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  1. #1
    Player
    Supersnow845's Avatar
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    Aug 2021
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    Gridania
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    7,034
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    I mean we have different ideas about the game, that doesn’t make you right and me arguing about how I think the game works, it means we have different opinions on how the game works. My non raid main exists because my original main Andreas is more about RP, take that how you will. I’ll link my raid alt if you are that hesitant to believe I have one. I don’t think the melee should have free dashes, if you or the tank messes up your positioning you should be punished for it, same as why I don’t like true north (and why I don’t like the reduced swiftcast recast for PCT and BLM, the rezzers I can tolerate it)

    We can discuss how strong PCT is or isn’t if you are chomping at the bit for it but I don’t understand why you always single me out for it because I’ve told you how I would nerf PCT, I’m not like one of the WAR mains that fiercely defends thier main, I’m fine to nerf PCT. I just am sick of PCT being bought up when it’s not the point I’m making because I don’t even disagree it needs a nerf, my only difference in opinion to you is I don’t think FRU’s balance is worth how PCT feels to play in non ultimate content, hell I’d prefer PCT be banned from FRU rather than change the motif design
    (1)
    Last edited by Supersnow845; 10-21-2024 at 10:14 PM.
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  2. #2
    Player
    Carighan's Avatar
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    Apr 2018
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    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Yeah I agree. Right now the game needs less balance.

    More fights that just are cruel and unfair to some jobs but not to others (just do this evenly, then it balances out in the long run!), more unique mechanics and unique design approaches on jobs that make them anything from overpowered to rubbish for specific situations, and more mechanics that don't align with whatever your group is doing.

    Why? Because right now it's freaking boring how every single combat job ultimately plays the exact same: Press your nearly-100%-fixed sequence of buttons. Repeat every 2 minutes. Done. Remember to not fall asleep despite how boring this is so you don't wipe your group.
    (0)

  3. #3
    Player
    Lyth's Avatar
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    Jul 2015
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    Meracydia
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    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    There's no use in pointing your finger at melee when the biggest ranged balance issue remains with PCT.

    The core problem is that the development team is frightened of losing further players through job nerfs. They've openly recognized that PCT is overpowered right from the start of the expansion. It's written in the patch adjustments comments in the job guide. They've talked about how they had attempted to 'buff other jobs to the same level as PCT' both for Arcadion, and even more recently their plans to keep on the same track for 7.1. They'll continue to drag their heels on this issue until they suffer massive losses, but then it'll be too late.

    What the developers don't realize is that having a consistent, clear cut winner in a job category is a terrible idea, because the rest of those other jobs might as well not exist to players. You'll have one popular job, sure. But what about those players who want to play Magical Ranged, but don't want to play PCT? You either find yourself a new role with a job that you actually like, or you find yourself a new game. It might seem like a win when jobs like WAR and PCT are very popular, but that's just because they're dominant picks. You gain far more from having a variety of popular options.

    PCT is central to the existential crisis with Physical Ranged as well. Historically, you could at least justify the split in Ranged as being about utility vs. damage, with Raise Casters and Physical Ranged seemingly belonging in a separate damage category due to their support functions. But PCT has better damage, utility, and mobility than most Ranged jobs. The only thing that it's missing is Raise, and let's face it, nobody wants to directly bring Raise themselves in the current environment because you're penalized for bringing it and penalized again for using it.

    SE knows exactly where the problem is, and have gone on record multiple times on what it is. And they'll continue to play favorites with PCT until it backfires on them.
    (3)

  4. #4
    Player
    Supersnow845's Avatar
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    Andreas Cestelle
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    Jenova
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    Scholar Lv 100
    Conversely passing off all ranged problems as a PCT problem ignores the fact that this balance issue existed for two expansions before PCT even existed

    Let’s say tomorrow we nerfed PCT down to about NIN (about where I think everyone could agree is a fair position) that still doesn’t change the fact that right now the melee hold a dominance they don’t really deserve over the collective ranged classes that aren’t PCT

    You’ll notice I discussed this balance issue prior to PCT even existing, it’s not a new problem entirely caused by PCT. Yes PCT makes it worse and the have less than zero problem nerfing PCT but dumping the collective ranged issues onto PCT doesn’t change the fact this problem predates PCT. If they nerfed PCT tomorrow would you (just collective you) then go on and go “okay PCT is nerfed time to buff phys ranged or nerf melee” or would we just stop at step 1
    (0)
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  5. #5
    Player
    Carighan's Avatar
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    Carighan Maconar
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    Zodiark
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    Paladin Lv 100
    Quote Originally Posted by Supersnow845 View Post
    Conversely passing off all ranged problems as a PCT problem ignores the fact that this balance issue existed for two expansions before PCT even existed
    It also ignores that numerical output-balance is but a teensy tiny fraction of "balance", and often the least important one (as any changes to any other area automatically break it and you have to start over).

