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  1. #1
    Player
    Tinderil's Avatar
    Join Date
    Jun 2017
    Posts
    2
    Character
    Tin De'ril
    World
    Gilgamesh
    Main Class
    Warrior Lv 66
    I miss Fash a lot. Right now all we have is TP based enmity generation. And our only AoE is conal - not practical enough. I used to alternate Flash and Overpower a lot to manage TP/MP. Now all we have is TP drain constantly. Grabbing a huge lot of mobs with OP only is insane. Flash or any circular AoE makes it so much easier. Ultimatum is useless for most things, too long a cooldown, and your mages who keep nuking get hate back in 1 hit. They totally ruined WAR in this update as a tank.

    It's fun as solo to DPS, and OK to tank with on single targets, but pretty much useless for larger groups of mobs. What do we have MP for now? Not a single skill that we can use it for. Why?

    Also miss Bloodbath - it helped regen a bit of HP while DPSing - now we lost that too. With these changes it seems they want WAR to be a DPS rather than tank. A tank's main role is to keep hate on ALL mobs. While it's nice to DPS, it's not the job's primary role.
    (4)

  2. #2
    Player
    ZaqueXIII's Avatar
    Join Date
    Jun 2017
    Posts
    57
    Character
    Zaque Xiii
    World
    Ultros
    Main Class
    Machinist Lv 100
    Quote Originally Posted by fumofu View Post
    I have zero issues with new WAR and love how much simpler it is to play now.
    First of all id like to say thank you for speaking for what I can only see as the vocal minority thus far, surprisingly few people have been making posts that only celebrate the new changes so a breath of fresh air is nice.


    Now, all pleasantries aside I feel it is important to note that when news was coming out before official announcements came out the message seemed to be, raise the floor not lower the ceiling. It seems that many of the changes to existing jobs were made in the opposite regard, All healers now have only about 3 offense oriented moves which most of the time they are restricted to a single button. Tanks have been streamlined so that more of their game play revolves around constant mitigation as opposed to clever use of combo's and cool downs to be used appropriately. I have avoided pre Storm Blood DPS like the plague only because I haven't had the time to look deeper into changes and see how I have to change my play style. That said it is undeniable that as far as I can tell, DPS among tanks and healers has gone up. Normally this wouldn't be a problem and would suggest that what they did was successful, However, As far as I have seen what appears to have been done is a clever trick of making the floor appear raised by lowering the skill ceiling. Jobs are easier than ever to play at end game now as they have lost a lot of their risk vs. reward elements and been replaced with more consistent and slightly higher potency moves. While nothing is inherently wrong with this from a design stand point it does have a significant game play impact. Essentially When i'm playing an MMO i expect multiple options of actions when I go into a fight. With stormblood's changes however it has made combat feel like i'm playing a 4 button dungeon crawl.

    TLDR; What we needed from stormblood to raise the floor was more outlining of important actions and removal of useless ones, what we got was Removal of risky actions that rewarded clever players in favor of less challenging jobs.

    Fun is subjective and FFXIV was more fun when fell cleaves came with the possibility of getting crit more and the payout of pacification rather than dime a dozen "well my bar is full I guess, here's 3-6".
    (2)
    Last edited by ZaqueXIII; 06-22-2017 at 05:03 AM.

  3. #3
    Player
    Apevest's Avatar
    Join Date
    Sep 2013
    Posts
    3
    Character
    Apevest Loompa
    World
    Ultros
    Main Class
    Warrior Lv 67
    I have mixed feeling about the Warrior change. One of the things I really like was the maim/storms eye switch. In my rotation I only have to go the storms eye route when I need the buff and the rest can be storms path to generate BG. One of the biggest problems I have is with the stance dancing penalty. With stance switching now costing half our BG, this can put a big hit on available skills. Since our skills are tied to which stance we are in, without stance switching, warriors lose out on some of their abilities. This kinda cuts the legs out of Warrior a bit in my opinion. It kinda feel like 2.0 were the healing effect was tied to the wrath stacks instead of defiance itself. I don't want to switch stances because I loose BG if I do. I think the cost should either be removed or we should be giving an ability that lets us switch stances without loosing BG.
    (0)

  4. #4
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    Quote Originally Posted by ZaqueXIII View Post
    snip
    The skill ceiling for Stormblood WAR was raised, not lowered.
    (4)

  5. #5
    Player
    ZaqueXIII's Avatar
    Join Date
    Jun 2017
    Posts
    57
    Character
    Zaque Xiii
    World
    Ultros
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Argyle_Darkheart View Post
    The skill ceiling for Stormblood WAR was raised, not lowered.
    If you could elaborate that would be great because right now it seems like it was lowered to me. I'm not saying your wrong i'm just saying that I cant see a point you aren't showing me...
    (0)
    Last edited by ZaqueXIII; 06-22-2017 at 05:45 AM. Reason: update thank you both for the elaboration!

