https://docs.google.com/document/d/1...pBFFUD2YA/edit
I wholeheartedly agree with pretty much everything here. What do people think of this?
Full credit to ZhephZaeora for making this. This is their Twitter: https://twitter.com/ZhephZ
https://docs.google.com/document/d/1...pBFFUD2YA/edit
I wholeheartedly agree with pretty much everything here. What do people think of this?
Full credit to ZhephZaeora for making this. This is their Twitter: https://twitter.com/ZhephZ
The last several paragraphs ("Basically, in Endwalker, the devs have standardised so many jobs to 2 minutes...") are worth a read, especially because they end with an opinion on the situation. The rest are well-written and fill in some of the math behind the conclusions.
he articulated it well, especially for dumb people like me who understood the issue with the game but didn't know how to properly communicate it
So, you can post wherever you want...but why is this in General, and not in the Job Section?
Slow down there backseat moderator, this is the forum where the game tells people to leave feedback and suggestions, of which a document called "The problem with Endwalker's balance explained" fits the criteria.
Backseat Moderator?
Lol it was a question. But I didnt question why the thread was made, but I questioned if it was in the right section where it should get the proper attention
I'll be honest, I still dont get the technical details even after reading this document. Which is due to me being super casually oblivious to the meta of this game as all I care about is if the job feels "fun" to play rather than numbers.
But from what I understand is that every job is being homogenized with 2 minute burst damage windows which is bad/less fun? or something like that so the balance is kinda wack.
Anyway Im interested to see how SE responds to this since Im also seeing these complaints beyond the usual forum whining so thats GOT to warrant some actual issue being at play here.
To try and summarize it succinctly: Because every job now aligns buffs at two minute intervals, these windows cause monumental swings in damage. This is compounded by the devs' new obsession for Direct Hit, Crits which also occur in that window. If RNG isn't kind to you during during these windows, you can deal noticeably less damage than another player of the exact same skill, performing in the exact same way. We essentially have no control over our damage output.I'll be honest, I still dont get the technical details even after reading this document. Which is due to me being super casually oblivious to the meta of this game as all I care about is if the job feels "fun" to play rather than numbers.
But from what I understand is that every job is being homogenized with 2 minute burst damage windows which is bad/less fun? or something like that so the balance is kinda wack.
Anyway Im interested to see how SE responds to this since Im also seeing these complaints beyond the usual forum whining so thats GOT to warrant some actual issue being at play here.
While damage variance and RNG have always existed. The impact was balanced by having raid buffs spaced out across different timed intervals. Crit variance was also nowhere near this massive, partly because Direct Hit didn't exist nor was either guaranteed. In an effort to homogenize everything for ease of balance and accessibility, they've actually made balancing the worst it has ever been in the last six years. Even from an accessibility perspective, it doesn't work because players misaligning buffs will have a much bigger loss than they would have in say, Stormblood.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
The 2 minute window was to be expected, considering how the playerbase for many years was actively aligning the burst windows to begin with. The devs just made it that much easier for the alignment. And the coordination was never a choice to begin with in Savage IMO, it was a necessity. When you balance around raids, you take into account how players think in raids, leading to things being adjusted for raids. Just like how the upcoming PLD rework will be to help deal with the fact that PLD is struggling with its rotation...in raids.
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