    The game needs gameplay changes. Balancing DPS output is so unimportant it should be crossed off the list devs are allowed to talk about in the office, tbh.
    (1)

  6. #6
    Player
    Lyth's Avatar
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    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Perhaps unsurprisingly, the role labelled 'DPS' is primarily concerned with how to output more DPS. Anyone who claims otherwise is trying to sell you the bridge at Griffin Crossing.

    That aside, numerical DPS parity for all jobs is really easy to achieve on a single fight. The problem is that DPS is also a function of fight design, which makes it a lot more challenge to balance over multiple fights. The problem with Endwalker's DPS balance came down to the fact that Abyssos in particular had a large number of bosses with large hitboxes and wall bosses. It's worth noting that no melee player enjoys this type of design, because managing disconnects and uptime challenges is how melee players differentiate themselves from other players. You could just as easily design a fight at the other extreme, and everyone would happily just play ranged if given the choice.

    The problem that PCT presents in particular is that it completely ignores downtime because of how motifs were designed. If you want an analogy, it's the equivalent of designing Soul Sow on RPR to grant you full gauge (and even that would be a bigger constraint than what PCT has currently, because Soul Sow has a longer cast time than PCT's motifs.) As a result, you're not going to balance it for uptime and downtime considerations simultaneously, because no other job ignores downtime in the same way. I'm just baffled that we're approaching the midpoint of the expansion and the balance team still hasn't identified that pure potency adjustments will not fix this.
    (1)
    Last edited by Lyth; 10-22-2024 at 10:32 PM.

  7. #7
    Player
    Carighan's Avatar
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    Carighan Maconar
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    Zodiark
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    Paladin Lv 100
    Quote Originally Posted by Lyth View Post
    Perhaps unsurprisingly, the role labelled 'DPS' is primarily concerned with how to output more DPS.
    Yeah but from the other perspective, if your design for DPS is largely concerned with your DPS-output, then you fail as a designer and need to start over at the beginning.

    And you keep ranting about Picto, as if a caster jobs working genuinely different from one another is a bad thing. I don't think you understand how much you are essentially just praising how all four casters work quite different and how good that is for the game as a whole. Is their output balanced? Of course not. Does it matter? Sure, but that's the menial work you can leave for the intern to tweak numbers up and down. The actual designers did their job and hammered out four implementations that - despite sharing the same base gameplay paradigm of "fixed-ish rotation" - work largely different and feel really different to play and cannot just more or less copy hotbar setups like say melee DPS can usually do where similar buttons do similar functions in your rotation.

    And it even spans the gamut of what players want to engage with, from a super-mobile and low-APM Summoner for an easygoing job over a quite immobile but uniquely spam-rezzing and melee-range-using Red Mage and a somewhat immobile and always-casting Black Mage to the drift resistant free-form casting Pictomancer.

    Sure, sure. At some point someone has to balance the numbers. That's so utterly unimportant though (by comparison), it's difficult to even meaningfully put into words how little it matters. It's the opposite (tight numerical balance but bad design, see melee DPS, ranged DPS and in particular tanks and to a degree healers) that is really really problematic for a game's combat system health, as evident by how bad physical ranged DPS works right now.
    (0)

  8. #8
    Player
    Supersnow845's Avatar
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    Andreas Cestelle
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    Jenova
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    Scholar Lv 100
    There is also a very large contingent of melee players who don’t like forced downtime, to use an extreme example does anyone know a single tank who liked conflag strike, I certainly don’t. How do you deal with melee mains who don’t like parity induced by forced downtime; especially when the 2/2/2/2 you advocate for just locks square into designing mechanics around the ability for 4 players to stand in melee range. archadion may have smaller hitboxes but its mechanics are still explicitly designed for 4 players to stand in melee range for 99.9% of the time. Mechanics like junction shiva are a distant memory. Right now the greatest showing of high level disconnection with minimal uptime loss strat you can do is making VPR R1 using UF as a proxy ranged tool; this is to say nothing of the complete lack of uptime concerns for tanks despite having even more mobility tools than most pure melees

