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  1. #1
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,209
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100

    Lol is this it for 4.06a buffs/nerfs? Review

    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?



    ------------------------------------

    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.



    --------------------------------------------------------------
    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.




    ---------------------------------------------
    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.
    ---------------------------------------------


    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.

    ---------------------------------------------------------------------------------


    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)
    (9)
    Last edited by Cynric; 09-08-2017 at 06:03 AM.

  2. #2
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    As a RDM:

    A 250 Potency to our second cast across the board isn't going to change the fact that, yes, we literally have to wait to the last second to use our attacks and finish someone off. Manaifcation changes will help, slightly? But we were already awkward on timing on Manification and our Mana generation and shaving 15 seconds really saves us about two rotations (4 GCDs) time every third or fourth building phase. Additionally, our TP is going to burn out now, we could barely balance it with the 60 second timer.

    We have problems with the gap in our damage flow DURING our "Burst" Phase, not outside it. Unless they flatly intended that Verholy/Verflare not actually be a part of our considered burst and we're really just trying to snipe with Melee Combos and use the finisher to help build mana for the next.

    This was, at best marking a checkmark off the list that said our damage over 8 minutes was lower on average, and this should bring it up some... it does little for our practical performance and seems more like they were addressing it on paper.
    (4)
    Last edited by Hyrist; 08-29-2017 at 12:25 PM.

  3. #3
    Player
    Jxnibbles's Avatar
    Join Date
    Jul 2015
    Posts
    304
    Character
    Aimori Duciel
    World
    Gilgamesh
    Main Class
    Black Mage Lv 80
    The Blm, Rdm, Smn hp buff seems okay since they have to stay still to cast. I still don't like Rdm jumping in..

    White Mage, Scholar and Drk were barely touched at all what?

    Bard and Mch got Hp buff and still have crazy amount of uptime..
    (1)

  4. #4
    Player
    AchaNoYumi's Avatar
    Join Date
    Aug 2017
    Posts
    59
    Character
    Acha Acha
    World
    Lamia
    Main Class
    Warrior Lv 76
    On the note of Blackest Night, I feel like they don't touch it because of how it's utilized in Ranked PvP. I could be wrong, but hey.... that has the be the only explanation that stupid op buff hasn't been touched, right? Maybe? Hello? Anyone? *crickets*

    Now, that RDM buff though. I have a buddy who can already play a godlike RDM. He's the only one who I've seen that can do it, though. So I can't wait to see what he pumps out with this buff.

    That ninja buff tho? I have a feeling we have a new meta champion here, can you imagine the cc sustain the ninja can pull off with the stun AND silence now? Sure, they did receive a nerf in damage, but lets pretend the tank and the ninja have amazing synergy. One puts the stun and cc on the healer, the other puts the same on Ranged DPS. *sweats profusely*
    (2)

  5. #5
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by AchaNoYumi View Post

    Now, that RDM buff though. I have a buddy who can already play a godlike RDM. He's the only one who I've seen that can do it, though. So I can't wait to see what he pumps out with this buff.
    Well the fun part about all this is that now the Jolt II > Verholy/Verflare > Impact mini combo does 6k on its own. Basically breaking our "Burst" up between two 6k portions. Our melee combo with the CaC and retreat (6250) and our magic end burst (6000). It's just so spread out that without good cooridnation with the DPS, a semi-competent healer can just heal through all that. You just got to be really good with your timing.

    Then there's the whole 'risk' thing but I don't see that be as huge of a factor as people play it out to be.
    (0)

  6. #6
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,209
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Hyrist View Post

    Then there's the whole 'risk' thing but I don't see that be as huge of a factor as people play it out to be.
    It's not anymore with the melee nerfs and the HP buff imo. The biggest issue is just your melee friends are gonna have to do a lot more to actually accompany your already spread out burst. Inadvertently making you worse than you were before because the damage just moved from them to you and making that damage worse because of the split.

