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tbh black mage is shit right now , considering it's the hardest job , the squishiest and the one that lack the most mobility and deffensive utility it's behind all the melee jobs . it's not rewarding at all considering the difficulty .
i play in the 95 to 99 range atm depending on the gear discrepancy .
Right now blm is behind ALL melee jobs at 95% percentile of skillplay . at 99% it barely deals more than a reaper .
the ratio from player effort / reward is way off this patch.
This is ridiculous.
imo in PFs, trying to clear just P7S with 3 ranged is not working now for 1.5 weeks.., its annoying (rpr, smn, rdm & dcn or drg, smn, blm mch.., unless they got really lucky with dropss week 1.5..)
.. in the past 3 ranged were not always ideal, but it worked
.. even now, drg, rpr, rdm & dnc cam have issues in clearing it in PFs
..
there really is a balance issue for the less HC aka Party Finder raiders atm.., untill gear theyre geared.
… it is REALLY annoying
A) not to meet a dps check multiple times
B) even worse, when if feels, as if other comps would have pulled it off
…
hope Yoshi adjusts sooner than later
Just don't play caster. that's the way it feels right now. It's not about the fight being hard to clear at this second alone but the fact that I can look forward to 8 months of being potentially phased out by black mage only or worse yet, the gap only widening as it has thus far.
agree, 200-400 dps different for dps rolls would be a nice goal
That's one thing I like about 14, all jobs are viable. There is no meta
A 630 weapon alone is 500 damage and the extra tome gear probably adds another 500. Top speedkill groups like momo's really shouldn't be taken too seriously when they say they were 1500 dps away because you really shouldn't have to be as good as momo's group to clear week 1. We cleared day 5 and we had to kill door boss 8 times, and even by the end we died to enrage on clean pulls solely because of crit rng even though we have been pressing the same buttons for the past 3 days. That shouldn't happen, especially when you have to repeat a 8 min door boss every time you want to prog p2. If they're going to make door bosses this hard then there needs to be 5 turns in a tier or instance timers have to be extended because this shit is the worst part of prog, and I am saying this as someone who was in a group that was luckily hyper consistent on door boss when we were progging p2. Of course any comp could have probably cleared week 1, but you have to ask yourself how much do those cursed comps have to farm crit rng to get a kill on door boss let alone p2
Balance only really matters for week 1 tbh. They need to make sure stuff is balanced for that. If they do no one will complain, casuals will never even know about any imbalances.
In my static, our DPS jobs are MNK, SMN, RDM and MCH. Do you know how many statics currently have cleared P8S phase 2 with only 1 melee, no BLM and a MCH? One, which is not us obviously. I went through every single clears on FFlogs that didn't have 2 melees. Only 19 statics clears without 2 melees, 17 of them had a BLM, and only 3 of them had a MCH. This is not normal and even though it is obvious that Yoshi P hates MCH, it is now getting completely ridiculous, almost as bad as WoW completely f-ed up job balance, but FF14 have like half the jobs of WoW. Shame.
I disagree with the DPS difference being balanced if there was only a 200-300 damage discrepancy. Melee has always been a higher skill ceiling based role, with variability coming into jobs and encounters. While yes, this tier is positional and uptime friendly, we just got done with a tier that was supremely difficult to optimize as melee, and impossible to uptime with current PF strats. That should always be rewarded by a good margin than our caster counterparts, barring BLM.
I think it's perfectly fine if some raid comps are just outright better when the differences are as minor as they are in ff14.
I actually think the devs fixate way too much on balance to the point where their design of the jobs and even encounters are constrained by this focus on tight balance.
The game has undergone heavy homogenization with each expansion, which makes the difference in damage within the tank roll a bigger issue because there isn't enough unique and impactful utility to make up for the difference in damage.
You really can't handle mechanics all that differently with a paladin versus a dark knight, and it seems the dev team are too skittish to differentiate jobs within the same role.