    How do you make most melee mains happy when you have two distinctive camps, its the healer problem all over again where you have two camps who want exactly opposite things (when I play melee I prefer the work for uptime and downtime method, others I know prefer dummy’s)

    As for PCT its ability to turn downtime into uptime with its motifs is incredibly strong nobody denies that, but take your suggestion all the way through to the opposing end. A full suite of motifs is 15 seconds long to cast, if preparing for a burst it’s 18 seconds as you cannot activate the creature muse the same GCD you paint it and you want to paint landscape last and immediately activate it. TOP is a 19 minute fight with like half of that being downtime, if PCT had to paint for 18 seconds with a target it would either delay everyone’s burst by 18 seconds which in some phases would even push half the burst out of the uptime window or PCT would be an absolute sandbag on the previous phase doing zero damage for 7 GCD’s to paint for a future phase, not even contributing filler. The job would be an absolute hot nightmare in ultimates approaching the level of standard BLM in DSR. This is of course also ignoring how this changes how it plays in casual

    I honestly don’t think you’ve thought your solution to PCT all the way through, right now it’s too strong in downtime, but your suggestion would break the job so badly in the other direction ultimates like TOP that have phases where you hold everything for a burst in the next phase would absolutely hate PCT sandbagging and delaying bursts across different phases for painting in uptime. It’s PCT’s burst that needs to be reigned in, if PCT didn’t do 80% of its damage in its burst phase then letting it gain burst tools with downtime motifs wouldn’t benefit it so much. For example if PCT had BLM’s damage profile an ability to generate xenoglossies in downtime (which BLM functionally has with umbral soul) wouldn’t be broken
    (0)
    Last edited by Supersnow845; 10-22-2024 at 11:00 PM.
    As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.

    I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess

  9. #9
    Player
    Aco505's Avatar
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    Dec 2021
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    Aco Nale
    World
    Moogle
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    Dragoon Lv 100
    Quote Originally Posted by Supersnow845 View Post
    The reason why I intentionally leave PCT out is specifically because lyth and I have had multiple long discussions about PCT’s balance state and I’ve given multiple suggestions of how it can be nerfed and explained my reasoning and even providing Maths for how that would constitute a nerf and how much of a nerf it would constitute on pages relating to PCT. I’m not ignoring PCT I’ve already given a comprehensive explanation of what I would do to nerf PCT
    Your claim that a "70% uptime melee beats a p.range" is the 3rd message of this thread. There was no Lyth involved then and you still talked about melees only. I will concede that you did mention "damage casters" in the previous sentence to that statement though.

    However, I've seen you make claims against melee often, with or without Lyth present, and I remember calling you out on it for ignoring PCT/BLM on another thread in the General Discussion sub forum some time ago, in which you actually agreed with me at the time.

    Therefore, you do have a history of criticizing melees often.

    Like, don't get me wrong, my only worry with PCT is the downtime gains. Otherwise the job is fine. Overtuned in most content except level 70 Ultimates (in which is still in a good 4th position) but otherwise relatively fine. The main problem is that the gap is too wide between the two "DPS groups".

    I don't personally want the job over nerfed and I don't think its utility tools are that big of a deal. There would be literally zero fuss around PCT if it was at the bottom half of "group 1" or doing BRD DPS.

    But, since every time you look at the top damage dealers of most content, what you mostly see is a sea of pink in both casual and high end duties with or without downtime... Well, it's concerning when there's complaints about melees that leave the damage casters out, because then we'd simply be shifting the meta to double caster parties instead of double melee parties. Where's the consideration for double p. range parties?

    And to reiterate my point, your feedback of "remove gap closers from melee" or "remove ranged tools from NIN" just shows a clear misunderstanding of the role. How would we react to statements like "remove all instant casts and movement tools from casters" or the opposite of "make all casts fast and/or instant"? There's a reason why SMN is a contentious job for many caster mains: it feels like a p.range more than anything.

    The solution is not removing tools but introducing choices that matter such as the aforementioned uptime vs burst cost: keeping Perfectio or damaging gap closers for uptime... all at the cost of dealing less damage in burst, in a relatively similar vein that casters have to deal with.

