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  1. #10
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,399
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by LilimoLimomo View Post
    I've read this a few times, and I'm not sure what you're trying to say. I see a lot of data, but what's the conclusion you're trying to build to, and how is it connected to those values?

    Off the top of my head, WHM didn't get any additional DPS buttons in Endwalker, and it wouldn't surprise me if it was the same in Dawntrail.

    To be clear, it's not explicitly about leaving it the same as much as it's about having a simpler option. And recently, Summoner was made much simpler and is a common class to see played.

    I agree wholeheartedly that it's not ideal. What I'm trying to say is that offering one class that does what you want is a better solution than offering you no classes that do what you want. Nobody is going to get everything they want. And if they do, it will be at the expense of other players. That's not my kind of solution.

    I mean, let's put the shoe on the other foot. Given two choices, which would you prefer:
    - The more things we take out of the kit, the more lifting the remaining things have to do to compensate and keep our potency output the same. As an example, if they removed Dia because 'some people cannot manage DOT timers', that 1430p per minute has to come from somewhere else in the kit. So Glare would likely be bumped up by 20 or 30 potency, and thus missing a Glare cast is now 'more punishing' in terms of damage lost because of the missed cast, compared to the time where Dia still existed. The same applies with other things that have been removed in times gone by

    - Wouldn't surprise me either. But it's probably not a coincidence that these kinds of complaints started popping up in SHB, and not in SB

    - Yes, and most people who suggest WHM getting any additional complexity make sure to respect the idea that it should be 'the simple one'. We just disagree with the premise that 'it being simple = it does not change at all'. Additionally, look at how many people complain about how they miss old SMN and it's complexity. I imagine at least one of the players of Old SMN was forced to level a new job because they didn't like what had happened to SMN

    - Again, 'additional optional complexity' does not need to mean 'suddenly the class is unrecognizeable'. For my part, my suggestion for WHM is to rescale Dia to 12s instead of 30s, and to have a 15s CD GCD that is Water themed. Everything else for 'damage optimization' comes from 'put the damage refund moves inside raidbuffs for a tiny gain'. Like we do with Misery already. Beyond that, I also suggest like 3 or 4 different healing tools, mitigation tools, and even bringing back lower level versions of things, like Divine Seal > Temperance. If anyone were to play my design for WHM and think 'I can't keep up with pressing this new Water move on CD' then they can just... not press it on CD. I had listed it as being 40p more than the current Stone/Glare you have. So over one minute, you lose 160p for ignoring the button entirely. For reference, Glare is currently 310p. If anyone wants to get whiny about 'why is the WHM not using Water their damage sucks' over 160p a minute, in an EX roulette or 24man especially??? I'd just feel sad for them, with all the problems and injustices of the world and THAT is the thing they choose to get angry about
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    Last edited by ForsakenRoe; 08-29-2023 at 08:31 AM.