https://na.finalfantasyxiv.com/lodes...22cb54#newitem
Surprised they came this early. hope they also fixed the bugs with purify in addition to these
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https://na.finalfantasyxiv.com/lodes...22cb54#newitem
Surprised they came this early. hope they also fixed the bugs with purify in addition to these
Yay DNC is still terrible!
I find it funny that now AST's Macrocosmos hits harder then Afflatus Misery and in such a huge radius it's like a mini Megaflare.
Their burst potential is actually higher then even SGE now as you can dump 28K in the span of a single GCD with Gravity + Doublecast + Macrocosmos and even more if you stack their LB and Balance card buff on top of that.
AST was already really strong and now they got buffed :p Sadly I don't think the changed how the copy cast works so it is still annoying to play sometimes
It seems they kinda still left DNC in the dirt, they have no idea what to do with it, look at black mage(which BIG TIME NEEDED DAMAGE FOR THE WORK NEEDED TO DO IT)
Black Mage
Fire Potency has been increased from 3,000 to 4,000.
Blizzard Potency has been increased from 3,000 to 4,000.
Night Wing Potency of additional damage dealt to enemies under the effect of sleep has been increased from 6,000 to 8,000.
Superflare Targets within the radius of the attack will now be afflicted with the effects of this action even when the caster does not have direct line of sight.
Flare Potency has been increased from 6,000 to 8,000.
Freeze Potency has been increased from 6,000 to 8,000.
Soul Resonance Effect duration of Polyglot has been increased from 30 to 60 seconds.
1k potency increase for fire/blizzard isn't really gonna change much
2k potency increase for flare and freeze, this was needed if we use our limit break and we are spamming flare/blizzard, maybe now we can kill someone and not tickle them.
Nightwing potency increase to 8,000 isn't gonna change the fact its still a bad CC spell, it takes 3 seconds for it to take effect leaving the team many ways to effectively get out nor help the black mage escape from anyone chasing him down
Soul resonance LOLOLOL ok devs.
Superflare now hits targets regardless if they are Line of sighting the black mage. ERM, ok, yes this will help but was hoping they would *bump* the damage just a bit more, be like 10000 since we ramped up that damage but whatever, take what we can get.
Agree. Although it makes looping a tad better which is nice. Like F1 > AM > F4 > B1 > AM > B4, etc.
Agree.
Half agree. NW change makes our burst better, which is really it's best use. Ice x3 > NW > Foul > SF > AM > Burst. 45,000 potency that near one shots anyone except tanks, and the only thing they can do is spam heal. Although it's still a meh CC on its own.
Disagree. Being able to hold onto Foul means you can hold your large burst combo longer for an opportune moment. It's not bad.
Half agree. SF could be stronger but the kill securing potential of it skyrockets now that you don't need los. Keep in mind that ice's bind is sorta like a mini stun. It stops all current actions, roots, and most importantly, prevents guarding.
I'm more surprised there were no fire dot buffs. It's almost useless.
This was UNINTENDED? They finally fucking found a way to make Bioblast NOT COMPLETE GARBAGE and it was UNINTENDED? We've been begging for some sort of interaction between Flamethrower / Bioblast / Wildfire since forever and they finally got half way there (granted it was only in PVP) and it was an unintended bug to be fixed??Quote:
An issue wherein the machinist PvP action Wildfire counted the damage over time effect of Bioblaster as attack actions required for detonation.
What the actual fuck does SE have against MCH? Fuck me for being a fan of Edgar, Barret, Mustadio, Laguna, Irvine (not you lol), Balthier, and Sazh and wanting to to relive the time honored tradition of busting a cap in a dragon (or dragoon's) ass in FF.
No mention to purify.. interesting
DNC has no damage and no crowd control outside of the limit break.
It should have a hell of a lot more crowd control to make it even remotely competitive.
It's just... so bad.
I can't see too many situations where the Bioblaster DoT causing Wildfire detonations would be beneficial because it deprives you of the ability to control when it goes off whether to maximize AoE damage or single target burst.
DNC theoretically has really strong team sustain between the Curing Waltz heals and Honing Dance shields, but being reliant on your team's awareness/proximity to abuse them mitigates their usefulness.
It can at least burst harder thanks to the Sabre Dance buff, though Honing Dance is still cumbersome due to needing to essentially CC yourself for three seconds while it's active.
There's wasn't really any chance or lack of "control" if you knew the timing between Wildfire + Bioblast because Bioblast ticks at a fixed rate.
Wilfire + Bioblast + Scattergun = Wildfire pop into the enemy backline. If you had all 3 CDs available. If you and target(s) were lined up in the dream positioning. If they weren't paying attention and didn't guard at any point during the process.