    Quote Originally Posted by Supersnow845 View Post
    There is also a very large contingent of melee players who don’t like forced downtime, to use an extreme example does anyone know a single tank who liked conflag strike, I certainly don’t. How do you deal with melee mains who don’t like parity induced by forced downtime; especially when the 2/2/2/2 you advocate for just locks square into designing mechanics around the ability for 4 players to stand in melee range. archadion may have smaller hitboxes but its mechanics are still explicitly designed for 4 players to stand in melee range for 99.9% of the time.
    It's logical that no one likes Conflag Strike. It's a mechanic that forces tanks to stand in a corner doing five or so ranged attacks with no possibility to work for uptime. The "uptime" strat was to simply skip it with enough DPS.

    A mechanic silencing casters for 5 GCDs would be as bad, or Athena doing Superchain Theory I on loop just to grief caster movement (even though it might still be solvable somehow).

    Melee downtime is fun when there's ways of overcoming it, such as good boss positioning in E12-2S. It becomes less fun when you sit there tossing ranged attacks for several seconds because unlike casters, melee have either very limited ranged tools or extremely weak ranged attacks that break the rotation. Casters can keep attacking the boss regardless at the cost of damage in burst if movement is involved. If anything, the ones that really suffer due to a bigger lack of tools are the healers, as they have to rely way more on slide casting.

    I play DRG, a melee job known for having no defensive and no strong ranged GCD cooldown. Just to provide an example, you only need to use one Piercing Talon in M4S if playing well: the forced one between the platform destruction and the boss teleporting to a side during Ion Cluster. But playing well means learning how to adjust to and greed the different patterns of Witch Hunt 1 (which determines the whole timeline) and 2, as well as in Electrope Edge 2 and finally during the cannon blasts before the platform is destroyed. Without tank help, you're likely to die if taking several cannon hits while trying to keep uptime so it also becomes a team effort. This is what melee uptime should look like: a puzzle to solve and optimize (just like positionals) even if it can be tight or hard, not dropping tons of GCDs for no reason like in Conflag Strike.

    One thing I definitely agree on is that if melee or positional uptime was harsher, less people would play melee or they would at least stick to the "easier" ones like VPR. But that's what happens with all roles. There's a tendency to favor the ones considered easier. AST is stronger than WHM but the latter is still the most played healer.

    Additionally, mechanics have to be designed with 4 melee players in mind because a ranged player can do melee mechanics but it doesn't work the other way around. The fact that VPR can act as a limited pseudo-ranged DPS in some cases should in fact be welcomed as something different and interesting, even if the job does have too easy of a time when dealing with melee downtime. Don't we want uniqueness in the game or are all those discussions against homogenization hollow?

    Perhaps one solution for VPR would be to introduce another GCD that uses Rattling Coils and deals slightly more damage than Uncoiled Fury to create a choice. VPR can also potentially lose damage if having to bank UFs that could've been used in a buff/pot for uptime later.

    In conclusion, the whole damage gap and melee uptime topic has been beaten to death since Abyssos, a tier in which mostly one boss actually challenged melee DPS: P5S with positionals. Otherwise, practically full uptime. As Lyth said, this is boring. This is why Criterion dungeons were a breath of fresh air. Melee shouldn't have to suffer in every single encounter but we shouldn't get uptime for free all the time either. I think the first Arcadion tier and Criterion have been steps in the right direction and I hope we get more of it in the future.
    (0)
    Last edited by Aco505; 10-23-2024 at 01:50 AM.

  10. #10
    Player
    Valence's Avatar
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    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Aco505 View Post
    I don't personally want the job over nerfed and I don't think its utility tools are that big of a deal.
    Man, I wish as a rphys player I had PCT's utility tools. Oh right, I have tactician? PCT has tempera grassa which is just as good. And it can party heal. I have dismantle? Oh right, they have addle too. This job has utility on the level of freaking DNC. And the damage of a melee.

    Where is my sustained damage and support yoshi? All casters but BLM are starting or outright have better support than us.



    Quote Originally Posted by Aco505 View Post
    Well, it's concerning when there's complaints about melees that leave the damage casters out, because then we'd simply be shifting the meta to double caster parties instead of double melee parties. Where's the consideration for double p. range parties?
    Not gonna lie and I don't mean this in a bad way because I agree with you, but it's something to read melees being afraid of getting the rphys treatment and being relegated to the 1% party bonus..
    (4)
    Last edited by Valence; 10-23-2024 at 04:08 AM.

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