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  1. #1
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    I'm in the opposite camp, I'd rather they axe DPS raises altogether or severely limit them and improve Healer raises / survival in some form.

    The eternal struggle of DPS (not) having raise utility and having to adjust their damage numbers around it grinds my kuponuts. Either the damage numbers of raise-DPS are too high, making other dps with only marginal damage increases redundant in favour of a DPS who can do extra utility, or their damage has been taxed accordingly which feels awful and basically parks SMN and RDM as "prog jobs".

    For similar reasons why "WAR is a dungeon tank and DRK is a raid tank" is an awful concept, having dedicated "progression" and "performance" jobs is awful shoehorning. You shouldn't need to feel you are underperforming for playing a raise caster. On the flipside when we look at how Summoner performed prior, a BLM shouldn't need to feel like he is being redundant because another caster does almost the same damage and then even brings raise utility.

    Unpopular opinion, but DPS raising needs to go. I'm looking forward to Criterion for similar reasons.
    (8)

  2. #2
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    749
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    For low level duties the balance of a raise is fine. For late game duties there are several issues. And those issues are basicly:
    - If the team has no other job that can raise, its always the healer. In this case, you generaly want to protect the healer for balance (making things too easy)
    - If the team has a job that can raise, it does allow the healer to occasionaly die. This allows a lot more damage to be dealt as there is a fallback.
    - The tank already has such fallback (the healer). But the other way around generaly doesnt exist. Tanks are on that more graceful.

    The more methods you have to raise a healer, the more you can scale up the damage since it becomes less of an issue. But you dont want this difficulty at low levels.
    (1)