
Bard song and turret aura are their own things and should only penalize you for actively using them, not just having them at all. While you're using them, you're a 'support DPS'. When you're NOT using them, you're just straight DPS.
I mean, the only point of 'safety' is that you do less damage when you're dead. In the off chance no one ever dies and everyone is playing optimally, what do you REALLY bring to a party if you're doing 10-20% less damage than everyone else?
That being said, I guess I must eat my words because bards were already pretty damn strong even after getting "nerfed". Which, honestly, raises the question of why they felt they needed to introduce a completely different playstyle to force bards to become BLMs (and with two big skills gated behind the stance, they are being forced).
It can't be because they were brought on in most raid parties. With MCH being added, the two would become interchangeable and the slot would just become "pick a ranged support DPS", which is totally fine (assuming good balance). Trying to "fix" what wasn't broken with WM/GB just strikes me as a very strange direction to take.
The melee were shit. lol.
I know that playing as a DRG the only time I get out-DPSed is when a BLM has AoE'd the crap out of the dungeon, because in that case I cannot keep up (though that's probably changed with Flare being nerfed - IIRC I managed to out-DPS a strong one during a recent post-3.0 Syrcus Tower run). Even though MNK and NIN are technically capable of doing higher damage, I rarely (re: never) run into players that skilled in duty finder runs.
Edit: This guy sums up my feelings pretty much exactly:
Edit #2: LOL
Not mentioned is that every opener assumes you start the fight with 5 stacks of ammunition AND reload is on a 10s cd because you precast it. If you don't start the fight with 5 stacks of ammo GB is literally useless unless you're AoEing.
Great mechanic SE, 10/10 balancing A++
(06-22-2015, 06:04 PM)Melkire Wrote: Mobility isn't supposed to put you on par. A mobile class trades in damage for safety.
On an anecdotal note, I've had BRDs surpass me in damage during instances that either had me losing GL3 at key points in a fight or else during instances where I was not at liberty to take advantage of gains from positional bonuses. Would I catch back up again? Yes, but only once I was at liberty to do so without undue risk.
EDIT: I agree, though, in that ideally all DPS classes should have a similar damage ceiling when played optimally with a tunnel-vision focus on damage-dealing, with slight variations on which class deals more damage depending on their respective specialties.
I mean, the only point of 'safety' is that you do less damage when you're dead. In the off chance no one ever dies and everyone is playing optimally, what do you REALLY bring to a party if you're doing 10-20% less damage than everyone else?
That being said, I guess I must eat my words because bards were already pretty damn strong even after getting "nerfed". Which, honestly, raises the question of why they felt they needed to introduce a completely different playstyle to force bards to become BLMs (and with two big skills gated behind the stance, they are being forced).
It can't be because they were brought on in most raid parties. With MCH being added, the two would become interchangeable and the slot would just become "pick a ranged support DPS", which is totally fine (assuming good balance). Trying to "fix" what wasn't broken with WM/GB just strikes me as a very strange direction to take.
(06-22-2015, 06:45 PM)Aaron Wrote: I was tanking SoF yesterday and this Bard was outdpsing two nin and a drg.
Not sure if melee were shit.... or that bard REALLY knew how to play.
The melee were shit. lol.
I know that playing as a DRG the only time I get out-DPSed is when a BLM has AoE'd the crap out of the dungeon, because in that case I cannot keep up (though that's probably changed with Flare being nerfed - IIRC I managed to out-DPS a strong one during a recent post-3.0 Syrcus Tower run). Even though MNK and NIN are technically capable of doing higher damage, I rarely (re: never) run into players that skilled in duty finder runs.
Edit: This guy sums up my feelings pretty much exactly:
Quote:54 Machinist here, I'm just a hair away from hanging up my gun, for now. I really like the potential the class has, it's fun when things work, but then there's that time period between cooldowns, where you're just spamming 1 and the proc never comes...And your already poor damage becomes even shittier.
128 ilevel with a 130 gun, my highest crit in a dungeon with Clean Shot, without a cooldown up, was 1184. I've had two WHM friends confirm that their Stone 2 crits harder than that. Gotta work hard to get mediocre damage, they gotta improve the class in a huge way. It's still early access, but I really hope there's a wave of buffs in a hotfix this week, otherwise I'm gonna have to level something else. The doing-shit-damage thing really makes me feel bad for going into dungeons.
Edit #2: LOL
Quote:So I did some tests in game again as well as creating a rough spreadsheet of the first 20 seconds of an opener, and yeah, Wildfire basically does more damage without Gauss Barrel even if you cancel Gauss Barrel after the first Clean Shot. The discrepancies in the opener starting with Gauss Barrel and without were taken from 20 samples, but I guess RNG acts up. And so, it's not worth hard casting Gauss Barrel either.
Here's the spreadsheet with the math done: https://docs.google.com/spreadsheets/d/1...sp=sharing
): Gauss Barrel is basically useless other than for AoE pulls.
EDIT: Whoops, forgot to extend the GB openers to 20 seconds, GB is worth using only until Clean Shot after all for higher overall DPS in the first 20 seconds but not higher Wildfire damage.
Not mentioned is that every opener assumes you start the fight with 5 stacks of ammunition AND reload is on a 10s cd because you precast it. If you don't start the fight with 5 stacks of ammo GB is literally useless unless you're AoEing.
Great mechanic SE, 10/10 balancing A++