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Thread: Boring design

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  1. #1
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    fulminating's Avatar
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    Wind-up Everyone
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    Quote Originally Posted by Rein_eon_Osborne View Post
    Idk how one can say that they 'will' nerf tank recovery when Bloodwhetting has been sitting there cozily since 6.0 and receive no adjustment to its working despite being one of the worst button that they have conceived in recent expansions in term of how harmful it is to the trinity health. Y'know, that one 4 Benedictions with 25s cooldown (17s downtime)? Instead they added even more to the same job in 6.3 'cause apparently it just has to be the best at everything lol.

    Make it make sense.
    Let's not pretend that shake it off and divine veil, even with the initial heal, were particularly useful against any bleedwide in abyssos. Let's also not pretend that dark knight wasn't insanely overtuned defensively and offensively in asphodelos and abyssos. This seems a bit like a lack of communication or forethought between the raid and job design teams. That said, the reluctance on the dev's part to be perceived to nerf things does not help at all, especially with the all comps are viable/accessibility angle they seem to have adopted. I am also skeptical that utility heavy bursty tanks can be appropriately balanced with how much swing raid buff stacking carries.

    Benewhetting only really applies during dungeons, which does not seem to be the focus of balancing. Nonetheless I would rather nascent put back to shb and benewhetting changed to just temphp and mit or shield and mit. edit: To say the quiet part aloud, no matter which tank you have, they shouldn't be struggling in any way shape or form in expert dungeons.
    (0)
    Last edited by fulminating; 04-29-2024 at 09:42 AM.

  2. #2
    Player
    Supersnow845's Avatar
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    Andreas Cestelle
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    Quote Originally Posted by fulminating View Post
    Let's not pretend that shake it off and divine veil, even with the initial heal, were particularly useful against any bleedwide in abyssos. Let's also not pretend that dark knight wasn't insanely overtuned defensively and offensively in asphodelos and abyssos. This seems a bit like a lack of communication or forethought between the raid and job design teams. That said, the reluctance on the dev's part to be perceived to nerf things does not help at all, especially with the all comps are viable/accessibility angle they seem to have adopted. I am also skeptical that utility heavy bursty tanks can be appropriately balanced with how much swing raid buff stacking carries.

    Benewhetting only really applies during dungeons, which does not seem to be the focus of balancing. Nonetheless I would rather nascent put back to shb and benewhetting changed to just temphp and mit or shield and mit. edit: To say the quiet part aloud, no matter which tank you have, they shouldn't be struggling in any way shape or form in expert dungeons.
    That’s the point though, the raidwide mitigations were meant to have upsides and downsides

    The magical mitigations are explicitly designed to be better at bleedwides and multihit raidwides (like terminal relativity), while the shields are Omni mitigation that doesn’t suffer from diminishing returns but once they crack they are gone

    The only real problem with the communication was block not blocking bleeds so PLD just got shredded, DRK Having higher defence at the expense of sustain and having the arguably weaker type of mitigation is totally fine, it’s having upsides and downsides for different tanks

    Benewhetting only applies in dungeons but bloodwhetting still heals for 1000 healer potency per activation of bloodwhetting plus all its other heals, it’s not like it’s remotely balanced (the magic healing combo combined with holy Shelton is arguably no better)
    (9)

  3. #3
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    fulminating's Avatar
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    Quote Originally Posted by Supersnow845 View Post
    That’s the point though, the raidwide mitigations were meant to have upsides and downsides

    The magical mitigations are explicitly designed to be better at bleedwides and multihit raidwides (like terminal relativity), while the shields are Omni mitigation that doesn’t suffer from diminishing returns but once they crack they are gone

    The only real problem with the communication was block not blocking bleeds so PLD just got shredded, DRK Having higher defence at the expense of sustain and having the arguably weaker type of mitigation is totally fine, it’s having upsides and downsides for different tanks

    Benewhetting only applies in dungeons but bloodwhetting still heals for 1000 healer potency per activation of bloodwhetting plus all its other heals, it’s not like it’s remotely balanced (the magic healing combo combined with holy Shelton is arguably no better)
    I have looked at some logs and changed my mind. DPS should have no access to feint/addle/uniquename, mitigation should be done entirely by the tank because the red guys can't be trusted.
    (0)
    Last edited by fulminating; 04-29-2024 at 05:08 PM.