Also, sometimes you just want the damage / pressure on a running target so a fire-and-forget of Wildfire + Bioblast was nice without having to worry about the enemy LOS'ing / moving out of range mid-cast of your Blast Charge.
It's good to see the less played classes getting buffed, and the overtuned ones getting nerfs. At the very least it shows that they're monitoring what's happening somehow.
This patch seems to be a step in the right direction, at least.
Some stuns get reduced by a second, but the overall damage output gets increased?
It's a bit weird honestly. But people probably don't care as long as their job is buffed.
Limiting a stun that can be spammed by 1 second isn't enough imo, and without purify being fixed I don't see this really helping much.
PLD seems like straightforward enough buffs.
WAR converting 75% instead of 100 is a survivability nerf I'm not sure I like. WAR having aoe stun and being able to harass almost infinitely was the problem imo. A 2-3s aoe stun being spammable every 15s is a key part of the problem. I don't believe in killing WAR's self sustain, especially with how high the burst is in CC. I think getting rid of their self sustain vs helping nerf the stun was a poor move. Tanks having self sustain was one of the key appeal of their low damage output, this further cuts into a tank's/War's ability to hold a point. Stun + Guard + Bloodwhetting together made it where truly skilled WARs could live almost infinitely but I don't think Whetting was the problem as it actually took skill to use properly, vs Stun which is just "spam that button for aoe stun."
DRK seems like buffs but I don't play DRK in pvp at alll.
GNB is a meme at this point. Junction not going away on death is "fine" but it doesn't fix that their kit is fundamentally subpar to everything in the mode. Raising their nebula time to 10 seconds won't fix their lack of sustain, aurora regen ticks and regen in general with a mode with this much burst (without shielding from like brutal shell) is also kinda pointless, and adding a speed buff (lol) to rough divide seems like they just don't know what to do with GNB. Movement speed means nothing in a mode with rampant CC/toggleable sprint so not clue what they were thinking here. But hey Doubledown 2k buff. That'll matter a lot when it's gotta be cast on top of a point and still on a 20s timer, lol. Unless those extra 4 seconds on Nebula REALLY make that big a difference, GNB is still trash to me.
MNK getting bugfixes and a buff makes sense. They had to build up to their burst.
Bunshin getting a duration increase makes sense for NINs trying to plot out their course and best target to focus on, not really a huge change.
SAM getting their chiten nerfed is "good" in the sense that now it's a 25 mitigation/25 damage buff split, but it's still silly that it's better than GNB's Nebula lol. Stun duration changes again aren't much to talk about imo.
RPR getting some sustain and faster LB makes sense as without their LB they're kind of ignore-able, so I can see that making them more competitive possibly for holding the point.
BRD LB buff is good.
MCH turret and dps didn't really need a buff in my opinion but I guess it's okay since scattergun is on a longer cd?
DNC getting straight buffs just like GNB doesn't fix the problem(s) with the class in competitive. Without a premade/group coordination DNC will continue to be kind of a burden unless they just stay outside the line of fire (which they can't do because of their kit so...)
BLM straight potency buffs and some other changes I won't be able to speak on because I haven't even tried BLM in pvp.
RDM feels like a slap in the face to be honest when they can layer DoTs that can eat through guard unlike literally any other class but hey a whole second shaved off their room filling line aoe bind/silence so...yay?
WHM's "press to instant delete after LB" button got 2k nerf which still isn't a lot given its cooldown and ease of use, and Purgation is still busted.
SCH getting a bit of a buff is good imo as their only other dps was broil I think (been a bit since I messed with it). This gives them a bit more utility and ability to reposition/adjust to the current problem without wasting casts.
AST buff to MAcro gives them some good burst and allows for some nasty combos with gravity.
No changes to purify/guard and/or no fixes to some of the broken classes with minor potency nerfs are kind of bandaids but at least it's "something" I suppose.
Im not sure how competitive this will make reaper, the problem is that the job gets virtually 0 protection from CC while in enshroud, meanwhile warrior basically has the correct version of this LB where they can't be CC'd out of their burst for the most part, nor can it be guarded. It feels like they didn't know how to translate enshroud over to PVP without making it the LB but as a result of doing that. Reapers kit just doesn't make any sense besides the fact that it generates it's LB fast.
I did not like the changes at all. It feels like too little.
The good news is that they reworked/buffed some jobs that were noticeably sub-par.
The bad news is that they did not do enough to fix some of the most unbalanced jobs.