    Plus it all depends more on your healer and tank vs the other healer and tank than ever before now.
    (2)
    Last edited by Cynric; 08-29-2017 at 02:15 PM.

  7. #7
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Cynric View Post
    It's not anymore with the melee nerfs and the HP buff imo. The biggest issue is just your melee friends are gonna have to do a lot more to actually accompany your already spread out burst. Inadvertently making you worse than you were before because the damage just moved from them to you and making that damage worse because of the split.

    Plus it all depends more on your healer and tank vs the other healer and tank than ever before now.
    That does not make Red Mages worse so much as damage overall worse, however.

    Again, on paper, our overall damage should go up from this, due to more frequent bursts and better overall downtime damage. Basicly, they narrowed down the performance differences between the bottom and top end damage dealers, then nerfed damage overall. Net result - all damage got worse, Red Mage comparatively got better - just not in the ways that matters.

    Speculatively - This pushes the Meta more and more towards the "Culling Time Meta" I was starting to see with the incredible sustain Tanks and Healer were producing to begin with - in which the goal is to wear down the Healer's and Tanks resources until Culling Time, then push damage during it and see who wears down first. "Burst Meta" with this will be harder overall to achieve, as the same shields and heals that were encouraging it, are now also being met with overall higher HP pools and lower end damage on the Melee side.

    We'll have to see. Overall the ability for a DPS to carry just got worse and it's making me question what shape SE's trying to make PvP take overall. I will say due to Recuperate timer, and RDM buffs, my favorite go-to got buffed, but I'm not sure how significantly yet. I don't think it's enough, but it will make me retest.

    Apologies to the those that loath seeing RDMs in 4v4.

    Managed to get some dummy time before work to check the changes... can't really speak for the damage increase in that regard, but the 15 second shave off of Manfication seems a bit promising. It does bring up the Melee Phases much more frequently. Had to take TP regen to keep up with the more frequent uses of CaC and Displacement though - without it we're burning through TP and that extra weve for CaC mid melee combo is a pipedream.

    The trade off to that of course is that we're in melee range much more frequently to which I have to ask... SE, do you really think a 1000 more health for us is going to matter, or are you that convinced that people are going to be scared of our Melee phase enough for us not to get focused? (Especially seeming Paladin's can't cover us as frequently as they used to.)

    While this will help Red Mage more damage wise, I do believe this will also bring more problems to the suface.
    (3)
    Last edited by Hyrist; 08-29-2017 at 08:08 PM.

  8. #8
    Player
    AchaNoYumi's Avatar
    Join Date
    Aug 2017
    Posts
    59
    Character
    Acha Acha
    World
    Lamia
    Main Class
    Warrior Lv 76
    I'm having a love hate relationship with the Monk nerf. I know that some monks on my Primal server have climbed to the top by being able to mitigate the damage really well between who is halfway low on hp and who isn't. This one monk in particular, no names said, always manages to be on the opposing team and every time I've noticed he is able to mitigate that damage perfectly and carry his team to victory simply by doing that. I know he's not going to like this buff at all because he won't be able to pull that spectacular, perfect burst as often anymore.

    I do wish the ranged received more love and/or hate. Glad to see the HP Buff on the Bard though. :^) Will make collecting medals a little less terrifying hopefully.
    (0)
    Last edited by AchaNoYumi; 08-29-2017 at 12:46 PM.

  9. #9
    Player
    Korihu's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    309
    Character
    Korihu Yanhu
    World
    Gilgamesh
    Main Class
    Astrologian Lv 70
    *angry ast noises*
    (8)

  10. #10
    Player
    Cynric's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    1,209
    Character
    Cynric Caliburn
    World
    Cactuar
    Main Class
    Viper Lv 100
    Quote Originally Posted by Korihu View Post
    *angry ast noises*
    How you making any noises? Shouldn't you be dead/out of mana?
    (11)

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