If BLM got nerfed, would you still play it?

Tagrineth said:
AV wouldn't be more impossible, the original group that popped AV the first time couldn't dent his HP and they had 30 BLMs lined up (from the J.Lo kill).

So wouldn't 30 BLM been even less effective if they were nerfed?
An ass kicking is an ass kicking, I know...But less damage is less damage as well.
 
Sneakypants said:
So wouldn't 30 BLM been even less effective if they were nerfed?
An ass kicking is an ass kicking, I know...But less damage is less damage as well.

I guess, but doing less than 1% is doing less than 1%, no matter what the fraction. :ph34r:
 
Tagrineth said:
I guess, but doing less than 1% is doing less than 1%, no matter what the fraction. :ph34r:

Right. Less is less.
30 BLM ftw!! :bb:
 
Wow, this conversation took off.

Elemmire said:
I don't play BLM but just to touch on what was mentioned above.. I think it's like

150% for the same elemental day as spell
100% on Neutral
50% on opposite
I believe the current system is a chance at a 10% bonus for matching element and day, nothing on neutrals, and a chance at a 10% reduction for casting a spell weak to the day. The word 'opposite' does not apply unless you're talking about light and dark since it's a circle of elements.


Kensou said:
Been a BLM since I started this game 2 years ago, I fell in love with the job, is the best job I can play. It really makes me sad to see what ppl call "good BLMs" just because they can do 1.8k+ Thundaga III, that's not being a good BLM, getting high numbers does not equal being good, being good means do good damage, save MP and get no aggro, and most importantly adapt to the PT setup and/or mobs you're fighting. And if you really wanna be that good, find out how the damage is calculated, find out how your job works from the inside, I know I did, look at my sig, and let me tell you, I didn't get a bit of hate from that MB, and mob wasn't dead, Buffalo just got too much HP.

As BLM you gotta worry for a bunch of things, MP, Elemental Skill, INT and why not tewaking some dmg with bonuses from equipment.

If the nerf BLM someday, then so be it, I won't complain at all, no matter how bad the nerf is, I'll just laugh at all the bad BLMs who will.
That pretty much sums up my standpoint. I started as a BLM and then put it to the side for a while, but it's still the job I know best.


I actually thought about how it could be nerfed (not that I want it to, but I could accept one). Best way I thought of is accentuating mobs' weaknesses and strengths. If the mob isn't weak to an element, you're going to have a hard time hitting for decent damage with it. Or (this would kill manaburns) as a mob gets hit with a certain element, it would become more resistant to it for a short time. This way you couldn't just put 4 BLMs in a room and have them all cast the same thing at the same time. Yes, it would suck, but it would also be within reason.


I know I'm sounding negative, but I really don't want the job or elemental system changed at all. More or less just getting a feel for who would change jobs if it did get changed. Like all the die-hard rangers that abandoned their job when they weren't the uberest anymore.
 
I don't know if you can call it a nerf but I've noticed I get ALOT more hate than I used to and that hate is almost impossible to get rid of. It feels like SE is out to kill me when I party with my BLM these days. But to answer your question....No I would not use BLM anymore but mostly because it would make a good excuse to quit and I've come to love being a Thief lol.
 
Oh, didn't you know? BLM got the first hardest nerf in the game, they nerfed AoE farming and the drop rates of everything when killed with magic, i've parsed out that when i kill with magic the drop rates of items (i've only had a good chance to test this on yag necklaces and saphire quadavs) is about 40% lower than with melee kill.
If they "nerf" blm as you're suggesting the end game would really fall apart. Ranger lost tp bonuses due to melee and the ability to do the same damage with the same accuracy from any range. that's not all that bad if you think about it. if they nerfed blm how would they do it without beating it in the face worse than bst got slammed? more resists? blm would be useless on IT++ mobs. lower the damage? how much did rng actually get it's dmg lowered that much? i saw rngs doing 1500-2000 on ws's at 73-75 range before and i still see it now. look at jonas, I think he could put a hole through kirin in his rng gear. More dependance on day? if you nerfed that i'd demand ALL jobs have more dependance on the day, crits rates drop on earthsday, ect, well.... i don't actually know if they don't already... SE made everything relate to everything.

if blm was nerfed why not smn? i've seen a 4k blood pact, who's seen a 4k thundaga III? Rng could do their dmg over and over nonstop until they ran out of ammo, SE planned for this problem on blm and smn and put a natural limit on us by making us use mp and making mp slow to restore.

I wouldn't quit blm, i'd probably put more focus on my monk though.
 
I'm not the kind of BLM that just nukes and rests, I use my subs to aid and assist the party/alliance. If a BLM's damage got taken down a notch, in a way I wouldn't mind at all because it would stop the noobs that don't know how to play it properly from playing... they would just move on to the new highest damaging character. There is nothing more annoying to me than a BLM that bitches about getting aggro, then continues to nuke when they are getting beat on. Learn how to not get hate!!!!!!
 
If they nerfed BLM, it would be the form of lowering each individual consecutive spell. In other words, all BLM Divine Might and KS runs would be near impossible just using Thundaga III since each spell cast would become weaker and weaker. Just throwing any job at a problem is not a solution in the eyes of SE and this will probably be the answer they give. To the normal BLM who effectively uses spells in parties, HNMs, Gods, etc. nothing will change because one spell is not the only thing they do as a job provided they have more than just a group of BLMs casting one spell.
 
