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I read all comments so anything you want to ask just drop it below and we might do a video on it
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Very good video. Easily digestible.
It's very telling that they have forgotten that Machinist truly needs some love. The change to the Queen didn't do anything for the job since the first 4-5 seconds of popping Queen is spent with it just standing up then finally charging your target. It's meant to be the greedy dps of the physical range yet CBU3 doesn't seem to actually want it to be like Samurai or Black Mage. As a Machinist main, it hurt a bit getting turned away from parties for the job I love to play because the party didn't feel like it was worth bringing.
If Machinist's rotation difficulty doesn't warrant bigger numbers, they just need more utility. Give them a Mug effect so that retain their offensive identity in comparison to Bard and Dancer. Bind it to Wildfire, and done. Sure, it would require testing and number tweaking, but the principle is : Machinist need more utility.
Good insight
Everyone was saying “DEVS SAID GIT GUD OMEGALUL” and now yoshi p gotta make a statement 😂
I'm happy for gangos theme played on the background
Lmfao "They killed it, but congrats". Actually the perfect way to put it
That really is the issue with Red Mage. Everyone points so "The rez they rez they can rez like 4 people!!!" Yeah and then they all have weakness and you can't finish the fight anyway on top of LOSING damage by swiftcast rezzing. It might as well be a wipe. So if RDM's only use is to progress but not kill the boss, then it hardly has a use outside of being a stepping stone. It really shouldn't be like that.
"i have no clue what im talking about but i still decide to make a 15 minutes about it"
A big part of the problem with balance this tier (and expansion) is that they've significantly increased potential melee uptime. Hitboxes are much bigger, and there are only a handful of mechanics where melee lose uptime to execute them properly. As a result, melee damage is up, and the natural advantages of playing ranged aren't being felt. This is compounded by the 2 minute burst window change, which tend to benefit melee jobs more than casters due to how their rotation plays.
They either need to start designing fights in such a way as to reduce the melee uptime, or not penalize ranged as much for the utility of mobility and maximum uptime.
With the expansion being what it is, there is no good reason Samurai should significantly outperform Black Mage. And this is coming from someone who plays those two jobs as their mains.
It is easy in many fights to have 99%+ uptime as a melee this tier in most situations. In fact, it's generally easier to maintain uptime on a melee vs a Black Mage because the ranged advantage is almost nonexistent.
ALL of that said, the balance is still laughably better than in WoW historically, and a lot of the people complaining are just upset because they've probably never experienced rejection from groups based on job before. The current problems with FF14 can be fixed with a philosophy change on fight design by making fights less melee friendly, or a numbers tuning to buff ranged. I assume the reason the team hasn't overreacted and buffed the ranged jobs is that they're still having this conversation internally and haven't committed either way yet.
Scripe is a literal textbook example of why Yoshi P has to constantly clarify shit. you take information and infer your own meaning from it. Nowhere in that statement does he admit they didnt get a boss kill nor that they used a "meta comp".
Cant exactly compare because before theres less job and less abilities.
Theres also accuracy stats so all jobs are hard to play to begin with.
Casters can still put some damage out so theyre not completely negigable. But we are getting to the point where we might phase out an entire class because they dont have any real advantage over others.
Machinist is like that 1 child that's forgotten by his parents and family 🙁
As a filthy casual,I had never watched prog and I never understood how people could find sth like RTWF interesting. Being a fan of Preach and seeing him check your progress on stream on day 1 I somehow became quite invested and followed every stream with fingers crossed for the team. I watched literally all streams and found it so enjoyable. After you were done with Savage, I now continue to follow your ffxiv streams as you talked with Sfia and levelled RDM and SMN and I got to say – keep up the great work! It's very interesting to watch you explore ffxiv content and listen to your thoughts as someone in the highend scene, something I didn't think I would find interesting as sb who just does normal modes for the story. Also the interviews/podcast style things with people in the community are a great idea, I really enjoyed that and you did a proper in-depth conversation. Thanks for this!
based take on based clarification
The problem is partially job balance, but how fights are designed this tier make the ranged tax obsolete. Melees get purg and fourfold for free, while BLM and RDM have to put in tons more effort to maintain any sort of consistency. If you balance melees around somewhat substandard uptime, why wouldn't the devs adjust potency when each fight has hitboxes 3-4x the size of the boss? For p7s you need to completely shut your brain off to even get to max melee range, let alone lose uptime. It's incredibly frustrating to put in more than twice the work and planning for certain mechanics while melees are coddled. How are casters rewarded for the extra effort? BLM is maybe around RPR damage, while RDM is in the basement. Maybe logs are skewed right now due to gearing, but you can't fault me for feeling a bit disheartened this tier.