1) WAR - well, lower survivability is welcome, but the core issue with war is its spammable AOE stun. You can try to compensate for the absurdity of that stun by curbing the job's efectiveness in other areas, but this does not sound like it's nearly enough.
2) RMD - RDM is the ultimate glass cannon in the game, except the cannon is actually an entire modern artillery battery and it's made of steel instead of glass. That has not changed one bit. Very disappointing.
3) WHM - they reduced the potency of afflatus misery but burst damage was never the issue with WHM. The change to Afflatus Purgation is welcome, but why does it still load faster than any other LB?
4) SAM - they reduced a little its utility / chasing potential as well as its durability. Let's see how that will pan out in the game, but I suspect that if they want to keep that ill-conceived LB they must cripple SAM a lot further to balance it out. Why not simply adjust the LB so that it does 75% damage instead of 100%?
5) NIN - did NIN just get a buff? Oh god...
I like that they did not change Dragoon. I think it is a well-balanced job in the sense that it has its strength - high total damage output - but also clear weaknesses - a good deal of its damage is not that useful since its AOE and not single-target burst and it has not a single type of cc. But I suspect playing Dragoon will become significantly harder because they correctly addressed many underpowered jobs but did very little to tone down the overpowered ones.
Really doesn't change any job that had issues except Reaper. Monk despite changes enlightenment still really doesn't work because of the server tic and the ability actively works against itself. Whm LB is still 60s which is as fast as Mnk sch and Blm LB. Dnc still doesn't do nearly enough to compare to other dps. At least its a start.
The WHM nerf is okay but not enough imo. The main issue is the Poly.
Purify NEEDS to be able to cleanse it.
The fact you're Poly'd and then immediately stunned from the LB there is just no way out.
I almost feel like that has to be an oversight because WHM's entire kit is just loaded
but seeing as they didn't do anything...
For that Poly nerf, we still need Purify to also be working correctly and it still doesn't.
So right now it's a small nerf overall that's hindered by Purify imho.
Flare/Freeze need a bigger radius imo
Whm nerf now makes whm kills amost impossible. It was not broken. Just the loudest mouths and complaints think it was broken. How about banning the cheaters???
GNB still sucks, or I suck, or my party sucks. It feels absolutely crappy to be unable to 1v1 a BRD of all things and despite doing the most healing/damage in the party still get stomped super often. As expected I rarely feel the speed buff because I'm not usually chasing across the map anyways and if I am I'm leaving myself vulnerable.
Watching yourself get obliterated during LB because server decides not to end it when you're slamming the button so it goes off/stun animation goes off but you just die anyways sucks and the DPS just isn't enough for how much the other classes can do to wreck you.
No Mercy window feels awful and shouldn't be tied to a gap closer (whose idea was that lol). Doubledown just being flat damage and limited to area around them just isn't enough. Nebula still isn't enough to help mitigate the damage you're taking since you're going to get cc'd into oblivion anyways as a tank with no counterplay, and it all feels like I'm pressing a lot of buttons very fast to do very little.
If No Mercy was a buff applied on Junction, if lightning shot was added back, or if it had something in the way of CC maybe it'd be "Fun" but I'm over trying to make it work when I can do half the effort in other classes and secure easier wins/kills. I had a bunch of GNBs last night I'm assuming testing the changes and when I played as SGE or MCH we just deleted them anyways, they're still a non-entity as far as encounters go.
Uh...what. They still have a crazy powerful LB and single button to get instant 10k damage from range on top of multiple forms of utility and CC. IF you can't get a kill with a WHM in a party I don't know what to tell you.
WHM is still crazy powerful in all the matches I played last night. It's not the instant win button it may have been before by a small margin (2k damage is not that big a nerf with the LB being what it is) but it's not weak by any means.
I think WHM's LB needs to have both the range reduced (To 25 yards would be reasonable) and the charge time on it increased.
It's still easily the strongest LB in the game on a job that doesn't exactly struggle to have a presence in combat without it.
It's clear the FFXIV team has it in for WHM and WAR. I'm guessing this is a reaction to people complaining about WAR and WHM, with the team thinking nerfing a tank into having worse mit than a dps and making whm only an lb user since that's the only useful skill it has, even without the stun
WAR and WHM are still widely agreed upon as being the best in their respective roles because the nerfs weren't significant nor were the buffs to the other healers/tanks substantial.
The changes were way too mild honestly. Ultimately WHM is still way too strong with its overwhelmingly strong LB. Take a bat to WHM and WAR's kneecaps
I would have rather they left Afflatus Misery potency as is, and classify Miracle of Nature as a silence (while keeping the same graphic), and thus subject to the same counters. The WHM LB is also still either charging too fast or is too effective for how quickly we regain it.