ZweiHerzen wrote:
Not gonna lie, this game "in era" was an unbalanced hunk of shit. I didn't find it very enjoyable when I played it for a few months back in '06, which is something I'd forgotten over the past 13 years, and hadn't started remembering until like a month after playing here. For the most part, the custom aspects of nasomi were desireable to me, and I didn't even know they weren't era short of the cheap conquest items. But even back in May before these era-accurate nerfs were implemented, it was increasingly becoming apparent to me that the job balance here was kinda fucked up for lacking even a few later-history adjustments from the more recent expansion packs beyond ToAU, and I knew enough even in May that, if PLD was intended to be a tank, it sure as shit could not actually effectively play that role. I often found myself dying in parties while facetanking cause of an errant TP move. Like even back in May when "cures were out-of-era OP" and "protects were out-of-era OP", PLD was still no better at tanking through the mob's primary focus than basically every other melee job solely on the aspect of survivability by taking damage, which is when I started learning how much more effective at "tanking" NIN is. I could come to gripes with it, but I figured if any changes should be made, they should be to better balance PLD's defense and vit buffs, yet at that point I was still more distraught over how little damage PLD puts out for lacking attack-boosting traits that every other melee job has, which seemed like a necessary thing PLD ought to have as a "tank" much less a viable valuable party member when enmity seems to be controlled on bigdick damage numbers and high-value heals.
The jist of it was PLD was a pretty shitty job for parties and could barely affect the flow of enmity once you got to lv.55+, with a high chance of martyrdom and dying while playing /war, and a higher chance of upsetting randoms by losing provoke if choosing to attend as /nin instead. I figured PLD could use some upgrades, but the two big changes made to cures and protect since May, and since PLD was already a questionable job, have now completely crippled it. The cure nerf got rid of PLD's survivability through tanking and put a strain on it's limited MP pool, and the protect nerf knocks down it's survivability even more. Both of these nerfs affected every frontline job that frequently takes damage, but when the only real utility PLD ever had in the first place were fuckin Protect and Cures, PLD might as well not even be a job.
I had bought a Mercurial Greatsword and dropped some merits into greatsword to be a more effective frontline member shitting out damage frequently enough to reliably get aggro like other jobs since getting people together for charybdys and a joyeuse seems out of the question, but now that the best protect only offers 55def rather than 120def, it no longer really works. PLD now requires a shield for the extra defense, else risk dying to common mobs 12 levels below. And thats just for solo! In a PT setup, PLD may as well not even be there cause sword and shield is worthless damage unabled to reliably affect the flow of aggro when not using the better swords like riddil or joyeuse, but PLD doesn't even get riddil so that's a pointless quirk it has too.
In the end, without any future positive adjustments or rollbacks on these extremely-late arbitrary changes to cures and protect, it's becoming apparent that the only pt setup capable of still retaining efficiency are blm burn parties. You know, the pt setups that cheese the game and defy the need for frequent cures or frontline jobs needing protect.
It ultimately seems to me like wanting an "era-accurate" FFXI is actually a dumb thing which actively ignores the hard work of the hundreds of more capable people who developed the game over it's lifetime, generally for the better through balance and fun adjustments. It would seem most of this playerbase was fine with and enjoyed the idea of "retail" FFXI but with a hard 75cap and lacking DNC/GEO/RUN/SCH, which was a custom unique experience that nasomi offered. The more era-accurate nasomi becomes however, the more painfully slow and unbalanced and unappealing the game becomes, as well as removing what uniqueness this server once offered; cause again, "era-accurate" up to ToAU is not something that is unique to nasomi, but instead the goal of the darkstar project itself. Any joe who downloads darkstar and sets up a server will find themselves in the same world as Nasomi or Eden: "era-accurate" and only up to ToAU content, cause thats just the default of what darkstar is.
I would like to keep playing on Nasomi, but not if the game stays this way or worsens even greater through more "era-accurate" ""fixes"" that only serve as nerfs against players.
Well done, thank you for articulating what players from the 2006 time machine have been thinking.