You'll never get a rdm or smn to rez again.
You'll never get a rdm or smn to rez again.
Better yet. What if we had it that the person who does the rezzing DIES. Kinda like a sacrifice!
Thoughts!?
When you deal with human beings, never count on logic or consistency.
Fluid like water. Smooth like silk. Pepperoni like pizza.
Make caster rez a role action (yes, I don't care that BLM gets it), oGCD, 2 charges, 180 second CD. Now every job in the role can have similar damage with no "rez tax" stupidity. Done.
Yes because we must get rid of any choice or any reason to choose a job, Lets make it the game more bland and bland with no job doing more damage, they must all be the same and bring all the same utility, we shouldn't give people options that have a effect on outcomes.
Seriously I don't get why people are acting like red mage or summoner is awful, sure they need a buff but even if both didn't people would still use it over black mage in a lot of situations, Almost like now people are actually using SMN and Red mage more because the fight was a bit overtuned (Again Machinist, all casters in general, Reaper all need slight buffs, ranged tax shouldn't be that bad) and not balanced to account for jobs such as RDM
I don't get how people seriously think battle raise isn't very powerful, even in situations where you will meet enrage, helping your team seeing more of the fight and learn more is so valuable, allowing diversity in why you choose a caster not just do the same thing (aka Melee dps pretty much give raid buffs or sam makes up for that with damage), Can we embrace the uniqueness of casters and actually value how they are, not saying that you can fix issues such as damage, but you dont need to give raise to BLM you don't need to remove raise from RDM and SMN, neither are good.
Lets talk about issues such as ranged tax, Why should ranged/Casters be so low compared to melee? instead of this mentality that raising is so bad that theirs no reason to play a smn/rdm if it does worse damage (but both can still clear), If that were the case why isn't blm being used that much now the DPS check was changed.
I'd rather they just give verraise a very long cooldown at this point if it's just going to be a thorn in RDM's side in terms of balancing.
Because the raise is worthless. It's a "feels good" tool for the casuals to save their Allinace Raids and cheer as they do it. There is a single objectively correct choice - just bring an RDM to see every mechanic and once you are done swap to BLM. Because once no one dies, or the fight is tuned close enough that a single death means not meeting the enrage, there is no point to your rez. It is worthless but you are now forever bound to 10% lower damage output even though your oh so great and unique utility tool stopped being relevant after the first two lockouts in the instance.Yes because we must get rid of any choice or any reason to choose a job, Lets make it the game more bland and bland with no job doing more damage, they must all be the same and bring all the same utility, we shouldn't give people options that have a effect on outcomes.
Seriously I don't get why people are acting like red mage or summoner is awful, sure they need a buff but even if both didn't people would still use it over black mage in a lot of situations, Almost like now people are actually using SMN and Red mage more because the fight was a bit overtuned (Again Machinist, all casters in general, Reaper all need slight buffs, ranged tax shouldn't be that bad) and not balanced to account for jobs such as RDM
I don't get how people seriously think battle raise isn't very powerful, even in situations where you will meet enrage, helping your team seeing more of the fight and learn more is so valuable, allowing diversity in why you choose a caster not just do the same thing (aka Melee dps pretty much give raid buffs or sam makes up for that with damage), Can we embrace the uniqueness of casters and actually value how they are, not saying that you can fix issues such as damage, but you dont need to give raise to BLM you don't need to remove raise from RDM and SMN, neither are good.
Lets talk about issues such as ranged tax, Why should ranged/Casters be so low compared to melee? instead of this mentality that raising is so bad that theirs no reason to play a smn/rdm if it does worse damage (but both can still clear), If that were the case why isn't blm being used that much now the DPS check was changed.
Asinine.
Damn raise is only for casuals you heard it here (Why talk down to casual players for no reason I don't know, We're discussing it's viability in savage). not seeing more fight mechs in savage completely useless. Not like I said in general casters should do more, yeah RDM shouldn't be 10% lower then BLM I won't even defend that, but the fact that people are saying raising has zero impact makes no sense, all jobs should be able to clear everything even if one job does more or less, But we shouldn't have a meta where every job functions identical to each other.Because the raise is worthless. It's a "feels good" tool for the casuals to save their Allinace Raids and cheer as they do it. There is a single objectively correct choice - just bring an RDM to see every mechanic and once you are done swap to BLM. Because once no one dies, or the fight is tuned close enough that a single death means not meeting the enrage, there is no point to your rez. It is worthless but you are now forever bound to 10% lower damage output even though your oh so great and unique utility tool stopped being relevant after the first two lockouts in the instance.
