The flow has changed. The point was to be able to return to fights sooner and not be totally fucked after using purify>guard. People aren't used to cycling back as much as they need to, which is kind of typical for NA.
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The flow has changed. The point was to be able to return to fights sooner and not be totally fucked after using purify>guard. People aren't used to cycling back as much as they need to, which is kind of typical for NA.
I think the Purify changes have seriously damaged Crystalline Conflict as a game mode.
Games are way more snowball-y as playing from behind is much harder and stalling on point is much less effective.
Does anybody know how the Japanese player base feels about the purify changes?
This is what a lot of their balancing decisions feel like tbh. Short-sighted and not thought through.
It comes across as if they take ideas they have at face value and implement them if they seem good at first glance without making the effort to look beyond that. As if they might not check how that change is connected with the game as a whole and what implications it would have on a broader level.
"This looks like it should be good. It should be logical. No need to waste time on thorough testing. It feels like it makes sense, so let's do it."
That's the impression I'm getting.
tldr:
This change is god awful. I am unsubbing from this game/quitting pvp. Devs, you have no idea what you are doing, and it shows.
Longer format:
I resubbed to try new changes last night, and to no surprise - they are as bad as I thought. I was greeted by way more bards than usual, as well as way more white mages than usual. Also, paladin is now bonkers in Frontline. Why did you need to buff it? It was doing completely okay.
Anyway!
Game direction in the last few patches has upped the lethality of all the encounters:
- More attacks go through guard - Guard nerfed
- Skills that steal MP
- Purify went from 4s to 3s to 2s in a few patches
- Purify now costs 2500MP!
- There is more cc than ever before.
- Role actions means there is more damage overall
On top of it all the BH change makes it seem like it's all part of the plan to make Frontline a fast paced game mode.
But! It isn't a fast paced mode, nor is it fun to play, because what's the counterplay to all the cc? Now you just have to eat the non-lethal cc. How do you do that?
You just stand there. Great. Peak game design. Not only that but what was once free, now costs MP and it is worse than before.
Oh you want to guard? Value of guard is diminished, enjoy walking from spawn.
Why would you want skills that remove/cost MP? Standard Issue Elixir is just as bad. Standing there for 4.5 seconds feels awful (this alone deserves a separate post).
Maybe this trash is amazing in Crystaline Conflict, but for FL, this ain't it.
Honestly, maybe Yoshi P is right.
Maybe when I am tired of FF14 I should play other games.
p.s.
Oh and I can't post if I am not subbed, so enjoy the game everyone. Hopefully they fix it 8.35!
Most melee stuns aren’t on the same level as those from ranged jobs.
Typically, melee stuns act more like an anchor, holding the target in place so the melee player can start their rotation effectively.
In fact, most hard crowd control (CC) abilities are predominantly tied to ranged or caster jobs.
Also, the changes in patch 7.1 should be viewed as a buff to Monk rather than a nerf.
Previously, the stun was mainly used to anchor the target, allowing the Monk to decide the direction in which to knock them back.
Now, the so-called “Fire Balls” action offers much more than just an anchor—it provides additional offensive options
Overall, this change enhances the Monk’s toolkit, increasing both their damage potential and crowd control versatility.
When I read the preliminary patch notes I thought the purify change sounded like a good idea on paper. But in practice, all it's done is effectively add 15,000 damage to any ability that CCs, wildly throwing off the balance between jobs. I would like to see the change reverted, or at least the MP cost of purify severely reduced.
One of the main problems is the strong mana burn from BRD and WHM and how it also goes through Guard so after you use your defensives, your mana will be fully depleted and will quickly die unless having strong support.
Also not all jobs are equal when it comes to using their MP so the Purify change hurts those that need to stay closer the most.
I doubt the 2,500 MP cost will be the final number.
I expect they’ll make adjustments to both the MP cost and duration in patch 7.3.5. Specifically, I think the MP cost for melee will be reduced to around 2,000, and the duration will be restored to 3 seconds.
This makes sense because tanks really become unstoppable rampaging bulls when they reach 100% Battle High (Frontline).
Otherwise, melee will remain too fragile.
Unless they also plan to significantly increase passive damage reduction back up to 50%
I think between the Netcode, the changes to purify and the overrealiance of CC, PVP has never felt worse for me.
You're kidding me right? All melees with no exceptions can crowd control you through gap closers. Their hard stuns are on very short cooldowns, literally on demand, which isn't something most ranged hard stuns can say besides SMN. And let's not talk about the infamous triple Raiju stun either (even double is already nuts, enjoy losing 5k MP if you really need to get out of dodge immediately, if you even survive the purify delays).
You use hard CCs (stun/silence) the same whether you're melee or ranged, either to initiate a burst, or to prevent someone from retreating (after guard notably), and range is rarely a problem nor a consideration. If anything a melee will have less LoS issues to land theirs.
Unacceptable as far as I'm concerned. This is still too steep.
The whole concept of tying purify to the MP/HP economy is rotten and shouldn't be explored further.
