SMN is the only class that gets new things dangled in their faces only to be snatched away time and time again. SE statements -> raised expectations -> expectations unfilled -> anger -> hate -> suffering -> etc. RDM, by contrast, hasn't been led to expect anything good in years. It's all about the expectations being mismanaged, not about the thing itself.
Of course, on top of this SMN also has to deal with one of their few useful abilities, Perfect Defense, being nerfed. If SMNs bitch more than other jobs, it's because SE has treated SMN differently than other jobs, not because people who play SMN are somehow different from other players.
So the idea of getting some(someday) is more painfull then just being totaly forgotten?
Ill take hope over never being mentioned...
Smn >rdm. Lol plain simple.
At least SMN has a niche and BP damage has always been extremely potent, accurate and consistent(and hate free) on the toughest HNMs. I remember doing Wyrms where melees would hit for 0-30 damage unless they were getting BRD buffs, but Spinning Dive and Pred Claws did a consistent 800-1.5k. Hell even a few months ago when doing Odin v2, DDs would hit Odin for like 60-100 damage, WS for maybe 600-1k at best but buffs constantly wiped. Meanwhile our SMNs were doing 1.3-1.6k Spinning Dives. SMN can be a very good DD due on extremely high level mobs due to how much level correction rapes poorly buffed or unbuffed PC damage.
lol, I don't want to be alarmist but that may not last very much longer.
Currently it looks like Monster Ratio floors to ~0.5, which means that further increases in defense after the target has twice as much defense as the monster's attack don't have any effect. This may be one of the things SE is talking about changing (so that increasing your defense helps). The problem is that SMN also uses this to continue to deal respectable damage despite large dLevel differences. If they adjust this for monsters, it is probably also going to change for avatars and may wipe out this advantage of theirs. They still have magic BPs, though.
Yes, it's what was entirely responsible for pet damage not totally sucking on HNMs. They still seem to be hit with level correction, but it just doesn't matter because they floor out at 0.5 and still do decent damage there.
lol for some reason i totally didn't read the word "aquan" and then later kept thinking leeches are aquans lol..
i soloed most of my sedna's using fargann tho. in spite of the intimidation effect he worked fine. i think he was either cheap or more easily available. other times, i had myself or someone else tank with BST pet and tear him a new one with Ramuh.
as far as i know the enfeebles generally don't follow the higher level = higher tier pattern. i did specifically say damage, and at 99 a RDM can use Thunder IV instead of Thunder III, and that deals more damage.. so it applies the same
Without a native skill change to RDM, they're gonna be pretty locked to /SCH for nuking harder content unless gearing for MACC over MATK. Which then segues back to the whole cycle of just taking a BLM or SCH instead, and maybe GEO depending. Would just be nice for a sub to be a supplement instead of a requirement for the job at this point.![]()
i do feel bad for RDM tho. it was my first job and i like it.. but it really doesn't feel special at all and is quite a chore to play. but at least there used to be demand for them.
i hope an adjustment to enfeeble resistances would give RDM a stronger playing field. Personally i think for a start they should allow RDMs to cast Temper on others.. and to extend /SCH accession to more spells.
I never understood why DRK has higher elemental magic skill than RDM. Nuking on DRK is so freaking useless. It's kinda like why PUP has throwing skill but BLU doesn't. PUP can't equip a ranged weapon without losing the ability to control our puppet. Hell, throwing used to cap higher than H2H on PUP before they changed it to B+.
I wish someone would ask SE about the blu vs pup throwing skill thing in an interview, or manage to get a response on the official forums. It's a very minor thing, but it annoys me to no end. Even disregarding having to use an animator in the ranged slot, pup can't even equip any thrown weapons that aren't all jobs.
But yeah rdms native elemental and dark skill both really need to be fixed.
Circus clowns, juggling knives and other projectiles?
My favorite part about BLU throwing skill was this:
http://www.ffxiah.com/item/18231/death-chakram
At least BLU has lower-level pulling options. Discussion inspired me to do some skillup work at any rate.
Spoiler: show
if you have a script running its pretty easy to hit 80~ lv cap on fortalice AFK.
Will do Fortalice at 200+, which shouldn't be too long at the rate things are progressing with my placebo skillup ring/earring.
Spoiler: show
Bright side is, throwing will forever be blue-numbered whenever I sub it now. Just leaves useless skills like Archery on my RDM and Scythe on BST to do some other year since I have no main jobs lvl'd that use either as a primary weap.
On the dev side of things, has they said anything yet regarding a new test server roadmap? Last one has been 'done' for two months now. Would be nice of them to give us a review of what's to possibly come that wasn't Tanaka'd, but I guess they're probably too busy with the expansion right now to make any commitments regarding time-frames.
What's also equally mind-boggling to the PUP-Throwing conundrum is the RDM-H2H conundrum.
Behold:
Spoiler: show
Now I can understand if they made low level ones for RDMs who sub random shit because below level 20 you can get away with that BS since mobs don't have much EVA and you could /MNK or /WAR with subbed skill and still cap acc on EM-VT if you eat an acc food or something. But why are there level 97 h2h weapons for RDM. What's hilarious is RDM can use Destroyers at 75 but PUP can't.
Also PUP's first thrown weapon is at 54! Smart Grenade go!
It's not just rdm, drk pld bst and rng are on plenty of h2h weapons as well, and none of those have skill.
Same thing with bst drk and pld on bows