Alright here we go. I am well aware of my reputation, especially with regards to my favorite job. This should hopefully clear up any misunderstandings (which seem horrifically frequent), as well as clarify my stance so that we can have actual sane discussions. Hopefully I can bring some things to the table, and hopefully you all can too--I don't presume to know everything there is to know, but I also don't presume myself to be the worst BRD player in NA. GIANT DISCLAIMER IN BOLD: the following is my opinion. Just because I think something is right doesn't mean I'm telling you that you are wrong. Our mileages and experiences with the job may vary greatly, but the following thoughts are the result of the sum of my experiences.
BRD is a win-more value engine and a combat support. It cannot and will not ever be the star job on any given team comp, and it cannot and will not ever carry (given relatively competent players on both teams). BRD is a force multiplier that, when played correctly, can help good players beat great ones. It cannot, however, create miracles, and it cannot save losing fights unless they are very very close. In short, it pretty much only looks good when its team looks good.
Let's talk about its strengths. It has excellent flexibility with its burst, which--while relatively middling--requires little setup and is (largely) available at range. Given good positioning, a BRD who reacts quickly enough can pivot to help the team secure a kill on any given target. Warden's Paean can sometimes make or break fights, especially since people aren't as accustomed to reading it (as opposed to the Resilience buff icon). People also seem to have trouble dealing with silence, though this is much more an issue with SE's UX decisions and players disrespecting the silence than it is an inherent function of the button. I'm not saying "jUsT pUrIfY lMaO", but...I AM saying that its effectiveness increases exponentially the more you disrespect it.
Other nice things that BRD brings to the table are small teamwide damage amps with good uptime, and the LB battery effect from their LB. That being said, I'm not listing these strictly under strengths because they are very much metered, and I do not believe that they entirely offset BRD's impotence in other areas. They help, but given the choice between a 10% partywide buff or a Sky Shatter, I think I know which one most people would pick to end a fight. Numbers for the curious: there's a 5% damage buff with 100% uptime, upgrading to a 10.25% buff with nominally 50% uptime (10s every 20s), and again upgrading to a 21.275% buff with 25% uptime (30s every 120s.) Technically, you'll only have the 21.275% for 20s of the LB duration if you line up everything perfectly, with 10s only giving a 15.5% buff. Keep in mind that buffs are multiplicative, so these will grow in effectiveness if you have other buffing jobs on your team. It's unclear at the moment how the game racks and stacks multiplicative precedence, but I suspect it might be on a first-applied basis.
BRD LB also grants a flat 2s of LB charge for each server tick (ie 3s) that a teammate is within range, so it nominally grants 20s of charge per person per LB. Keep in mind that with a 2min cooldown, this means that NOBODY is getting an extra cast of LB from a BRD unless the match goes for at least a minute of overtime. Not necessarily an uncommon occurrence, but it's food for thought. More accurately, BRD will be granting 40s of LB within regulation time, with 20s given by 2:30 and 40s total given by 4:10 (since it fuels itself). The BRD will not get LB again until 20s OT, so they will only grant an additional LB to the fastest jobs at 50s OT. This assumes that the BRD a) never dies, b) mashes LB on cooldown, and c) nobody is holding onto LB when the BRD uses theirs. LB economy discrepancies have always and will continue to be primarily driven by deaths.
Okay now let's talk about weaknesses. BRD burst is not the strongest or most instantaneous in the game. It is not even close. BRD's most powerful burst button deals less damage than a single Recuperate, unless 13230 is somehow larger than 15000. That button also has an abysmal potency-to-cooldown ratio, and the obligatory Powerful Shot spam to recharge it at a remotely reasonable rate means that BRD does not have the luxury of hiding for Elixir between burst windows. BRD's entire combo will not kill the squishiest job in the game unless the BRD has LB up, and even then a single Recuperate will prevent the death. Correctly placed BRD burst is usually used to clean up kills that the team couldn't otherwise complete, which is probably why people have such a skewed perception of BRD lethality.
As a little addendum on damage, the inverse damage falloff means that BRD is probably hands down the worst job for contesting the crystal, which makes things a bit tricky when the whole game mode is built around contesting the crystal. I'm not gonna open the randomized team comps can of worms too much here, but let's just say that WAR/MNK/WHM/AST/DNC vs BRD/MCH/NIN/WHM/SGE doesn't exactly look too hot for the BRD team.
Obligatory positional separation from the team, combined with a long cooldown and short range on Repelling Shot, means that BRD survivability isn't exactly the greatest. It's not the worst, I'll give it that. But it's not "extremely slippery" like some people have called it in past discussions. In a world where many jobs have a charged dash system with half the cooldown and twice the range of Repelling Shot, it's not exactly difficult to hunt down BRD with its sub-average HP pool. Average HP among the 19 jobs is 54800; median HP is 55500. For the nitpicky among you, 51000 IS the most common HP value, but only 3/19 jobs carry it. "But it carries a bind!" Sure, and there are myriad ways to deal with said bind. Or don't deal with it at all--just bring a dive buddy and join him 2s later once the bind wears off. The great majority of players are melee DPS, so I'm sure you won't have too much trouble finding one. Add to this that Silent Nocturne no longer outranges ANY targeted gap closers, and it isn't too terribly difficult to see BRD having a hard time against the ubiquitous dive-and-burst style that dominates much of CC gameplay.
So what does all this mean? At the end of the day, what's my stance on the job? Well, it's still my favorite job, for both personal and gameplay reasons. I've always loved the combative support role, and the midrange dance has always been my favorite space in which to play. But I don't think it's a particularly strong job, plagued as it is by many relative weaknesses and a lack of QoL (Repertoire/Pitch Perfect not stacking, for example). Does this mean the job is absolutely weak? Not at all. When used correctly, it's an excellent janitor job, kind of like a discount NIN LB on wheels.
But I will reiterate this as many times as it takes: the reliance of BRD on its teammates in order to complete its game plan, combined with its lack of ability to cause major swings in net HP, means that it is relatively very weak without high amounts of team coordination. It has very poor AoE per rotation/combo for a DPS, and it has next to no protective ability--certainly no AoE protective ability. Its single-target damage, as laid out above, is not the amazing killing engine that everyone seems to feel that it is.
Every counterpoint I have heard about BRD always comes back to something like "but it's so good at helping its team do xyz", and that's exactly my point. We're literally agreeing. It IS good at helping its team, but my point is that it does not and cannot excel outside of that role. Which is perfectly fine with me, barring some minor QoL things that I wish would change. I wish PP stacked, for example, and I wish Silent Nocturne at least matched most gap closers at 20y. Or, yknow, maybe make it a 25y line AoE with 8000 potency.
In any case, please let me know if anything is unclear here, or if there are any disagreements or questions. I would be happy to field any civil discussion on offer. Happy hunting everyone!

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