Lavi said:
If they nerfed BLM, it would be the form of lowering each individual consecutive spell. In other words, all BLM Divine Might and KS runs would be near impossible just using Thundaga III since each spell cast would become weaker and weaker. Just throwing any job at a problem is not a solution in the eyes of SE and this will probably be the answer they give. To the normal BLM who effectively uses spells in parties, HNMs, Gods, etc. nothing will change because one spell is not the only thing they do as a job provided they have more than just a group of BLMs casting one spell.

Kind of like Magna Carta? The way if you use the same Chi (Element) based ability over and over again, it eventually get's weaker and weaker to the point where you can't even use it anymore~

I don't see too much of a problem with it so long as the spell always does some damage and you don't get an error saying "Unable to perform attack" or something like that. Then I'd get miffed like no other just out of shear inconvenience. Us BLM already have a lot on our mind without having to think about something like that possibly appearing at a critical moment.

Not to mention it would totaly redesign the way we fight. Fundamental laws that old BLM have been born and raised on would start to become skewed. Of course, a new generation of methods and styles will emerge which could possibly make us all better.

I like my BLM as is. But if it were to change, I'd bitch my little bitches and go on about my life as a BLM.
 
I would not quit blm. Never.

If the nerf caused that bandwagon these gimp blms are jumping on to explode, I wouldn't mind it.

I've partied with 5 rangers in the past 3 days.... so there's still a post nerf ranger community.
 
Marato said:
Kind of like Magna Carta? The way if you use the same Chi (Element) based ability over and over again, it eventually get's weaker and weaker to the point where you can't even use it anymore~

I don't see too much of a problem with it so long as the spell always does some damage and you don't get an error saying "Unable to perform attack" or something like that. Then I'd get miffed like no other just out of shear inconvenience. Us BLM already have a lot on our mind without having to think about something like that possibly appearing at a critical moment.

Not to mention it would totaly redesign the way we fight. Fundamental laws that old BLM have been born and raised on would start to become skewed. Of course, a new generation of methods and styles will emerge which could possibly make us all better.

I like my BLM as is. But if it were to change, I'd bitch my little bitches and go on about my life as a BLM.

The way I'd imagine it would be something like this:

For the sake of arguement, all BLMs are same race, level and have same gear.
Party of BLMs all cast Thundaga III on mob.
1st BLM does 1000 damage.
2nd BLM does 900 damage.
3rd BLM does 810 damage.
4th BLM does 729 damage.
5th BLM does 656 damage.
6th BLM does 590 damage.

Basically each consecutive time a spell is used, it's damage output is reduced 10% from the previous attack. At that rate it would never really reach zero unless you were to cast the same spell aNow this kind of nerfs the whole throwing a bunch of BLMs all doing Thundaga III to solve the problem and actually forces them to have a strategy (I don't count press enter at 2:00 game time as much of a strategy). If by chance the BLMs were able to alternate spells, for example Blizzaga III between every Thundaga III, they would recieve full damage, but doing this during a DM or KS run is very difficult to time or near impossible. Alternatively, this doesn't significantly make HNM/Gods far more difficult if you use more than just BLMs. Any attack in between a spell would reset the damage to full so the likelihood of being a huge problem isn't that great except for maybe Aspid where the prevailing strategy is nuke, nuke, and more nuke. And I would guess if something like this was implemented, MB would always give full damage.
 
Lavi said:
The way I'd imagine it would be something like this:

For the sake of arguement, all BLMs are same race, level and have same gear.
Party of BLMs all cast Thundaga III on mob.
1st BLM does 1000 damage.
2nd BLM does 900 damage.
3rd BLM does 810 damage.
4th BLM does 729 damage.
5th BLM does 656 damage.
6th BLM does 590 damage.


IF that was the would be the nerf I'd be all for it because I prefer "traditional" parties / raids, (I love MB'ing).
 
Hronorigger said:
drk/nin ridill / kraken club soul eater ftw D:

The Ridill will only slow the club down D:
 
Dowzer said:
The Ridill will only slow the club down D:

Totally off topic, but I've always wondered, is the delay on multi hit weapons or abilities started after the first hit or the last hit?
 
I think we'd find a way around it eventually. They'll patch that, we'll find a way around it. They'll patch that, and we'll find a way around it. Until it becomes 100% airtight and BLM goes from the premiere magic DD to a third party lackey that people find SMN's instead.

Which doesn't bother me much. Strips the idiots from my profession that are in it only to do Manaburn type activities.

So long as you don't screw with my normal PT mechanics, I'm fine.

And, if all else fails, I can go back to SMN and Avatar-Burn/Summoner Circle things to death.
 
In the interview that first brought on the nerf-scare before being quelled an interview later, the SE rep said that SE had been gradually nerfing blm since day one, but that we always find a way to adapt. Must be all that int. SE can't nerf us.
 
And here BLMs cried when I brought up the very same Resistance Building idea. wtg guys.
 
Lavi said:
Totally off topic, but I've always wondered, is the delay on multi hit weapons or abilities started after the first hit or the last hit?
Pretty sure it's after first hit, I know when a double triple attack kicks in on thf/nin the next round of double swings is instantly after you finish.

On the subject of blm nerf, the only realistic nerf I could see would be a larger fractioinal decrease in -ga damage. You hit one mob with a -ga, you get 100% max damage potential, with 2 it drops to 80%, 3 is 75%, 4 is 70%, 5 is 65%... The only nerf I could see on blm would be dropping the numbers a bit more, which would hurt the one sectoin where blm is overpowered and abused; multi mob BC fights. But then again, when has SE's nerfs only hit in the spot where the job was overpowered before?
 
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