
DPS limit breaks are going to be even more crazy
- 1st stack: 150 → 150 10% → 15%
- 2nd stack: 200 → 170 20% → 30%
- 3rd stack: 225 → 190 30% → 45%
- 4th stack: 250 → 200 40% → 60%
- 5th stack: 260 → 210 50% → 75%
- 6th stack: 270 → 220 60% → 90%
- 7th stack: 280 → 230 70% → 105%
- 8th stack: 290 → 240 80% → 120%
- 9th stack: 300 → 250 90% → 135%



I sincerely hope you're team is aware that SMN has NOTHING besides that burst damage. If SMNs receive a nerf to burst damage in PvP they will need massive buffs elsewhere to make their sustained damage anywhere equivalent to other jobs. Let's not forget that burst is only once every 60 seconds at best as well, and outside that brief window SMNs are already basically just spamming Tri-Bind and tickling people to annoy them... If you're going to take that burst away then give SMNs back the heal debuff or the heavy on their dots at least.Job-specific ChangesArcanist/SummonerWe will continue to gather your feedback and make adjustments to player matching and other systems in preparation for season one of the Feast, which begins with patch 3.25. While many of these adjustments are prioritized for this patch, if we determine that there are significant balancing issues that must first be addressed, then as previously stated, we may have to delay the official start of season one for one to two weeks.Following the release of Seal Rock, we received a great deal of feedback from players worrying that summoner burst damage might be overpowered. However, we could not evaluate the situation based on data from Seal Rock alone, and so we were not ready to make adjustments until after many players participated in the Feast’s 4 on 4 rated matches. We have since concluded that summoner burst damage is indeed exceedingly high, as well as the total damage dealt over the course of a match via dots.
To rectify the situation, we will be making significant adjustments to summoner PvP abilities with patch 3.22.
I won’t go into the details here, but if you wish to review the specific changes, please refer to the patch notes.
I should also mention that we have received a great deal of feedback regarding dark knight and ninja, and at the moment we are testing adjustments intended to improve their performance in PvP. These changes are currently planned for patch 3.25, and we ask that you please wait a little longer.
We know that PvP is a demanding pastime that not everyone enjoys, and we cannot tell you enough how much we value the feedback you all provide, which helps us to fine tune this content. We hope that you will keep on playing and keep on telling us what you think!
I'm also not sure why you're even looking at the total damage done stat. It is a meaningless stat on its own as it is the speed that damage is delivered that determines how effective it is in PvP. Summoners might deal 200-300k+ damage via dots over the course of a fight but it's dealt so slowly that healers can easily just heal through it.
This also contradicts your desire to move away from a 'focus the healer' meta. The only way people can NOT focus the healer is with burst damage...
I guess after all the other changes you guys made in Frontlines I just don't trust you to actually know what you're doing.


That's not really true. While burst damage is usually the most important, being able to bane buffed DoTs on entire parties put a lot of pressure on the healers. Instead of concentrating on healing themselves or a priority target, they have to aoe heal instead, leaving a single target open for burst. Damage doesn't have to result in a kill to be useful, it can also be used as a tool to apply pressure.I'm also not sure why you're even looking at the total damage done stat. It is a meaningless stat on its own as it is the speed that damage is delivered that determines how effective it is in PvP. Summoners might deal 200-300k+ damage via dots over the course of a fight but it's dealt so slowly that healers can easily just heal through it.
Honestly the AMOUNT of damage that SMN deals isn't really the problem though, it's how easy and quick it is to do while still being safe. I'd reckon that MCH and DRG can output higher burst, and probably BLM too. But they can't do it without putting themselves at risk due to cast times or having to be in melee range, so it's a tradeoff. SMN gets great burst while at safe distance, and it's all instant cast and can be prepped before an engagement. So it's not really fair.
Except that you're not safe anywhere in The Feast. This problem only occured in Seal Rock because a SMN could just use his burst and then run back with his teammates without any kind of opening to let the enemy punish him back.Honestly the AMOUNT of damage that SMN deals isn't really the problem though, it's how easy and quick it is to do while still being safe. I'd reckon that MCH and DRG can output higher burst, and probably BLM too. But they can't do it without putting themselves at risk due to cast times or having to be in melee range, so it's a tradeoff. SMN gets great burst while at safe distance, and it's all instant cast and can be prepped before an engagement. So it's not really fair.
It's completly different in The Feast 4v4 since you're in a closed arena and you can't "run with your teammates". Once their burst is gone, it's almost like the fight become a 3v4 with the SMN being just free medals sprinting away in a cat and mouse game. You can't hide in The Feast, and even if you could, you'd be murdered anyway and make the healer's job even harder.
SMN in The Feast really only have their burst for themselves. If they take it away, then SMN will be one of the worst job to play in PvP as their CC and party support is shit compared to, say, a BLM (especially with the new interrupt changes as well as the planned map changes to reduce the number of walls to break LoS).