  4. #4
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    Supersnow845's Avatar
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    Quote Originally Posted by fulminating View Post
    I have looked at some logs and changed my mind. DPS should have no access to feint/addle/uniquename, mitigation should be done entirely by the tank because the red guys can't be trusted.
    Raidwide mitigation should be the purview of the shield healer with single target mitigation being the purview of the tanks (mostly for themselves)

    The tanks already have too much raidwide responsibility for the role that is least affected by raidwides
    (4)
    Last edited by Supersnow845; 04-29-2024 at 06:00 PM.

  5. #5
    Player
    fulminating's Avatar
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    Quote Originally Posted by Supersnow845 View Post
    Raidwide mitigation should be the purview of the shield healer with single target mitigation being the purview of the tanks (mostly for themselves)

    The tanks already have too much raidwide responsibility for the role that is lead affected by raidwides
    Tank limit break is a raidwide mitigation. I don't care if party mitigation is split between healers and tanks as long as the damn button is actually pressed at an appropriate point.
    (0)

  6. #6
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    Valence's Avatar
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    Sunie Dakwhil
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    Quote Originally Posted by Supersnow845 View Post
    Raidwide mitigation should be the purview of the shield healer with single target mitigation being the purview of the tanks (mostly for themselves)

    The tanks already have too much raidwide responsibility for the role that is least affected by raidwides
    What are we rphys supposed to do sadge
    (0)

  7. #7
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    Supersnow845's Avatar
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    Quote Originally Posted by Valence View Post
    What are we rphys supposed to do sadge
    The phys ranged have options if square ever leant into them properly, either as different flavours of DPS or true support if square would ever allow that to be a proper category

    MCH being the “off shield healer” really isn’t the sort of direction I think phys ranged should go in
    (2)

  8. #8
    Player
    rawker's Avatar
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    Rawker Stone
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    Quote Originally Posted by Valence View Post
    What are we rphys supposed to do sadge
    They can focus more on their intended gimmicks: DNC with their partners, MCH with their Automatons, BRDs, I think, should be the exception.
    (2)

  9. #9
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    ty_taurus's Avatar
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    Noah Orih
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    Quote Originally Posted by rawker View Post
    They can focus more on their intended gimmicks: DNC with their partners, MCH with their Automatons, BRDs, I think, should be the exception.
    Personally, I wish physical ranged DPS focused more on their main strength which is mobility. Back in Ramuh EX, having a bard was very important because they could very easily move from the edge of the arena into the center without disrupting their DPS. Why this was so important was because being all the way at the edge of the arena allowed them to bait every instance of charm while the rest of the team didn't have to worry about their positioning in that regard. Why aren't fights designed to have mechanics where having one person bait something while on the move? Like what if there was an object that you could pick up or pass to a party member simply by moving over it/them, and regularly, the boss will target that with chasing AOEs. If it gets hit, it explodes dealing massive damage to the party, but the physical ranged DPS can pick it up and run it around, avoiding the AOEs without dropping DPS. That would be something catered especially to their strength in the fight itself.
    (5)
    Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.

  10. #10
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    AmiableApkallu's Avatar
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    Tatanpa Nononpa
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    Zalera
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    Quote Originally Posted by Valence View Post
    What are we rphys supposed to do sadge
    Get the mobs and adds that the melee cannot physically get to or reach.

    (If mobs being on the other side of a pit or flying off the ground were actually things and mattered, for example. Perhaps along the lines of the second boss's minions in Dzemael Darkhold.)
    (5)

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