Umm. . .
Totally mentioned. >_>Originally Posted by Patch Notes
An issue wherein ground-target attacks (Flaming Arrow, Shadow Flare, etc.) were always critical hits.
It's possible the tool tip was messed up pre-2.1. There other tool tip errors in 2.0. The abilities are probably still the same, and the tool tips now correctly reflect that. As others are mentioning testing on dummies are bringing up similar numbers.From what I can tell there is no potency changes at all. Blood Letter still does 150 potency like heavy shot (Identical damage variance) and Straight shot is still within the tolerance range when checked against known formulas. My guess is they just messed up the tool-tip for it. Only thing I can see they did change, which was more of a fix, was correcting Flame Arrow so it doesn't 100% crit - similar to what someone else said earlier.
Adventure, that's the life for me!
That wouldn't explain why Bloodletter and Heavy Shot have the same damage, unless you're trying to posit that Heavy Shot is also 130 potency. Of course, Straight Shot is still below both of them, so you'd have to also be positing that they changed Straight Shot from one incorrect value to a different incorrect value.
A good FC burns thru content via skill and gear, it is accomplished by helping their players gear and learn their jobs. DF PuGs is like the lotto, every once in awhile you get a few good players.
I bring this up as everyone is different. There are many players that play with no FC or helpful LS and primarily use DF.
Notice no usage of "all". You obviously have an issue in general from your DF experience. Many things can effect this and it could be you as well.
- Player that FATE spammed and didn't bother learning the job's role in real content.
- You are getting matched in DF with higher iLVL players, which will test your Crowd Control even more.
- A geared and skilled player adjusts to their party dynamics. This can only go so far.
- Players unwilling to accept help or constructive feedback to improve their job.
Maybe I will notice this at higher levels, but how exactly are we the lowest DPS? In just about every group I am in, every PVP group I am in, I am top damage by like 50%. I need a meter to see how I look in dungeons on paper, but I can tell by the mobs I am working on that I am the top contributor. For example, numerous times I will work on a mob the tank and other DPS aren't on, and I burn my mob as fast--if not faster--than they do theirs.Seriously...WTF SE/Yoshida, why leave that out of patch notes and explanations....lowering the lowest dps even further... the nerf to blood for blood (dmg) internal release (crit procs) and hawk's eye (dex buff) wasn't enough? Especially losing the internal release crit bonus already lowers the number of bloodletters we get but now all of them drop in potency as well?
If you're using macros, I think it safe to say that Bards are OP. Besides, we're also a utility class.
lol i didnt even notice >< but i thought stuff was taking longer to kill than normal. thought it was just me. /pooh
Even after the Blood for Blood/Internal Release nerfs, Bards still have some of the highest burst damage. We are also still potent on movement-heavy fights. So between those two factors Bards usually stay very competitive outside of 8 man+ environments.
Bards only fall to the bottom on sustained fights with little movement, so you really won't notice anything until Coil.
Well it looks like the Straigh Shot/Bloodletter nerf has been debunked as a tooltip error, so that just leaves the Blood for Blood/Internal Release nerf. Which probably comes out to be....maybe 3.5% DPS nerf? (not sure how much Internal Release contributes but the Blood for Blood nerf should account for about a 2.5% damage decrease if I'm doing my math correctly).
And this assuming you are maximizing your uptime on Blood for Blood/Internal Release. So while it's a nerf, it's not a super huge one so most of the time you probably won't notice it. Though I'm not sure why we were nerfed dps-wise to start with, being that Bard's were already fairly low on sustained DPS. If anything they should have nerfed our ability to DPS unfettered while moving. Maybe toss .5 cast time on Heavy Shot or Bloodletter or something.
Honestly I'm more ticked off over the Rain of Death change than the damage nerf.
People are posting about how it has been tested and proven that the potency of those skills were NOT nerfed and that it is only a tooltip error, yet everyone is just skipping it and crying about a nerf that never happened.
Wow. Just wow.
jesus this whole thread is pathetic
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