Not a fan. I prefer using Purify preemptively- especially useful in Frontlines- and any lessened duration plus the MP cost is bad news.
Just a reminder: I played about three full seasons of ranked Crystalline Conflict after the old Secure was removed.
I also played a lot of casual CC back during the Seize and Onsal Hakair days.
That said, I want to make it clear: I don’t like the current changes either.
I'm not going to dive too deeply into your choice of using Raiju to support your argument as that's your personal approach.
If you want to spend 5,000 MP just to Purify a 1-second Raiju stun, that's your decision.
Personally, I don’t think it’s a good trade.
My main argument is that this change hurts melee jobs more in PvP (considering both Crystalline Conflict and Frontline) because most melee crowd control tools are soft CC.
These abilities typically serve as anchors, helping to stop targets (especially ranged jobs) from constantly kiting or running away.
I’m not sure how many PvP jobs you’ve actually played, but I encourage you to try Samurai (I don't play it in PvP this expansion myself).
Let me know if you can reliably land Ogi Namikiri without using Mineuchi first.
Most melees rely on that soft CC just to get a chance at engaging properly.
It’s simply not on the same level as hard CC like Silence or other forms of CC that can't be cleansed by Purify.
These recent changes make melee jobs burn through MP much faster, which directly impacts their survivability
It's funny how pvp community went from coping about 3s becoming 4s again at some point; and now coping about 2s becoming 3s and MP cost reducing.
I want 4s and no MP cost :D
As a frontline enjoyer, and CC tolerator, it's tiring that large scale modes get clumped together with pseudo-e-sport that is CC on the basis of ...it's all PVP innit.
My crazy solution if they want to continue to conflate these 2 (forget about RW for now, as have SE), is to make frontline 8v8v8. Can even reduce premades to 2 people max like casual CC, at least there is now precedent.
Maybe then crowd control and MP removal wouldn't be as tiresome (though it's still going to be tiresome because netcode is made of...
What's tiresome with SE is that they are never quite finished with balancing. Always tweaking, never testing fully before release. Like... It was obvious to every seasoned player that this change was a mess. Yet the devs just bat their eyes and have 0 foresight.
there is no raise in pvp bro, wrong person
Both jobs benefited greatly from the hackjob Purify changes, and because of that are currently ones of the best jobs for PvP because they can abuse their bloated CC kits.
Not even to mention that they both have the lowest skill floor to play, so players who can't even be bothered to learn basic mechanics for PvP can "perform" fairly decently just by spamming their abilities without any forethought.
We were already in a Ranged job meta prior to these changes, now Melee jobs are even worse and frustrating to play when facing against Bards and White Mages in every match single match.
They either need to revert the Purify changes, or begin pruning CC. Idgaf which one, but it needs to happen.
Sounds like people here tend to purify everything under the sun. You don't actually need to do that, unless you've managed to put yourself in a bad position in the first place where you're surrounded by enemies with no allies to back you up. Most CC can be ignored if you're in an adequate position, because you're not getting pummeled with multiple CCs. If you find you are getting targeted, it only takes a few seconds to purify, heal and retreat. Again, unless you stuck your neck out too far.
are we? we aren't. we are just standing there soaking up all the bullshit cc that devs decided to put in. and it's not super fun.
stop defending this slop, exmo, for frontline at least you know it's bad that they tied purify to mp and then put in jobs that take that mp away.
I am basically a tank pvp main at this point.
I play a lot of solo drk. It's my comfy class, and nothing quite compares. No healer, no bravery kitten by my side, just a big ol' rusty sword and waning sanity.
I don't spam purify, I usually just press salted and try to get out these days, as MP gets burned through instantly otherwise. Purify change made being aggressive even more difficult - not impossible, but it's like fighting an uphill battle. Same with other tanks, but they feel (and are) tankier.
Paladin is strong due to buffs and is probably the most swiss army knife of tanks right now, gunbreaker is nebula bait, so being cc'd you just stand there and reflect damage and hope you can get out. Warrior is ok, it's a noticeable nerf as again, your mp gets drained as you go in.
From other classes I tried, I thought sam doesn't feel good with purify change due to cast times interuption - 2s is too short for it with how funky netcode is. I can see that viper is great and basically replaces tanks as an initiator for cc soak, but i am just not huge on it.
I tried white mage and it somehow became even easier than before. Scholar is alright as support class but I really cannot be bothered with that playstyle.
I should have mentioned that I'm talking about Crystalline Conflicts.
I've personally never had an issue with DRKs in Frontlines. But I also don't play ranged jobs, don't stand on top of others in a giant ball, and I don't AFK like a majority of the playerbase who que up for FLs for the exp.
Well the change in frontlines certainly makes people less survivable. As now they effectively have 2500 less mp. Like before patch? Purify and heal while retreating, only cost 2500 mp. Do that now? 5000 mp cost.
Bard? Oh yeah, they can also snipe you of 5000 mp, so depending on your mp pool you are either at 5000, 2500, or 0. If sniped when retreating, that is 0 mp.
