These Black mage buffs are completely disgusting. Like, I don’t even know where to begin. Like, it would have been fine if it was the utility or the potency buffs, but both? BLM is going to be mega busted this patch.
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These Black mage buffs are completely disgusting. Like, I don’t even know where to begin. Like, it would have been fine if it was the utility or the potency buffs, but both? BLM is going to be mega busted this patch.
Not a single touch to how absurdly strong ninja is, and summoner just becomes even stronger in frontlines, terrible decisions all around.
What if we didn't start a season for the millionth time without pre season to balance things out? But I guess throwing random buffs/nerfs around multiple times middle of the season is a better idea? :p
BLM could have used cast time and fire DoT buffs but these are quite massive. If they are monitoring winrates though, it's likely to get nerfed in 6.15 if it gets out of hand.
GNB and DNC could have used more buffs. SMN Ruin needs buff as downtime is painfully bad. SCH needs tweaks and buffs to be more in-line with rest of the healers. BRD LB needs rework or straight up buffs.
At least they are monitoring and constantly rebalancing around CC, which is nice. Frontlines need to go away like Rival Wings and get reworked.
More crowd control! Exactly what we were missing!
Changes are tone deaf and do not address any of the things that need addressing, and address things nobody was talking about. Good thing I'm done with the CC meat grinder really.
Lmao yoship going for the Mary Sue cosplay
You can call PvP now BLM and friends what a shitshow of a design, a whole month for brain damage decisions
Turbo inting pvp mode back into trash
https://youtu.be/1DXFWAuVbqA
So, Burst got buffed to 16k/16k. Ok, make sense i guess as it is 0/5y nuke on a squishy job.
Sleep is now more powerful, increased effective time from 4s (sleep) to 6s (slow + sleep).
Two charges on paradox? Now thats a surprise which allows BLM to do double burst (still limited by Superflare).
Soul Resonance reduce 20% of damage taken for 15s? Ok, a bit more resilient to get LB off.
Overall cast time reduction? Great, long cast time was always a problem.
30s Astral-Umbral duration? GREAT.
12k on primary for Flare and Freeze? HOLYSHITTHATS INSANITY.
Excellent update for Dragoon. They are gamebreakers with all their CC and utility and will just continue to carry the other jobs as they have been in the past. /end sarcasm.
I'm just so disappointed reading those notes. They still didn't do anything about Bahamut having a damage fall off on multiple targets. I guess 4 stacking Summoners in Frontline is still going to be the way to go, since you can't dodge 4 Megaflares.
And Purify is still broken. Not to mention, the broken chain stunning that is a result of Purify being busted.
6.1 is the true Endwalker’s calamity where things are progressingly going from bad to worse in general, let alone we haven’t heard from the devs or Yoshi himself for a long while.
The forums will keep populating with more concerns/complaints & dissatisfactions.
It’s no bueno man
Disappointed that there's nothing for reaper. Like yeah, BLM was on the weak side, but it ain't the only one.
Some of these classes, like machinist and especially summoner, did not need buffs. There's no sense of complaining however. You may as well take those buffs and show exactly how powerful the classes are.
I'll be waiting for frontline adjustments, although I'm pretty sure it may be a long wait from here.
BLM desperately needed a buff lol. Its not bias at all.
there have been 2 pvp paches adn were is the love for dragoons i'm saying give us all our jumps back but like really we have no cc or utility and or base dmg is now in the lower end compaed to other melee adn ranged jobs. we need something either buffs to attacks or extra charges on some skill or hell an extra jump or some cc/tune/sleep/ thing.
now BLM more than powerfull RDM.
this is my BLM combo,not even complete.
https://www.youtube.com/watch?v=ScPRQdjPcSM
just one round only use ["FireIII“] https://pbs.twimg.com/media/FTiY46nV...pg&name=medium
&my friends just tell me he can 5min do 1260000damage
let me show u guys another match.
https://pbs.twimg.com/media/FTiYxqQV...pg&name=medium
I know some people will say that in both games, you got less attention. Didn't take a lot of damage.
But what if it was because of this buff that you got more attention than previous versions? Is this really a good buff?
And I'm sure this change is for "most"
BLM doesn't need more damage & All ranged just needs some defense trick.
@MarsyCurXi
BLM absolutely needed more damage. Your example screenshots are also from unranked and bronze matches....Can't really take those seriously.
All these cries about the buff to BLM from people who did not play BLM at all..
Still, every minute, the MNK can stun chain and kill the BLM instantly as purify doesn't work, with 20 seconds resurrection and 10 seconds to enter the fight again. 30 sec and MNK jumps again on the BLM and delete it because Purify do not protect from the second stun removing the first one and the full combo do more than 48k DMG.