A good opposition won't stack close enough to let you bane across their entire team, and that's without taking into account that your example would be on a TWO MINUTE cooldown. I'm not disputing that their burst is a bit much but if you take that away from them they have nothing to fall back on.That's not really true. While burst damage is usually the most important, being able to bane buffed DoTs on entire parties put a lot of pressure on the healers. Instead of concentrating on healing themselves or a priority target, they have to aoe heal instead, leaving a single target open for burst. Damage doesn't have to result in a kill to be useful, it can also be used as a tool to apply pressure.
Honestly the AMOUNT of damage that SMN deals isn't really the problem though, it's how easy and quick it is to do while still being safe. I'd reckon that MCH and DRG can output higher burst, and probably BLM too. But they can't do it without putting themselves at risk due to cast times or having to be in melee range, so it's a tradeoff. SMN gets great burst while at safe distance, and it's all instant cast and can be prepped before an engagement. So it's not really fair.
Every time anyone cites SMNs as being OP or fine, or otherwise justifying the nerfs they refer to something the SMN can only do every couple of minutes. Guess what SMNs do when their cooldowns are spent from their burst sequence? Tri-disaster and run away. That is all they can do. If they stand still to hard cast any of their dots they get burst down in seconds.
Let's not forget that SMNs have no defensive skills unlike every other ranged DPS job in the game. They are quite literally the ultimate glass cannon in PvP and their burst justifies how easy they are to kill. If SMNs lose that burst they HAVE to be compensated elsewhere or they will be a glass water pistol.
Yup, lets spam CC with diminishing returns for 60 seconds whilst we wait for our burst sequence to come off cooldown. Oh wait we don't have a burst sequence any more... guess we just spam CC all day...
Last edited by Alberel; 03-17-2016 at 12:20 AM.

Said by mister "pvp all day" while not even knowing how to use malady?
SMN is pressure if you keep dots up, no need to discuss that further.



Thank you, I always thought attacks would delay casting, but this is good to see too, as a powerful attack would cancel the cast.We have decided to make significant changes to spell casting functionality in order to achieve this goal.
- Damage received is less than 15% of max HP → Casting succeeds.
- Damage received is 15% or more of max HP → Casting is interrupted.
- Sleep/Stun/Silence → Casting is interrupted (no change).
I also like everything else so far too.![]()
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About time this came! This is one of the greatest changes for the life of PvP in FFXIV. One of the biggest issues I saw was the ability to have a ranged auto attacker just sit on you and interrupt you all day with very low damage hits. Thank you very much for this. Can't wait to try it out.Hello, everyone. Producer and Director Yoshida here.
We have decided to make significant changes to spell casting functionality in order to achieve this goal.
While these changes will make it easier to interrupt a caster with a series of combo actions or critical hit, it will also prevent casters from being interrupted by anything less than a committed attack. If players want to consistently interrupt a player’s casting, they will need to adapt their playstyle and rely more heavily on Stun, Sleep, and Silence.
- Damage received is less than 15% of max HP → Casting succeeds.
- Damage received is 15% or more of max HP → Casting is interrupted.
- Sleep/Stun/Silence → Casting is interrupted (no change).
That being said, it was a very difficult decision for us to settle on 15%, so we would greatly appreciate it if you could let us know whether or not you feel this threshold is appropriate.
Many players also voiced concerns regarding ranged physical DPS classes, like bard and machinist, which currently suffer damage penalties when attacking opponents at significant range.
To address this issue, from patch 3.22, players under the effect of Wanderer’s Minuet or Gauss Barrel will not suffer damage penalties due to distance. However, please note that these penalties will still apply when these abilities are not in use.[/INDENT][/INDENT]
One input I have on this is maybe it should be more on the WoW end with interrupts. Every DPS job should have an interrupt ability (or silence) that should be used in order to lock casters out of casting. If anything, make it a PvP ability only. Then you can remove damage interruption all-together so DPS don't have to blow heavy hits on healers in order to interrupt them and can use a focus target on healer with a macro that uses the interrupt ability on the focus target while they still have the primary kill target targeted (similar to what bards should be doing already with blunt shot).
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