just a pure CC. The ONLY way to make fire valuable is to make it a legitimate burst.
    Agreed, need to cast 3 times

    3 GCD > proc and other 12-15s to make dot worth its more than 20s of the fight and 3000 per ticks is very low. its not 3000p/s but its 3000/3s ? very low dmg.
    and yes Fire without dot dmg is same damage as ice. : (
    (0)

  9. #9
    Player
    Lymberey's Avatar
    Join Date
    Apr 2022
    Posts
    54
    Character
    Lymberry Kaldwin
    World
    Carbuncle
    Main Class
    Scholar Lv 92
    Quote Originally Posted by StriKE_SC2 View Post
    Agreed, need to cast 3 times

    3 GCD > proc and other 12-15s to make dot worth its more than 20s of the fight and 3000 per ticks is very low. its not 3000p/s but its 3000/3s ? very low dmg.
    and yes Fire without dot dmg is same damage as ice. : (
    This is my thought on Fire and Ice.

    Burn will eventually cost 1 Recuperate after 12s which is very long. Mana regen also ticks at 500/3s so thats 2000 mana recovered.
    Two Burns will cost 2 Recuperates in total after at least 30s (SF > 3 Flares + Burn Duration > SF + Burn duration) while 5000 mana was recovered, which is exactly the cost of two Recuperates.
    It can help shorten the fight and lessen stalling power, but has absolutely no use against team with group Regen, extra self heal, and especially against WHM.
    In the best scenario, burning the whole team would be 120K dmg in at least 30s and cost 10 Recuperates.
    It is important to note that Burn can cancel NIN stealth and stop them from using Assassination and can kill people through Guard, but that is very very unlikely unless you stack it with multiple DoTs from your team.

    Deep Freeze, on the other hand, will prevent 2 (or 3) Recuperates from being used during 3s deep freeze, and has a high chance to pop 'Purify' which is invaluable in team fight and disengagement pretty early on in the fight.
    Two Deep Freezes will prevent 4 Recuperates which is 60K HP and very likely to pop Purify as well. This helps shorten the fight even more so than Burn ever could as it can prevent up to 60K healing and pop a purify.
    In the best scenario, freezing the whole team can prevent up to 20 Recuperates, which are 300K healing, on top of popping 5 'Purify' in just 6s (SF > 3 Freezes > SF), stop dmg coming to your team, prevent the opposing team from using guard, and stop them from escaping.

    Freeze really does more than Fire in only 1/5 of the time.
    (1)
    Last edited by Lymberey; 05-20-2022 at 01:19 AM.

  10. #10
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    Thank you for your experienced input.

    In my opinion, buffs to BLM are very dangerous because they are very oppressive when their team has momentum in crystal. That’s why I only suggest these two simple changes to avoid going overboard.

    1. Make Burst instant cast. Increase its recast time from 20s to 30s.
    2. Make Paradox apply 3 stacks to the target even if they have none on them. The stacks' type would depend on if you're in Astral Fire or Umbral Ice. Increase its recast time from 15s to 20s.

    Here are my reasonings:

    Quote Originally Posted by StriKE_SC2 View Post
    1. Nerf MNK not to Oneshot BLM […]

    No need to nerf MNK. Change Burst to be instant. That way, you could instantly shield yourself after Purifying their Six-Sided Star stun instead of wasting a vital second on Swiftcast. That would also free up a Quickcast use to be used on other spells as an added bonus.

    In exchange, I would increase the recast time of Burst from 20s to 30s so people avoid using it too liberally because of the instant recast change.

    2. […] BLM is a good AOE preassure lack abit of single target burst (which is okay in my opinion) but BLM are so hard to solo and carry.

    As you said, BLM's overall damage is strong. I think it would be a mistake to increase their spell's potencies further just to "fix" their burst.

    What I think holds BLM's burst back is that they can’t quickly switch and burst someone unless a stack is already on them for Paradox. To solve this, I would change Paradox so it applies 3 stacks even if there are none on the target (the type would depend on if you’re in Astral Fire or Umbral Ice). That way, BLM could reliably and quickly switch/burst using Paradox (8K) + Superflare (9K+12K dot or 3s freeze) + Swiftcasted spell (4~8K) for a 2.4s 21~25K burst (33K burst if using Foul instead of Freeze/flare).

    So that this guaranteed and safe burst isn’t too frequent, I would increase Paradox's recast time from 15s to 20s.
    (0)
    Last edited by Petite; 05-18-2022 at 09:02 AM.

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