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  1. #1
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by kayll View Post
    Fix caster HP, and RDM HP especially seeing as they have no personally mitigation, there is basically no argument's for their continued lower HP pools.
    Being the only one to die to unavoidable raid wide damage is getting really old.
    The fact that I want the level 100 capstone ability to be a personal shield is depressing.
    I agree,

    Now that I've done Variant Dungeons, it is very plain to see. I've already seen it in normal dungeons, raids, and alliance raids. My SMN can stand in there way better than my RDM. It's blatantly noticeable and it should not be that way.

    That's one of the areas RDM should stand out from the other Mage DPS jobs... and it quite frankly just doesn't. This part really needs a boost. I get that the Devs are never gonna give it damage and I'm ok with that. but it should stick out in other ways since it was supposed to be a combination of WAR/BLM/WHM but weaker in all of those.... It is not meeting that criteria other than the lower damage.

    It meets it well on the BLM and WHM... but is failing to live up to the WAR side in terms of staying power in melee... that needs to be corrected.
    (0)

  2. #2
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Now I want to put a hot fact out here that most of you, for sure aren't seeing or realizing. Self-mitigation is redundant outside of all content other than expert roulette.
    Self mitigation is redundant, it doesn't negate death in any situation in which you have the slightest coordination with a healer and or tank. Every mechanic and attack *in the game* has a mitigation threshold. You meet the threshold using group mitigation. If you do not meet it, someone in the party dies. Self-mitigation is redundant because mitigation thresholds are the bare minimun expectation for surviving an AOE and are balanced around players not self-mitigating.

    This is a fact ladies and gentlemen of this forum. You may not agree with it, but it is how people who clear hardcore content know exactly what moves to pop.
    You plan the mit, and then execute the completion of the mechanic.

    Sumn personal mit, BLM personal mit, all DPS personal mit. Is redundant, a literal waste of button space.

    I challenge you to come up with a single mechanic in the entire game that requires it, (spoiler) there are none. Because they are all balanced to be handled without it.

    Regardless, I will add it to the post as something red mages think would be fun to use. Is it needed? It is not, never has been, never will be.
    (1)
    Last edited by Milkbeard; 11-08-2023 at 09:48 AM. Reason: regaurdless

  3. #3
    Player
    kayll's Avatar
    Join Date
    Jun 2023
    Posts
    99
    Character
    Kayll Ava
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Milkbeard View Post
    Self-mitigation is redundant outside of all content other than expert roulette.
    Self mitigation is redundant, it doesn't negate death in any situation in which you have the slightest coordination with a healer and or tank.
    Can you tell me why if you look at overall parses on fflogs, RDM has the highest amount of deaths on every fight for savages?
    Even with them enabling more deaths to other classes because they can raise them?
    Do you think its possible because RDM inherently has the least effective HP in the game for both magical and physical attacks due to nature of being a caster on top of not having any sort of personal mitigation?
    (0)

  4. #4
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    I don't think we can form any causal links using that data. If two classes who don't have personal mit moves are performing different in death percentages for a given encounter or phase i'd be inclined to lean more towards what you originally said about durability, hp values and resistances. Sorry that I didn't address that in your original post, that is something I too think should be changed. I don't personally think casters should have radically differing HP or resistance values than roles other than tank.

    Using the statistics you mentioned, we could be asking ourselves a lot of questions about why classes die more than others. Sample sizes, clears vs wipes, party distribution, its tough -I really would like to see someone map out one mechanic from one fight and try and find something other than anecdotes or personal opinion beyond just setting the tabs to their very limited options on the site. It forms a graph and gives a percentage but doesn't really give an answer, at least as far as i've seen.
    (1)

  5. #5
    Player
    Silverquick's Avatar
    Join Date
    Mar 2017
    Posts
    893
    Character
    Silverquick Fox
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Milkbeard View Post
    Now I want to put a hot fact out here that most of you, for sure aren't seeing or realizing. Self-mitigation is redundant outside of all content other than expert roulette.
    Self mitigation is redundant, it doesn't negate death in any situation in which you have the slightest coordination with a healer and or tank. Every mechanic and attack *in the game* has a mitigation threshold. You meet the threshold using group mitigation. If you do not meet it, someone in the party dies. Self-mitigation is redundant because mitigation thresholds are the bare minimun expectation for surviving an AOE and are balanced around players not self-mitigating.

    This is a fact ladies and gentlemen of this forum. You may not agree with it, but it is how people who clear hardcore content know exactly what moves to pop.
    You plan the mit, and then execute the completion of the mechanic.