Similarly white mages can drain 2500 mp. Which if a player uses purify to remove miracle of nature, and then a heal, they are down to 2500 mp or effectively 0 if their mp is not close enough for another purify or heal.
EDIT: Also amazing that they basically made purify so bad, its reactive now. A proactive purify is swift, which is for melee dps, lasts 4 seconds, seems to be only countered by miracle of nature, no mp cost, and grants 100% movement speed. So great if you want to retreat or engage.
And Bard has its own variation of purify, warden's paean, which is useful and doesn't cost mp.
I can see your point totally. The cost for recuperate is enormous considering the amount of health you could have restored instead. I don't like it a lot, but in Frontline as a tank/melee it helps you get away as your need for health is not as immediate as other roles. For squishier targets it may not be as effective though. I personally would rather prefer the 30 second cooldown, alongside a type-matching crowd control immunity after being afflicted with one. I'm talking mostly Frontline here, as it is my favourite mode. (For example, if you get hit with a stun, you can't be hit with another stun for 5-10 seconds, but you can be hit by slow or sleep etc.). It existed in the game before as Fetter Ward in Frontline, and I miss it greatly :(
Might be nice. I know its been years at this point of them ignoring one of the requests at least as far back as 6.1. Which was just innate crowd control resistance. Similar to how npcs have it, like if it get stunned for 2 seconds, next times its 1, then immune for a few seconds to that kind of crowd control. At least that would feel fair.
I doubt we will see any major changes as they are currently obsessed with crystalline conflict so whatever works for CC is fine in their eyes.
Raiju is like any stun or silence, in CC if you need to get out of dodge immediately else you get oneshot, you purify, period. You just need to keep in mind that a second one is probably coming not long after when your purify expires (so 2s after which is nothing), and potentially a third if you're playing against min maxers.
And I strictly disagree with your arbitrary separation between melee and range CC, that's just pure nonsense to me. They all have it in equal measures, no matter the type.
I have played Samurai pretty extensively, although not at ranked level, but I do know the job well. You don't need Mineuchi to land Ogi or any cast no. The range is huge, and you also have an AoE bind at disposal which is usually a savvier choice to have the target purify it so that you can stun them after, especially after eating your first wave of damage before they recup out of it. I think you reason way too much with a FL mindset there.
That's... not how it works in CC past a certain level, especially versus stuns or silences that disallow guarding without purifying.
FL comment then, nevermind me
I'm talking about Frontline
The current GNB mechanics have better synergy with the NA/EU Horde Stampede meta, and most casual players tend to pick targets that are easier to kill.
If a player’s assist ratio is 50% higher than their kill count, they’re likely just tabbing for the kill rather than contributing meaningfully.
It’s hard to make casuals—and even some veterans—realize that tanks are easy to kill within the first three minutes, and should be prioritized to prevent their Battle High from building up.
Raiju isn’t a guard breaker.
Trading Raiju’s 1-second stun for 5,000 MP (especially when you still have to wait four seconds before you can use Purify again) isn’t a good trade.
What happened to Guard as an option?
As I’ve said, it’s your personal choice, and I’m not here to question it.
It’s fine if you disagree with my take; I’m simply presenting my perspective along with my supporting arguments.
You can certainly do the same and present your own reasoning.
Overall, the reception to the new Purify change has been negative across all four regions—that much I can concur with.
Why are we moving the goalposts to guard breakers (that are found, AGAIN, both on the melee and ranged side, actually thrice more on the melee's side, by the way)? What guard option are you talking about?
1s may also save your life at high level in CC. Whether or not you'll need it again for the second stun, if the stun doesn't occur before purify is up again, is another story.
If you're speaking about FL, maybe, maybe not, I don't know. I never know for sure what mode you're talking about.
CC, as in Crowd Control, has just gotten even worse than before, and like it was already bad with most classes having access to at least 1-3 Soft/Hard CC to get brutalized by but its just so much worse now. With it being a resource, they nerfed its up-time which means there is now even less time to handle getting out of things without getting hit by another CC, plus its practically -15,000 HP on use. None of this would be an issue if they removed most of the harder CCs from all the classes and replaced them with softer ones, and leave the hard CC to Limits or long CDs but they wont. PvP is fundamentally flawed that balance is the way it is, where every class is potentially capable of 1v1ing any other class but some classes just have more options that give them better range to tackle whatever issues they're dealing with. I honestly would rather have the Shadowbringers system of being stuck eating the first CC and then getting 10s Immunity to the current system, and even the last iteration too with how much we potentially need to wade through not getting chain-CC'd to oblivion let alone how much damage some of the CC buttons also do. Guard doesn't even feel good to use since its also shorter compared to the 5s(now 4s) it used to be, and it feels like its not as snappy right now, so we're losing more and more ground to fight against CC when most classes are also doing massive burst damage to you as well, so its a lose/lose if you get enough people to run up to you at once between Crystal Conflict or Frontline even moreso.
As a DRG, it just feels like everyone got a buff and we're collecting Ls