My opinions on the changes currently listed on the preview notes. I'm really hoping for more cause if this is it.. Man...I'm kinda disappointed.
Anyway I'll update if they add more stuff.
Edit 1: Added overalls at the bottom of each role.
Edit 2: Added a tentative "tier list" Honestly not much changed. I'm sorry DRG.
Edit 3: Changed Ninja description slightly
Patch 4.06a offers a number of adjustments to PvP actions based on player feedback.
Paladin
Action Adjustment
Shield Bash Stun duration reduced from 3 to 2 seconds.
Cover Oath Gauge cost increased from 20 to 25.
Shield Oath Reduction to damage taken changed from 20% to 25%.
Reduction to damage dealt changed from 20% to 25%.
Okay so reducing CC time, Eh 1 second? Guess that's fine.
Cover can be used... a little less? I guess i'll have to see that in action
Shield Oath change is good for heavy medal, though hopefully they do something about that too.
Warrior
Action Adjustment
HP Increased from 15,000 to 15,500.
Defiance Increased maximum HP changed from 20% to 25%.
Increase to HP recovery via healing magic changed from 20% to 25%.
Reduction to damage dealt changed from 20% to 25%.
Onslaught The additional effect has been changed from knockback to stun with a duration of 2 seconds.
Okay so Warrior gets even more health than normal.. More damage reduction, lose their knockback but gain a stun.. I'll have to see how this plays out but at least Warrior got a real form of CC now making them not completely useless when trying to land kills.
Dark Knight
Action Adjustment
Grit Reduction to damage taken changed from 20% to 25%.
Reduction to damage dealt changed from 20% to 25%.
Power Slash Reduction to target's HP recovered by healing magic changed from 20% to 10%.
Lol so they didn't touch how powerful Blackest Night is at all and simply felt power slash was too strong. Looks like they're basically telling us healers have to carry.
Overall was it really necessary to nerf the damage that Warrior and Paladin Dealt as well? I'm not sure how 5% damage reductions will play out in terms of medal carrying. Dark Knight is honestly more on top now than it was before since Blackest Night wasn't even touched.
The buffs didn't feel like enough and the nerfs didn't really make any sense.
What is feedback and playing all these matches for?
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Monk
Action Adjustment
Tornado Kick Potency reduced from 2,500 to 2,000.
Riddle of Fire Increased damage effect reduced from 20% to 10%.
Increase to weaponskill recast time changed from 20% to 10%.
Umm... So I can agree with the nerf to T -Kick because Monk burst is a little bit strong right now, but with other changes they've done so far it seems a bit much to also nerf Riddle of Fire by 10% as well. This should bring Monk more in line with other DPS..
But now Melee lost one of their few easy carry jobs. The buff to weaponskill speed during Riddle of Fire is honestly not a big deal either way. But will mitigate the loss of a system wide change to action speed trait.
Dragoon
Action Adjustment
Jump Potency reduced from 1,250 to 1,000.
Battle Litany Recast time reduced from 120 to 60 seconds.
Increased damage effect reduced from 10% to 5%.
Jump costs 400 TP and is required to build your real burst.. Why in the world would they nerf it by 250 Potency, Drg already takes longer than Monk to kill, what was the point in nerfing Monk if they also nerf DRG.
It's interesting that they'd buff the uptime on Litany, this is another one of those things I'd have to see in actual practice, but it almost seems like a stab in the back with the potency being nerfed from 10 > 5% , another proof they're basically forcing the game to be completely healer heavy..
Samurai
Action Adjustment
Hissatsu: Shinten Kenki Gauge cost reduced from 25 to 20.
Hissatsu: Soten Kenki Gauge cost reduced from 25 to 20.
Recast time reduced from 10 to 5 seconds.
Hissatsu: Chiten Kenki Gauge cost reduced from 25 to 20.
Potency increased from 750 to 1,000.
Well where to start. The Kenki reduction to your Kenki spenders is honestly great.
I see they un-nerfed Chiten, not quite sure why they nerfed a counter in the first place,
just be smart and don't hit the Sam with Chiten up. However no touching to iaijutusu..
Then nerfing action skill speed trait also indirectly nerfing Iaijutusu cast time... Not a good sign at all.
Reducing recast to Soten is definitely gonna be an odd decision, Going to be even easier to run/stall now but the reduced cost in tandem will make gap closing + burst easier to pull off and sooner.
Ninja
Action Adjustment
Three Mudra Ninki Gauge cost reduced from 80 to 40.
Raiton Potency reduced from 2,000 to 1,500.
Bhavacakra Potency reduced from 3,000 to 2,500.
The additional effect stun with a duration of 2 seconds has been added.
Mug Increase to Ninki Gauge reduced from 30 to 20.
Adding a stun to Ninja? as well as the silence? Doesn't that seem a bit much? Why are you adding CC to the only melee job with real CC to begin with? The Ninki guage changes means sooner burst, the Raiton reduction and Bhavacakra reduction in potencies seem to be a balance to their ability to burst sooner and stun at the same time.
They let Ninja help secure kills/peel more when they already could before. Buffed/nerfed its burst while simultaneously screwing up 2 of the other melee. I don't think they read their data right... once again more proof they want the game to be super heal heavy.