    Sumn personal mit, BLM personal mit, all DPS personal mit. Is redundant, a literal waste of button space.

    I challenge you to come up with a single mechanic in the entire game that requires it, (spoiler) there are none. Because they are all balanced to be handled without it.

    Regardless, I will add it to the post as something red mages think would be fun to use. Is it needed? It is not, never has been, never will be.
    Hot fact, that's incorrect.

    That is way too many assumptions. First of all you assume... the healer or tank is going to be doing that. You assume... that someone is covering you. You assume... you're not going to end up outside the healers radius and be able to do that.

    That is not what happens in reality...

    That's what happens in a perfect world. And I can tell you one thing it definitely doesn't apply to Alliance Raids. They are chaotic and f'd up half the time. You can't control what happens there.

    And I can tell you now that Personal Mit as you call it has saved my az a million times on SMN. I don't have to worry about anything like that. I have two of them, and almost never out of them, unless I really screw up. Not so on RDM. I have to constantly Vercure myself. And in your words in a Raid that is going to cost you DPS.

    RDM is actually behind the other mage jobs in staying power in combat when it clearly should be one of it's strengths over and above the others.
    (2)

  6. #6
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,197
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Silverquick View Post
    That is way too many assumptions. First of all you assume... the healer or tank is going to be doing that.
    You are absolutely allowed to assume that the tanks and healers will be doing their jobs when you balance duties. That's the whole point of forcing tanks and healers in the party composition.

    And every bit of content in this game that actually cares about job balance is balanced around the idea that it can be cleared with the DDs providing no self-healing and no self-mitigation because there are tanks and healers who are expected to provide enough to cover the minimum requirements for surviving the unavoidable damage in any given fight.

    If people die because they failed to avoid avoidable damage, that's a player problem, not a "this job needs personal mitigation" problem.
    (4)
    Last edited by Rongway; 11-08-2023 at 03:09 PM.

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,995
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Milkbeard View Post
    Now I want to put a hot fact out here that most of you, for sure aren't seeing or realizing. Self-mitigation is redundant outside of all content other than expert roulette.
    Self mitigation is redundant, it doesn't negate death in any situation in which you have the slightest coordination with a healer and or tank. Every mechanic and attack *in the game* has a mitigation threshold. You meet the threshold using group mitigation. If you do not meet it, someone in the party dies. Self-mitigation is redundant because mitigation thresholds are the bare minimun expectation for surviving an AOE and are balanced around players not self-mitigating.

    This is a fact ladies and gentlemen of this forum. You may not agree with it, but it is how people who clear hardcore content know exactly what moves to pop.
    You plan the mit, and then execute the completion of the mechanic.

    Sumn personal mit, BLM personal mit, all DPS personal mit. Is redundant, a literal waste of button space.

    I challenge you to come up with a single mechanic in the entire game that requires it, (spoiler) there are none. Because they are all balanced to be handled without it.

    Regardless, I will add it to the post as something red mages think would be fun to use. Is it needed? It is not, never has been, never will be.
    This is objectively correct, but it's also objectively a non-sequitur if we're interested in gameplay.

    No tool whose use is not yet forced is required, true. But, every tool that is generated can be give a potential use... while tools trimmed or precluded obviously... cannot.

    And, perhaps more importantly still, that use does not have to be reduced to, as you've hinted, a single party-wide-coordinated use in order to forgo a healer GCD in Succor or EukProg where the party would otherwise die and every Broil/Dosis matters. It could as easily come from fights having many more small instances of avoidable damage and to be used as a personal recovery tool, or even an uptime-greeding tool, for when free external spot-healing tools are depleted and/or the timing of that damage taken would not be recoverable in time.

    Does any non-tank NEED personal mitigation tools? No. Can one's total decision making, sense of agency, and variety of gameplay met within a given fight benefit from having them? Yes, most definitely.

    Increasing the instances of (avoidable) damage and granting some modest self-heals/shields accordingly (that are, due to that increase, not sufficient to degrade the healer experience) may not "require" those self-saves to be used (though, if they would otherwise languish on CD, they should at least replace some ST-spot-heals), but they create a new optimization challenge, felt more deeply for those who cannot necessarily dodge every bit of damage but still experienced even by those who do. Such is a net deepening of gameplay.

