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Thread: 4.2 changes

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  1. #1
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Losing onslaught in pvp kinda of sucks, because it made getting last hit kills a lot easier as a warrior. But overall, I'd take the trade to get inner release back. I really miss inner release = D

    And the change to thrill of war is pretty nice. It's a straight up heal now. Which is great! And with inner release back, that means I can go back to inner beast spam for heals too. So much heals. God. I love this patch = )
    (0)

  2. 01-27-2018 08:41 AM

  3. #3
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    I wouldn't really call a 2 second increase in CE generation a nerf, but Mammets providing 20 CE will hopefully encourage people that doing something other than just fighting over mid really is a more sound strategy.
    (0)

  4. #4
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by ThirdChild_ZKI View Post
    I wouldn't really call a 2 second increase in CE generation a nerf, but Mammets providing 20 CE will hopefully encourage people that doing something other than just fighting over mid really is a more sound strategy.
    It is really big nerf. 2 extra second take 100 second longer get single robot. It is 40% more than now. Same than saying it is same if in raid somebody do 3k dps or 5k dps. It is huge difference.
    (3)

  5. #5
    Player
    snipski's Avatar
    Join Date
    Aug 2013
    Location
    Sweden
    Posts
    235
    Character
    Lloyd Irving
    World
    Odin
    Main Class
    Goldsmith Lv 90
    Is there a reason why Monk and Dragoon have 500 more hp then Ninja and Samurai never really thought about it but i guess it can make some impact.
    Also amazing that they didnt nerf Astro but instead nerfed regen on Whm the devs really has no clue on what classes are dominating in the feast right now.
    Such short cd on Muse and Concetration is a big buff to healers, that means that they never will go oom and there will be very rare times when you can stun/silence/sleep a healer, small buffs to dps potencys wont fix the issues where healers are going to be able to heal 3-4 players hitting them.
    As for the change where the highest rating counts for your rank i guess this can be good but it doesnt fix the issues where healers always gonna be in the top 1-5 spots of the ladder just because on how fast they will get games and the amount they influence carrying of matches, im really not sure how popular the team pvp will be as it's hard to find groups for it with such small community.
    (0)
    Last edited by snipski; 01-27-2018 at 08:27 PM.

  6. #6
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by snipski View Post
    Also amazing that they didnt nerf Astro but instead nerfed regen on Whm the devs really has no clue on what classes are dominating in the feast right now
    Fun fact on that note: The Regen change is a nerf to throughput per GCD, but a buff to health per mana.

    1500x5=>7500/750 = 10 HpM. 1250x5=>6250/500 = 12,5 HpM.

    Not even sure if the net effect is a nerf or a buff, but I'd err on the side of a weak nerf due to Mana becoming more abundant with the muse changes. Other than that, well... damage got slightly buffed, heavy medal got nerfed, light medal introduced and health buffed across the board again. Sounds like a big wash overall.

    Astragalos changes are more interesting. I'd imagine there's still gonna be healers sitting in mid by the team that gets it (it's an effective, yet low budget guard) as well as when contesting CE tanks (they still win any 1v1 after all), but at 50% nerf, DPS are on roughly even footing with them for mammets, so DPS are probby gonna focus on those. We'll have to see, I guess.
    (2)

  7. #7
    Player
    Commander_Justitia's Avatar
    Join Date
    Aug 2013
    Posts
    1,176
    Character
    Ash Primordial
    World
    Phoenix
    Main Class
    Paladin Lv 90
    Quote Originally Posted by snipski View Post
    Is there a reason why Monk and Dragoon have 500 more hp then Ninja and Samurai never really thought about it but i guess it can make some impact.
    It's probably because sam and nin have cc to defend themselves and additionally a nontarget-restricted gapcloser on demand with kind a low CD.
    They reduced a lot of TP/MP costs of cc in general. Made heal support more viable on rdm and pld. And tanks being less tanky than ever with their stances nerfed. -_-
    PLD comes out really strong now, PLD is especially good in culling when you can carry your team safely through burst windows and as there won't be more burst windows than now, but faster culling and faster culling stacks, they don't have to waste their gauge so often anymore before culling or in early culling. 3k Heal is good too, a healer can almost always use a basic heal with 2500 potency, with a pld heal its now 5500, which is more than a big heal with 5000 potency.And even the stun fills your gauge now. PLD carry potential is pretty high now.
    (0)

  8. #8
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Commander_Justitia View Post
    And tanks being less tanky than ever with their stances nerfed. -_-
    Not really, because holding 200 medals is only gonna be 20% damage vulnerability. Right now it is 48% damage vulnerability. Tanks are gonna be more tanky than ever.
    (1)

  9. 01-27-2018 08:04 PM
    Reason
    fdf

  10. 01-27-2018 08:21 PM
    Reason
    fsfs

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