I’m not a raider, but I’ve felt this myself. i joined a farm group for Titania EX as a Paladin, tried to skip adds, and they lived with 1% to go. So I switched to DRK, which had the same gear except only the 560 AF weapon. I also had to quickly attempt to look up the rotation and fumbled that really hard.
We still cleared before adds
So either my team really started gaming, or the DPS discrepancy really is that large. I’m leaning more towards the latter, unfortunately. No way will I stop holding that sword and board though.
For one they need to get rid of the idea that a dps role/class should do more than the other because of silly reasons such as having a raise, "freedom of movement" or being subjectively easier to play. All classes in a role deserve to do about the same damage otherwise you end up with what we have now. SAM, BLM and MCH should be top 3 in personal damage and it is inexcusable to have MCH below any class with a raid buff. Next up should be RPR>MNK>=SMN since RPR has the weakest raid buff of the 3 with SMN and MNK being neck and neck. Afterwards should be NIN=RDM>DRG Since NIN and RDM have the same raid buff with DRG having the best raid buffs overall. Last of course being BRD>DNC. After making this the case you can adjust with how certain factors such as jobs being more bursty than others under raid buffs effects the dps, but this would be a good start since it is of course impossible to get total contributions exactly even.
DPS balance between types doesn't matter at all really as long as they aren't so bad that the 1% from bringing them isn't worth. What matters is melee vs melee, caster vs caster, and rng vs rng.
Re: DPS check and the dev's saying they weren't going to tone up the difficulty because of the extra week.
There's a theory going around that they legitimately DIDN'T inflate boss health. If you look back at ShB and StB we know for sure that the first tier generally gets toned down significantly because it's the entry tier, but the 2nd tier sometimes does as well just not as drastically (I'm almost positive I remember from a live letter Yoshi mentioning this with e8s specifically).
So the theory goes: they told the truth. They didn't buff boss health. They just omitted that they didn't reduce it like they normally would.
Meanwhile SE: how tf u know your dps hehe
I feel like this conversation comes up every new savage tier. Casual players just want to join in the conversation of meta, no matter how little it effects them.
The game doesn't have skill trees or variation of any kind. Having 10% dps difference between tank jobs is inexcusable on any level. Week 1 or not it's bad balance and the criticism is 100% valid. Can you clear with any job? Sure. Is it needlesly more difficult? Absolutely.
People consistently fail to understand what content they're doing in raiding MMOs, and misapplying parroted advice is a constant problem in every one I've played. Groups going for speed records, ones struggling for their first clear, and ones taking it easy and joking around are doing very different things and aren't necessarily served equally well by the same idea. There's not much to be done about it besides encouraging people to be more discerning in their views, so thank you for this video. <3
no matter what we say we have to remember LAHABREA is our true hero and savior .
Welcome to World of Warcraft….Oops I am mean FFXIV. But the crappy class balance going on in FFXIV makes me feel I am back in WoW. Square needs to get it together.
Let's hope for good 6.21 changes
Doing 200 or 300 dps more on a BLM or SAM will place selfish dps in the same shitty place they were last patch. Useless. I couldn't even get into a speedkill group as a SAM because I offer nothing to the group. So basically I can't play a job I enjoy. Especially in Ultimates, people would rather take a NIN/MNK/RDM/SMN/DNC/BRD/DRG because they bring much more utility and raid wide buffs that bring the groups overall output WAY beyond the proposed 400 extra dps a sam / blm would bring to the party. If people expect selfish dps to be on the same level give them raid buffs and other utility and let's balance it out properly then.
I'm glad that Savage/Ultimate stuff is way beyond my interest or scope. I'd rather just play what I like rather than worry about Materia melds, BiS, how optimal my Job or rotations need to be compared to others and a couple dozen mechanics of precision or wipe.
One thing to consider is the gear funneling and optimisation. I expect those with dmg buff jobs when BiS will catch up to aDPS jobs
sometimes I wish I could see the number of dislike on videos like this lol …
Statics who go with meta comps are most likely some of the most trashiest players in ff14, imagine having to have a meta comp to do this easy content haha.