

Yeah I actually kinda agree, sadly the only way to have every job do the same damage, is practically make it so that the jobs differences are less and less. Its way easier to make jobs play the same and give them similar abilities generally.
you don't need to make jobs play the same to have the same dmg. DRG and NIN are as different as 2 melee can be from each other and their damage difference is lower than WAR and DRK


Tanks and healers are completely different from Melee dps, comparing them makes no sense, also When you compare Casters you can see actual differences in utility/dmg/movement, theirs obvious advantages and disadvantages to all of them, but if we wanna argue DPS should only worry about DPS I'll give you that one.
Support based jobs (Tanks/healers) should offer different sort of support, Most people don't play tanks for DPS differences only, same with healers.
EDIT: I completely misread what you said lol my brain is tired and I'm dyslexic, I'll leave in the OG response but it makes no sense (Sorry)
I somewhat understand what you mean, but I meant very close numbers for all jobs, it's shown they're still struggling for complete balance
Last edited by Rithy255; 12-24-2022 at 02:12 AM.
the only difference between a tank and a melee is this game is that tanks have more defensive cooldowns, and the post to which i replied was specifically talking about tank damageTanks and healers are completely different from Melee dps, comparing them makes no sense, also When you compare Casters you can see actual differences in utility/dmg/movement, theirs obvious advantages and disadvantages to all of them, but if we wanna argue DPS should only worry about DPS I'll give you that one.
Support based jobs (Tanks/healers) should offer different sort of support, Most people don't play tanks for DPS differences only, same with healers.
Last edited by Melethron123; 12-24-2022 at 02:16 AM.



I mean I'm going to blame SE for listening to the Parserot crowd.
no one complains about 0.5% differences
DRK currently deals 10% more damage than WAR and PLD, which is a very significant difference in any form of challenging content
Last edited by Melethron123; 12-24-2022 at 01:56 AM.




And so is Raise, yet 6 or so jobs have it. Almost nobody plays perfectly. And those who did needed to get there in the first place. It doesn't make sense to pretend everyone does and then remove stuff only to shaft the rest.the problem with that idea is that the devs want every job to be able to clear every content, so the bosses will always be designed around any party comp (that first the proper role distribution) having the necessary tools to overcome the mechanics, so at the end of the day, that "unique utility" ends up never being relevant. Cover is the perfect example of this
all the healers have the exact same utility skill (raise)? yeah, that's what i mean.
now imagine if only one of the healers had raise, how bad that would be for balance
Last edited by Melethron123; 12-24-2022 at 03:41 AM.


Jobs such as tanks and healers should share the same baseline utility, such as mits, raises, heals, sustain, Tank stance, prevoke but they can also differ in other areas. Raise is pretty much a role action on healers with a repaint anyway, so I don't understand this point.




True, but that's not what I said. You mentioned Cover. I'm just pointing out the same can be said about Raise. We shouldn't listen exclusively to people who only care about numbers. The end result ist just boring for the rest. I'd rather have fun jobs to play than 'perfect' balance, that isn't even achievable in the first place unless every job plays identical. Shouldn't give SE any ideas. Haha
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