    ________________________

    Now, that's not necessarily conferrable to every type of self-save, though. There's a serious issue of diminishing returns there. For instance, if I could use Manaward to 0 a knockback after receiving a Succor/EuP and thereby nullify it completely... but I have Arm's Length that doesn't depend on anything else for that, Arm's Length is just going to become the non-contextual, no-coordination-required mechanics-canceller, which in turn may also remove the point of banking Thundercloud or Swiftcast, etc. for that mechanic. Many such tools can go too far, erasing more depth than they could possible add. So, don't take the above "if it adds to gameplay, there's merit in adding it" as a blank cheque to be used without considering net impact.
    (0)
    Last edited by Shurrikhan; 11-15-2023 at 04:22 PM. Reason: typos

  8. #8
    Player
    Milkbeard's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Character
    Milk Beard
    World
    Gilgamesh
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by SieyaM View Post
    Hot take, this is how you optimize the fun out of a game.
    Sieya, this is clearly a reminder for myself that it isn't always what I say that incites a response, it is how I say it. I'm not trying to sway anyones opinion that this was like a hot shot optimization. I could have stated it differently, and I apologize. Personal mitigation is currently not too great as whole concept.(yet! who knows, it one day could change!). Optimizing all fun out of the game isn't the point of the wishlist, so don't feel discouraged, please still recommend what you would think is fun if they added it to the class in 7.0.


    Quote Originally Posted by Shurrikhan View Post
    This is objectively correct, but it's also objectively a non-sequitur if we're interesting in gameplay.
    Personal mitigation might seem like it offers an ocean of depth, and optimization, and identity, but there isn't very strong evidence supporting that it really does.

    The depth of gameplay involves assuming that the bare minimum mitigation wasn't going to be used by your party. So it isn't something reactive, like some sort of skill shot, it is literally a player not trusting that bare minimum mitigations are being used, before a mechanic goes off. Either that, or you're pressing it in situations where it isn't beneficial and is just redundant with group mit.


    I just don't quite agree that it is something fun, or nuanced.

    Who knows though, open world solo content might get harder, personal mitigation might be a saving grace in that content and everyone could be happy. Who knows, maybe it could be a button that "negates 1 vuln" instead.

    Currently for me, it is kind of a nothing burger. The majority of the times you don't need it, doesn't yet justify the times you could need it. I would rather have just increased HP and resistances. I can't deny its not something people are passionate about though, and that it doesn't deserve a spot on the wishlist.

    Shurrikhan, sorry if this doesn't entirely address your argument. You're eloquent almost to a fault my friend, so apologies if I didn't grasp it all. I am going to try an not be non-sequitur for both our sakes moving forward .
    (0)
    Last edited by Milkbeard; 11-15-2023 at 12:57 PM.

  9. #9
    Player
    SieyaM's Avatar
    Join Date
    Nov 2017
    Posts
    1,197
    Character
    Sieya Mizuno
    World
    Gilgamesh
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Milkbeard View Post
    Now I want to put a hot fact out here that most of you, for sure aren't seeing or realizing. Self-mitigation is redundant outside of all content other than expert roulette.
    Self mitigation is redundant, it doesn't negate death in any situation in which you have the slightest coordination with a healer and or tank. Every mechanic and attack *in the game* has a mitigation threshold. You meet the threshold using group mitigation. If you do not meet it, someone in the party dies. Self-mitigation is redundant because mitigation thresholds are the bare minimun expectation for surviving an AOE and are balanced around players not self-mitigating.

    This is a fact ladies and gentlemen of this forum. You may not agree with it, but it is how people who clear hardcore content know exactly what moves to pop.
    You plan the mit, and then execute the completion of the mechanic.

    Sumn personal mit, BLM personal mit, all DPS personal mit. Is redundant, a literal waste of button space.

    I challenge you to come up with a single mechanic in the entire game that requires it, (spoiler) there are none. Because they are all balanced to be handled without it.

    Regardless, I will add it to the post as something red mages think would be fun to use. Is it needed? It is not, never has been, never will be.
    Hot take, this is how you optimize the fun out of a game. Only allow abilities that suit the highest level of play and eschew all aspects of design that don't cater to balance at the highest difficulty. Don't worry about what would be fun or give a job an identity, only design for a short encounter against a single enemy in an arena and all other content does not matter.
    (0)

  10. #10
    Player
    Rychu's Avatar
    Join Date
    May 2023
    Posts
    107
    Character
    Damian Ravenhold
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by SieyaM View Post
    Hot take, this is how you optimize the fun out of a game. Only allow abilities that suit the highest level of play and eschew all aspects of design that don't cater to balance at the highest difficulty. Don't worry about what would be fun or give a job an identity, only design for a short encounter against a single enemy in an arena and all other content does not matter.
    This is part of the reason why I think that the 2 minute meta is bad for the game overall. It requires everything to be designed within this small time frame and every job that existed before it will have to be gutted to end up fitting into that bubble.
    (0)

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