  6. #6
    Player
    YitharV2's Avatar
    Join Date
    May 2017
    Posts
    468
    Character
    Arnar Grande
    World
    Ultros
    Main Class
    White Mage Lv 70
    Quote Originally Posted by ZaqueXIII View Post
    If you could elaborate that would be great because right now it seems like it was lowered to me. I'm not saying your wrong i'm just saying that I cant see a point you aren't showing me...
    It's because the rotation is much tighter now.

    https://www.reddit.com/r/ffxiv/comme...t_now/dj56n5v/

    The floor might have been lowered, but the ceiling was definitely raised.
    (5)

  7. #7
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    Quote Originally Posted by ZaqueXIII View Post
    If you could elaborate that would be great because right now it seems like it was lowered to me. I'm not saying your wrong i'm just saying that I cant see a point you aren't showing me...
    Certainly. The rotation has become more complicated, there are more gauge spenders (one with dubious usage), there's now an offensive use for Thrill of Battle, there's a much higher opportunity cost for stance switching, and there's a MUCH higher opportunity cost for Unchained.
    (5)
    Last edited by Argyle_Darkheart; 06-22-2017 at 05:40 AM.

  8. #8
    Player
    Kaonis's Avatar
    Join Date
    Apr 2012
    Posts
    297
    Character
    Vayne Kaonis
    World
    Adamantoise
    Main Class
    Armorer Lv 70
    All of the good changes OP listed I am in agreement with.

    Especially the loss of flash was a hit. It could maybe be mitigated a bit if overpower wouldn't break combos and especially didn't require a target. But it's just a bit too annoying to line up just right at the start of a pull before everything has grouped up.

    Onslaught, while fun to use, isn't that useful. Its cost is too high for what it does, and with sprint changes, its not very useful. Over all I don't use this much except when I feel lazy after a knock back.

    Upheaval is disappointing too. Impact wise I hardly notice it and almost always miss the damage it does somehow. But even when I do pay attention I notice if I'm not topped off or close to full its damage is pretty garbage. And seeing how more often than not in dungeons healers don't keep you at full health, its very difficult to ever get the full damage from it. About the only time I am consistently at full health for it is at the start of a pull, otherwise I just leave it unless I manage to get to full health while its up.

    The trait is nice, so not much to say about it.

    And I can't comment on the last 2 abilities as I have yet to reach them, but I suspect Shake it Off to be meh, and Inner Release to be really nice.

    As for old abilities. I am saddened we lost the utility from storms path without anything in return. I'm afraid the lack of utility may be a detriment to WAR now. Path as it was needed to go, but with no utility in place we can only hope we edge out in either OT DPS numbers or MT mitigation numbers to stay competitive. I'm expecting WAR to not be meta anymore (then again I hardly have looked at DRK and its position), but at least I don't think the gap is anything close to bad.

    Overall WAR is decent right now. I think they just need some QoL changes and some buffs to Onslaught/Upheaval to make them more usable. And maybe a singular utility unless they have just beastly mitigation/DPS to bring to the raid.
    (0)

  9. #9
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Really the only thing I'd change to war would be that stance dancing should cost a flat 20BG (but not required to switch, if you have 10BG you'd drop to 0) since we rely a lot more on our gauge.
    Onslaught is "ok..." and definitely has some dps benefit by allowing to increase uptime and better line up BG to Zerk burst. Improving it would be nice but not core to the job.
    (0)

  10. #10
    Player
    TheFanciestBard's Avatar
    Join Date
    Sep 2013
    Posts
    48
    Character
    Gentle Willow
    World
    Balmung
    Main Class
    Warrior Lv 70
    I've seen people on both sides of the fence about the biggest elephant in the room, which is swapping costing gauge. The thing people seem to fail to remember is that yes, Pld and Drk have to take a GCD to swap stances, but they have complete access to their toolkit regardless of stance, (Exception is stuff like blood weapon for drk, but that's a CD more than an ability). Warrior needs to stance swap to access various moves, so having them be penalized for utilizing the heightened skill ceiling of war is just silly.

    Onslaught costing 20 and doing 100 seems balanced around the fact it's got half the CD of plunge. So in theory it's the same dps gain as using plunge, sometimes more, but the cost is silly. I don't think it should generate gauge but at 100 damage and 15cd it'd be just as good or slightly better than plunge. Which is why I'm more of the persuasion to make it 20 sec and keep potency but not cost gauge.

    Zerk needs a buff cause it's kinda silly it's worse than Fight or Flight... And infuriate should be usable outside of combat but they can change the gauge where after 30 seconds the gauge drains at like 5 a second to prevent them from chain infuriating pre-boss pull to have war start at full gauge. Works thematically as well since being able to sit on gauge seems odd given Warrior's lore but lets them still be unaffected in combat or doing dungeons since pulls aren't 30 seconds apart.

    Course the other thing is they probably don't want wars to be dancing in and out of dps stance which is why inner release and unchained share a CD as well as why it costs gauge to swap but like... That completely contradicts what we love about the class and why warrior players play warrior. WoW already pulled this shit with warrior before and it's why I quit the game. Don't undermine stance dancing, the core reason many people love warrior, for the sake of tank homogenization.
    (6)
    Last edited by TheFanciestBard; 06-30-2017 at 05:38 AM.

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