Overall, Ninja is probably more go to if you're looking to secure games for your ranged (since unless they're RDM they're gonna be better than us melee plebs.)
I can understand bringing Monk down a bit but jeez. What's the point of bringing Monk down if you're going to bring everyone else down too? It's not like you can secure kills by yourself.
Balance be damned for melee. This is just disappointing. They even gave the only melee with a bind/Silence another form of CC.
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Bard
Action Adjustment
HP Increased from 10,000 to 11,500.
Machinist
Action Adjustment
HP Increased from 10,000 to 11,500.
Due to the lack of changes to BRD /MCH I'll touch on them both at the same time.
No nerfing barrage, no bringing MCH up to BRD level, no touching stun gun, nor overheat. I really hope there's way more changes coming because this just makes zero sense. The HP buff will be felt for healers and during LB's but that's about it. They already reduced most of the burst of melee partners so this is just salt in the wound right here.
Black Mage
Action Adjustment
HP Increased from 10,000 to 11,000.
Foul Potency reduced from 4,500 to 4,000.
Of the changes this isn't what I would have gone with.. Though Foul was feeling very powerful I can't comment much more as I haven't really touched BLM and only fought them. But it seems like using Fire IV Swift Fire IV and Foul will still kill.
HP Increase... again? Why are you making ranges harder to kill and nerfing melee damage.
Summoner
Action Adjustment
HP Increased from 10,000 to 11,000.
I think this is ok. I don't have much Summoner experience but they seem pretty balanced.
Red Mage
Action Adjustment
HP Increased from 10,000 to 11,000.
Veraero Potency increased from 1,500 to 1,750.
Verthunder Potency increased from 1,500 to 1,750.
Impact Potency increased from 1,750 to 2,000.
Manafication Recast time reduced from 60 to 45 seconds.
Okay so this doesn't really address the problem. The health up will definitely help a little bit, Manafication going down to 45 should help get burst quicker and get it back quicker. But it seems like they'd rather you stay at a range as long as you can then jump in at the last moment.
Overall, may the salt ensue? I mean MCH and BRD remain untouched for better or for worse(in MCH case definitely worse)
All ranged jobs got an HP increase even the ones that didn't need it, If you're going to increase their HP then you should have fixed the latency issue first,
Most of this stuff was a spit in the face to melee players and a spit in the face to MCH's.
RDM is still pretty bad.
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White Mage
Action Adjustment
Regen The effect of Regen will now always be overwritten when reapplied.
Bug fix, Necessary, no adjustment to actual healing... But with the increase in HP I guess that might not matter. They could have messed with Benediction a little though...
Scholar
Action Adjustment
Adloquium The effect of Adloquium will now always be overwritten when reapplied.
Lustrate Increase to Faerie Gauge changed from 10 to 5.
Wow.. Is that really it? GG, No Touching broil? Just decrease fairy gauge from Lustrate? I guess we'll have to see how that plays out..
Astrologian
Action Adjustment
Essential Dignity Recast time reduced from 15 to 10 seconds.
Disable Recast time reduced from 45 to 30 seconds.
Both good changes, though doesn't actually address the MP problem. Though I guess they're hoping reducing burst on melee and increasing HP on ranged will do that. Did all those matches and feedback mean anything?
Overall, the healer changes are literally salt-defining changes. Most things that needed to be touched wasn't touched, hell they were hardly touched at all. This season is absolutely disgusting.
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Additional Action
Action Adjustment
Recuperate Recast time reduced from 60 to 45 seconds.
I'm not really sure how much this will actually help. We only get two slots so it's not like you can take this if you weren't already taking it. With the increase to certain max HP thresholds it will play out a little better I guess... Game is still very healer heavy.
Trait
Action Adjustment
Increased Action Speed Decrease to weaponskill and spell cast and recast times changed from 5% to 3%.
Hey guys so we reduced your burst, how about your sustain and your nerfing your casts and action speed? This wasn't even necessary and actually nerfs Samurai slightly.
The following issues have been addressed.
An issue in PvP encounters wherein players could be knocked back even when using the PvP action Concentrate.
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Here is a tentative Tier List with current changes for your /salt\.. I mean Enjoyment
Tanks (Just play DRK)
Dark Knight(SO GOOD)
Paladin (STILL STRONG)
Warrior (ALRIGHT STUN FINALLY)
(Nothing changing right now. we'll see later this morning)
Melee (Aka Trash tier players)
Ninja(SO META)
Monk(STILL STRONG)
Samurai( Gl casting)
Dragoon(I'm sorry.)
(Poor Dragoon...)
Ranged (AKA The only real damage worth playing)
Bard(BARRAGE!!)
Smn(BAHAMUT!!)
Blm(FIIIIRE)
Mch(Waste of space)
Rdm(waste of space even more)
(Nothing changed! Possible change Rdm could overtake Mch depending on how things go but that's doubtful honestly.)
Healers(GET GOOD WITH THIS IF YOU WANNA BE ON THE BOARD THE WHOLE SEASON)
Scholar(GODLIKE)
Whm (Yeah well what else could be second?)
Ast(You exist to run out of mana)