There are games that are unplayable for BLM, at least now I can hope for the 15 seconds 20% damage reduction to be enough to avoid they doing more than 48k dmg..
And no, I don't think MNK is overpowered, is just Purify is broken, MNK could even get a buff, but right now is annoying to get combo'ed every minute and 30 seconds out of combat
I wouldn't say stronger based on "Fire" and "Overall damage". I always do half the dmg of the opposing BLM if they always use Fire.
The less you use fire, the less your overall dmg will be.
With that being said, the 6.11a buff actually allows BLMs to protect themselves from a lot of jumpers, or use the kit aggressively as a proper DPS.
12k on primary though was very shocking to me. This is because I play BLM in CC since pre-buff when Freeze and Flare were only 6k......
I feel the same way playing reaper. I'll hit purify when I should but get tic'd by the server and get chain stunned anyways. Or my personal favourite on why these servers don't support the current pvp, when you're standing directly on the chocobo on wind map and still miss the feather.
.
I believe most people would agree these are the changes BLM should have had. A lot are actually QoL changes. But some stand out because of how frequent BLM's LB is.
- Flare and Freeze's damage buff makes them almost as potent as Foul. With BLM's 1 minute LB timer this is too much.
- Soul Resonance's main issue was that it made you an obvious target to focus. Just make the visual effect much more subtle. With new Burst, new Half asleep and Aetherial Manipulation, BLM now has enough survivabilty.
https://i.imgur.com/WgG6fv0.png
Quote, this summary is excellent.
I want some of you to think about some simple math. 12k DMG+ AST“the balance”(10%)+WAR“Onslaught ”(10%)+Dragon ballx3(15%)
perhaps only AST LB first 5s.(30%)
Or maybe he has one Bard teammate. “apex arrow” (10% resident)
How much would that damage be?
why? why 12k shines like sun.
Don't forget. this LB charged once a minute
But guys. Bard got buff which are great as it needed them but on spells that didn't need them.
Keep the damage boosts to fire spells, revert them for ice spells. Ice spells should do substantially less damage than fire spells, because ice is the control element, fire is the damage element. It didn't really matter before, but now that everything else in BLM's kit has been improved, it's a design issue that needs to be addressed.
Control and damage should never be the same thing, they should always be separate.
BLM's LB being so insanely potent now just makes RPR's feel like even more of a joke comparatively.
These SMN buffs don't really address the core weakness of the job at all, it always has been and still is the worst caster in CC.
Its niche is strong aoe pressure, but without the ability to convert this to actual kills all this amounts to is padding on the scoreboard. This is especially true in higher level play, where teams don't make rookie mistakes like bunching up together. Strong single target burst and hard cc (like stuns, or silences) is what wins matches, and right now SMN is one of the worst performing jobs in this regard.
Ice always do substantially less dmg than Fire, no reason to make it even weaker.
Fire and Ice do not stack, they are already seperated.
You know, you cannot go both ways by saying that Fire is very viable, but ice have to deal a lot less dmg than fire when it already does.
Or perhaps you came to agree that Fire is not that viable as the damage element?
The CC is better, but paradox has two charges now so it doesnt hurt to apply the dots as well.
They must now that SE has overbuffed Flare/Freeze's base damage. Else they don't care about balance.
A buff to Fire's dot would have been a much better option than what we got anyway.
BLMs will demolish people's mana all by themselves during their 1 minute recast LB as each of the 6 Flares they get are now almost a pot's worth of HP and can AOE.
Is it to early to hate on black mages yet? And every match tonight has had one in it.
Some DoTs were always good, borderline busted.
RDM melee combo being able to just straight kill by itself because of the ludicrous DoT ticks (thankfully toned down)
NIN Goka having high potency and being able to snapshotted with Mug/Bunshin to absolutely wreck health bars (this is the real OP of NIN kit but people far too focused on Death Link and Hyosho Ranryu)
MCH DoT hitting like a truck and now does more so
Slipstream and SCH DoTs were kinda meh as far as that goes as is Salted Earth as far as damage per tick goes.
Slipstream however is incredibly obnoxious in frontline due to their usually being a pack of SMNs spamming it, now that's going to be even worse.
I'm actually in the rare position of thinking this is mostly a decent patch, some questionable balance decisions around SMN/BLM/MCH, however giving more kill pressure means zerg melee tactics should be less prominent and changes the CC target priorities around quite a fair bit.
And at last, Deep Sleep isn't entirely useless!!