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I'm confused. Was there more notes I missed?
RDM LB dmg/healing potency nerfed by half and NIN have to go in closer to harass their opponents with their ninjutsu.
Ya the pvp changes were weird.
Yes. Here's the patch notes. https://eu.finalfantasyxiv.com/lodes...10d2e73f1295ba
I did the new change for AST with it's quicker 2nd use for fall malefic. ..............To be honest, it really is a replacement of SCH, despite the lack of DoT. For content like CC, especially at high lvl, I don't see a bigger shield being the go to thing, but more dmg instead.
this is not a ninja nerf. no other job gets the kind of stuff a ninja gets.
Well......it's a distance nerf. It just forces NIN to be more aggressive instead of being annoying.
What RDM LB potency nerf?
Base dmg/healing got increased from 6k to 8k potency while stance bonus was cut from 100% to 50%.
So previously it was
6k x 2 = 12k
And now it's
8k x 1.5 = 12k
So it's the same, you just don't get punished as hard anymore for not being in the proper stance.
Also barrier and frazzle durations got increased so this patch clearly BUFFED RDM, not nerfed it.
Hmm, so it's a "feels good" adjustment for RDM, yet nothing changed. (Edit: except barrier/frazzle)
Not sure why they thought the sweetspot damage on DRG's LB needed buffs.
I do appreciate that small Phantom Rush potency buff, though, because it makes getting 100% to dead LB combos more consistent on roles with higher HP.
It's a buff, it just doesn't look like it at face value because people are only reading it as 100% changing to 50%.
Before:
Cure Potency: 6,000
Damage Potency: 6,000
White Shift Effect: Cure potency is increased by 100%
Black Shift Effect: Damage potency is increased by 100%
White shift would be a 12,000 cure and 6,000 damage.
Black shift would be a 6,000 cure and 12,000 damage.
Now:
Cure Potency: 8,000
Damage Potency: 8,000
White Shift Effect: Cure potency is increased by 50%
Black Shift Effect: Damage potency is increased by 50%
White shift is now a 12,000 cure and 8,000 damage.
Black shift is now a 8,000 cure and 12,000 damage.
So a melee job now has to be in melee range? The audacity! /s
I know, it's I still stand by what I said, "it FEEEEEEEEEEEEEEEELS good, but nothing changed." I'm looking at it months down the line. (Edit: I'm going by what the devs said about RDM participation rate, WHY no one is playing this job and hoping this slight buff would bring ppl back in this job. Most likely no...)
I am genuinely confused why that meme thinks Ninja is dead, a literal five yalm distance change from its already high distance is literally nothing, you have pretty much still have all the same advantages from the previous patch cycle. Only thing really hindered by it is the gap closer, and that's only because it still requires ground selection to use so might be a little janky. Overall a lot of classes were minimally buffed, or in the case of Dragoon given more incentive for synergizing with other classes, like the Dark Knight. Paladins on the other hand ain't too happy this round, wouldn't be surprised if we see less of them advancing pushes.
Overall, pretty disappointing patch notes, but we'll see how things play out.
Thanks for buffing blackmage, it was sorely needed!!
Just another missed mark on NIN adjustments. Nothing to see here.
Even with this NERF, Ninja is still the most OP ranged job in PVP... meanwhile ranged jobs cry in the corner.
NIN isn't remotely OP.
They need the barrier from their LB back. Double paradox would be nice, but the barrier from LB (even a nerfed one) needs to be brought back. Its way too easy to shut down a BLM LB now with the ice nerf + the loss of the barrier.
I'm baffled at the thought of turret BLM. When do you ever need to turret Towa? You basically just slide cast once or twice between LB and fly around the battlefield like Palpatine v.s. Yoda in Star Wars III the rest of the match. :p
i hate being overly reliant on the LB to get kills, makes me feel weak and miss the time where i could just throw out a fireball a couple of times and eventually kill somebody.
then again i always hated the TTK on frontline and i REALLY HOPE they revert it back to 6.1 TTK so i can just do damage and have fun.
I mean it's got crazy up time after that initial charge up. Still even alternating between ice and fire on appropriate targets is instant and crazy good, because players don't pay attention to BLM poke damage outside the LB. But if you aren't liking it then I suppose that is what it is.
Ninjas still have longer range than dancer. Stop being overdramatic.
DRG got its first potency nerf...which was paired with another potency buff and a stronger barrier.
NIN lost 5 range, but Goka is already 20 range in PvE anyway, so they actually got away with that for a while.
I don't get that train of thought.
You don't LB mindlessly when you're out of resources and purify, and even more than this, you don't get into melee mindlessly while you still have most of your stacks to spend unless it's warranted. You can still use burst as well during it since you're not on a huge time constraint and gain the barrier that way. Why would you want to have not only a LB barrier, but then a barrier from burst on top of it so that you can be shielded for 30+ seconds or something? That's supposed to be balanced? You can even move freely without casting during the whole LB duration, and yet, BLM is "easy" to shut down? Like, BLM LB is monstrous. It has to come with downsides, and shutting it down is part of the game, even though that it's actually not as easy as it looks.
And I'm saying this as someone that plays BLM quite a bit, so it's not like I'm a BLM hater.
Ninja really got kicked out of the football team with those range nerfs.
That is the most ridiculous thing I have ever read. No wonder you couldn't climb the ranks in CC.
Mmmm I don't think BLM is all that weak. Its just with the nerf to their ability to control the fight with aoe stuns (which I definitely agree was a justified change) in addition to losing their defense from LB it simply becomes easier to pressure them. I'm fine with the ice changes they made, I just feel like their LB should get the barrier back. They need something other than lightning to give them some form of defense as right now its too easy to dive and kill them imo.
Good players will dive you when LB is up to stop the ice spam. Giving them a bit of a barrier during LB would help alleviate that and give them room to kite. They need something other than just burst for defense.
Range nerf honestly doesn't change anything.
Honestly I hardly noticed anything as a ninja regarding the range nerfs
Like I said they missed completely with the ninja adjustments once again. It's exactly the same as it was. xD
drg didnt need touching
Comment was just a meme. In all seriousness, it's still really good to have a ranged capability of attacking that far away. The worst part is that you will always be in gap closer range when attacking but you should be able to deal with that situation if you plan for it.