Asinine.
I don't know about you but it's funny that Summoner was popular compared to black mage in this raid tier, maybe because utility actually means something? I know that's pretty shocking imagine that people pick jobs outside of "more dps" but it does happen.
Not gonna defend a 10% difference, but I don't even think BLM is in a good spot the balance is bad, But I don't think we need to make jobs even more exactly the same as each other, whats even the point of playing a different job if they all bring zero utility differences (raid buffs aren't utility), the exact same or similar damage?
Lets complain that RDM should have raise removed and also complain about hominization! Because we want every job to perform the same and have no unique differences and utility but we also don't want hominization, at this point, Lets just keep watering down the jobs but also keep on removing what makes jobs special because at the end of the day it's not fair if "my" job doesn't do the most damage, how dare another job have a damage advantage over mine!
Last edited by Rithy255; 09-17-2022 at 07:32 AM.
One more time. Having your unique identity built around a tool that has value only during prog is asinine. Once prog is over, RDM is inherently disadvantaged and no matter how much you may enjoy the job, you are a burden on the group. Post-prog deaths shouldn't happen. If they do, I'd rather wall the pull and start again. Maybe I simply adhere to a standard just a touch higher than "a clear is a clear", ymmv. But even if you do tolerate a death or two, they are easily handled by healers.Damn raise is only for casuals you heard it here (Why talk down to casual players for no reason I don't know, We're discussing it's viability in savage). not seeing more fight mechs in savage completely useless. Not like I said in general casters should do more, yeah RDM shouldn't be 10% lower then BLM I won't even defend that, but the fact that people are saying raising has zero impact makes no sense, all jobs should be able to clear everything even if one job does more or less, But we shouldn't have a meta where every job functions identical to each other.
I don't know about you but it's funny that Summoner was popular compared to black mage in this raid tier, maybe because utility actually means something? I know that's pretty shocking imagine that people pick jobs outside of "more dps" but it does happen.
Not gonna defend a 10% difference, but I don't even think BLM is in a good spot the balance is bad, But I don't think we need to make jobs even more exactly the same as each other, whats even the point of playing a different job if they all bring zero utility differences (raid buffs aren't utility), the exact same or similar damage?
Lets complain that RDM should have raise removed and also complain about hominization! Because we want every job to perform the same and have no unique differences and utility but we also don't want hominization, at this point, Lets just keep watering down the jobs but also keep on removing what makes jobs special because at the end of the day it's not fair if "my" job doesn't do the most damage, how dare another job have a damage advantage over mine!
And, yes, I'd rather jobs only differ in power fantasy and name if your proposed identity is: "fantastic at saving absolute disaster runs and dragging baddies to a clear".
One more time. Having your unique identity built around a tool that has value only during prog is asinine. Once prog is over, RDM is inherently disadvantaged and no matter how much you may enjoy the job, you are a burden on the group. Post-prog deaths shouldn't happen. If they do, I'd rather wall the pull and start again. Maybe I simply adhere to a standard just a touch higher than "a clear is a clear", ymmv. But even if you do tolerate a death or two, they are easily handled by healers.
And, yes, I'd rather jobs only differ in power fantasy and name if your proposed identity is: "fantastic at saving absolute disaster runs and dragging baddies to a clear".
Well if you want jobs to play the exact same aka do the same damage but function the same (similar to how melees work) Then I can't argue against that, I rather have reasons to choose a class, but if you want it to be that way that's what you want, I don't want that, I feel like it waters down the game even more.
It could be considered "burden" to the group, but it's also not like bringing a BLM will make any difference once you cleared and have gear, so at that point does it even matter? at all? I find that a pretty weak reason to force someone to change, it's not even going to make a difference at that point.
This is the reason why a job should not be taxed for a "utility" that is not necessary or is actively detrimental to clearing high-end content.Because the raise is worthless. It's a "feels good" tool for the casuals to save their Allinace Raids and cheer as they do it. There is a single objectively correct choice - just bring an RDM to see every mechanic and once you are done swap to BLM. Because once no one dies, or the fight is tuned close enough that a single death means not meeting the enrage, there is no point to your rez. It is worthless but you are now forever bound to 10% lower damage output even though your oh so great and unique utility tool stopped being relevant after the first two lockouts in the instance.
And once jobs aren't taxed for unused utility, it would make sense to tax them on "difficulty of playing that particular job and its rotation." There should be some reward for playing a "difficult" job instead of an "easy" one.
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