I'm explicitly not talking about DPS but okay.Actually not at all true, we're just "spoiled". Our "big imbalances" are yestergame's "we're done balancing, stuff is less than 25% off from each other, call it a day"-solution.
It really is that different nowadays. BLMs explode at Pictos doing 4% more damage while being easier to play, back in the days (/grandpamode on) you'd be delighted if your favorite class dealt 50% of the damage of whatever was the overpowered meta, and the killspeed would vary massive based on whether you got 40 random people vs 8 parties all hyper-optimizing.
Their track record shows the exact opposite though. Every time they had the opportunity to add in new unique abilities after homogenizing something they did exactly bugger all, all we got was lost job mechanics with nothing to replace them.Veil and Shake are better than Heart of light and Dark Missionary. Because most cases any physical raidwide damage the healer group mitigation will be higher at 10% which will take base. So the 5% will most likely be 2.5% or lower depending on the group combined mitigation. For magical aoes which are most of the raidwides are great.
Like others have said. I think they will scrap all of the tank group mits and turn it into a role action and make it available at low levels. Thats homogenization but I think they need to homogenize some things to allow for them to add more unique things to jobs.
Where are the "amazing" changes?
The added physical mit are good, but not amazing (i mean it's only 5% and 10%)..... And the HP regen on CnS is just a nice side bonus.... Because, they still didn't fixed the MP Regen, so CnS is still primary used for that...
Until they fix the MP Regen, HP sustain on CnS, in most case, fall flat.
No thank you, I think they are fine as they are.Veil and Shake are better than Heart of light and Dark Missionary. Because most cases any physical raidwide damage the healer group mitigation will be higher at 10% which will take base. So the 5% will most likely be 2.5% or lower depending on the group combined mitigation. For magical aoes which are most of the raidwides are great.
Like others have said. I think they will scrap all of the tank group mits and turn it into a role action and make it available at low levels. Thats homogenization but I think they need to homogenize some things to allow for them to add more unique things to jobs.
The thing about Barrier vs Mit is that, you want a good mixture of both, mitigation makes Barriers stronger, Not to mention Barriers aren't as effective in instances of Multi hit's, So theirs even instances where mitigation can be out right better and Multi hits are common. Lets not advocate for job homogenization for a problem that doesn't even exist.
All that needs to change for tank aoes is getting rid of warriors aoe regen.
We want a mix when they're both producing about the same output in common practice (e.g., in a typical semi-serious encounter). The problem is that what causes one to outperform the other has nothing to do with how they play or feel to use, only the output of the content in question. For percentile mitigation to be of equal value in Savage commonly means it has to be overpowered in, say, Ultimate, and underpowered everywhere else. Yes, they're synergetic, but not by enough to overcome innate disparities if incoming damage differs significantly across difficulty tiers.The thing about Barrier vs Mit is that, you want a good mixture of both, mitigation makes Barriers stronger, Not to mention Barriers aren't as effective in instances of Multi hit's, So theirs even instances where mitigation can be out right better and Multi hits are common. Lets not advocate for job homogenization for a problem that doesn't even exist.
I do agree that homogenization is not typically the way to go --and there is absolutely zero benefit to removing unique names and animations for the sake of it, a la Role Actions, something I could not despise more-- but unless the flat mitigation (barrier) has some indirect scaling mechanism it becomes impossible to balance against scaled/percentile mitigation across varied tiers of typical incoming damage. Either casual content would need to put out more damage and serious content a bit less or we'd be better off with a mix available to each job and flat mits having indirect scalars.
Haima would like a word with you.The thing about Barrier vs Mit is that, you want a good mixture of both, mitigation makes Barriers stronger, Not to mention Barriers aren't as effective in instances of Multi hit's, So theirs even instances where mitigation can be out right better and Multi hits are common. Lets not advocate for job homogenization for a problem that doesn't even exist.
You really aren't doing yourself a favor by considering shields deparate from percentual-damage-reduction effects. They're both mitigation, and there's multiple axis along which they differ. But ultimately all these effects increase eHP, in different ways depending on the incoming damage and incoming healing.
But on the general idea I fully agree, plus I want tanks to be more specialized again. Content has become so easy anyways, including Savage and all, due to Square's "never nerf, only buff"-policy, it frankly wouldn't matter if one job had only absorb shields and the other only DRs.
It takes us years to manage to eat a single crumb that falls from the table, while other jobs keep getting reworked and pampered every month.Where are the "amazing" changes?
The added physical mit are good, but not amazing (i mean it's only 5% and 10%)..... And the HP regen on CnS is just a nice side bonus.... Because, they still didn't fixed the MP Regen, so CnS is still primary used for that...
Until they fix the MP Regen, HP sustain on CnS, in most case, fall flat.
For the average, it's pretty good.
for some reason it takes them forever to make meaningful changes to DRKWhere are the "amazing" changes?
The added physical mit are good, but not amazing (i mean it's only 5% and 10%)..... And the HP regen on CnS is just a nice side bonus.... Because, they still didn't fixed the MP Regen, so CnS is still primary used for that...
Until they fix the MP Regen, HP sustain on CnS, in most case, fall flat.(and GNB)
any change/buff is welcomed, in my eyes
that being said, i wish they'd make abyssal drain have a 30 sec CD or something, i think that'd be neat
i have intense compulsions to annoy the everliving hell out of everyone i meet and i have no idea why
Well yeah, any buff is welcomed but.... In this case, there is nothing to be ecstatic about and make me want to scream "amazing".... is just nice, nothing more.
[Edit]
Also saying amazing" for simple QoL modification is also bad.... because it can make SE think that everything is fine with current DRK and that they don't need to touch the job much.... And this is wrong.
I mean, Abyssal Drain on 30s not, but on 45s yes and re adding the removed 2 stack on Blood Weapon/Delirum are far more much important right now that those little changes.
Last edited by Lorika; 12-05-2024 at 08:36 AM.
It also means that since they now "fixed" DRK, any actual fix (read: rip out 90%+ of the kit, go completely back to the drawing board with the underlying ideas, then re-implement the job from the ground up) is basically off the table for the rest of the game's lifetime. Sad.
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