Machinist is phys ranged taxed, now utility taxed. They are the selfish DPS of phys ranged, but because it's phys ranged, it can't be as potent as SAM for melee DPS. Therefore it's forever cursed.
So if Scripe is curious. Unreal is a difficulty mode that hard caps the item level of gear/player. Been like that since the beginning. What did change from the first fight, Shiva, was that there were no form of locks between who completed unreal or who didn't. There was no way to prevent new players from joining a group of people who have cleared it. Players complained about this and the devs included the ability for "farmers" to prevent new players from joining. What also increased was that players started to add in pointless item level lockouts that were higher than what the unreal item level reduced you to. For example, there were parties that wanted players to be at item lvl 400 when the unreal reduced item lvl to 375. Players will always form stupid meta even when it doesn't matter. So even "if" a job performance is improved, a player will always find the "weaker" jobs and not include them for any reason they can.
Yes, I have tried to reach those item level bs meta rules for unreal and have had more successful runs from party finder randos then those who had stricter rules on item level.
People like you and Xeno need to leave this game . Actual clowns
Scripe is basically right. Job balance is not significantly worse than it has been historically. In fact it's almost identical to how it was in Asphodelos. The reason why people are SAYING it's terrible now is because this time we have (had) a DPS check tight enough for job balance to matter. For the first time in a long time people have had to seriously consider the job DPS output when building a party to clear, and now those differences that are normally insignificant suddenly have very outsized importance.
You might say that any job can (and did) clear, and that is true. However even if you can clear with say a MCH that parses 99, if you can do the same damage output by parsing 40 as DNC then it makes absolute sense to exclude MCHs from your group because the chance of finding a DNC who can parse at least 40 is MUCH higher than the chance of finding a MCH that can parse 99. If that kind of thing matters for the clear, then it's only fair to take it into account.
On the other hand I think people should consider if the idea that ANY comp should clear week 1 is actually valid. "Play what you want" is broadly true in FF, but if you are world racing or going for super early clears then obviously minor differences matter. You wouldn't expect to clear in a comp with no healers, so is it reasonable to expect to clear with the 8 bottom DPS jobs, on the hardest DPS check in the game, with no extra gear? IMO no. Just because you CAN play whatever you want, doesn't mean that you can make any kind of group or play however you want with no restrictions and expect to get the same results. For that to happen there would have to be no differences between jobs at all. The more reasonable solution is what the devs actually did: tune the content so the differences don't matter so much.
Although MCH is clearly not in an ideal situation balance wise.
I certainly don't remember there were this many MCH defender back in Stromblood which the situation was much worse. Make me wonder if the fact that RDM fell off meta has something to do with the increasing complains about job balance, and MCH was merely a pretext 🤔
I kinda feel like is it really that bad for world first raiders to have to be a bit more meta? Playing it not in the first week with some gear like most it wouldn’t be so off. We usually shoot for week 2 or week 3 full tier clears.
The job classification needs a complete rework if he’s going to balance jobs base on skills then he need to classify those jobs as separate categories like a support role and balance them base off each other. Cause machinist being the selfish range dps can’t even come close to a ninja or dragoon or monk who all have support skills that buff the party. A machinist needs to do as much dance as a black mage and samurai who are all selfish dps
Now im curious whats gonna be adjusted from machinist because they did "something" to pld already
you look at dps graph in a wrong way. Because it does not start at zero difference is visually much bigger that it actually is.
DPS check on P8S p1 is 61.6k (p2 is tricky because raid buff phase). Take "worst" comp WAR_PLD RPR_MCN_RDM_BRD AST_SGE and make a sum of all median damage from fflogs and you will get 59.961 DPS. Just 1.6k short of a clear. And that with only 1 melee! Another one will add 800-900 dps
You will say – well, that is clearly a problem! But it's not, because doing median amount of damage according to fflogs is relatively easy, especially considering how many pull it takes and how you perfect all your actions long before a clear.