Which is ultimately a party-contribution tuning issue, not necessarily a design issue.
If I give you a situation better for you, you'll perform better. If I give you a situation worse for you, you'll perform worse. If every situation is worse for you, though, there's a very simple solution: I increase your raw dps so you produce the same contribution despite getting less out of raid buffs. Now, you are some only at most 0.3% overpowered in a composition with the least buffs and some 0.5% underpowered in the most buff-heavy composition possible -- indistinguishable among Crit/DHit RNG/luck.
No, that's not even close. You must be buffed to provide the effective potency otherwise lost for having taken you over a job with average party contribution. That's it.I repeat, if you do damage and it is not included in the buffs (which the player doesn't have to think about at all because it was all done by the job designers), you must essentially gain all the rdps of all 5 buffers that lost his damage, otherwise he lost appeal.
Did... you even read the post you're quoting?you cannot keep a class that does not have the burst phase like all the others without buffing it in such a way as to recover the damage it causes the rdps buffer to lose.
Then buff it. Buff it in such a way as to make up for the party contribution it'd otherwise fall behind on amid a random-average composition.
Use a potency map. Look at its theoretical relative potency contribution under a composition with a median buff density and increase it until it meets the median job's relative potency contribution in that same context. That's it.
If we're not planning on having serious 4-man content with actual rewards or any longevity, then there's no risk there. And even if we were, there are ways to make that conditional.
2-minute buffs do not demand 2-minute play for parity. Design can just compensate those who are less buff-synergetic/-dependent. They'll be the disfavored single-target buff recipients during raid bursts but also the favored single-target buff recipients during a great overall number of Play or Standard Step casts.
Buff radius is not a matter of CDs. They are utterly irrelevant to each other.but now the buffs cover the entire arena.
Except it still adds nothing because it's the exact same gameplay you'd have even when playing solo. You'd already hit Standard Finish on CD because it's your nuke. If it doesn't offer any priority conflict through that capacity to buff others, it isn't adding anything beyond your ability to keep up, which you've only reduced the reward for.If you're good at always keeping everything up, you do more damage.



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