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  1. #11
    Player
    Stevec's Avatar
    Join Date
    Sep 2013
    Posts
    4
    Character
    Aurellia Weaver
    World
    Faerie
    Main Class
    Dragoon Lv 63
    Quote Originally Posted by Fishbowl3 View Post
    so all this and no quality of life improvements?
    The WHM change with tetra was a QoL improvement for WHM. The midare buff last patch was a QoL improvement for SAM.

    4.41 will most likely see QoL improvements to the other classes that have not received one, or hopefully changes to classes that desperately need a kit rework/update (looking at you SMN).
    (1)

  2. #12
    Player
    Notcs's Avatar
    Join Date
    Feb 2018
    Posts
    8
    Character
    Mardruck Lowdrick
    World
    Behemoth
    Main Class
    Warrior Lv 72
    nice, i hope u see my topic ;D
    (0)

  3. #13
    Player
    Cleanse's Avatar
    Join Date
    Jul 2015
    Posts
    298
    Character
    Marshal Renew
    World
    Balmung
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Fishbowl3 View Post
    so all this and no quality of life improvements?
    Be more specific. There have been QoL changes added in most updates as of late.
    (1)

  4. #14
    Player
    Sunako's Avatar
    Join Date
    Nov 2013
    Posts
    1,439
    Character
    Sunako Kirishiki
    World
    Phoenix
    Main Class
    Pictomancer Lv 100
    WHM buff is pretty big once assize do not cost lilies anymore. It is same time lot easier to play and control your mana pool.
    (0)

  5. #15
    Player
    Risvertasashi's Avatar
    Join Date
    Apr 2014
    Posts
    4,706
    Character
    Makani Risvertasashi
    World
    Ultros
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Sunako View Post
    WHM buff is pretty big once assize do not cost lilies anymore. It is same time lot easier to play and control your mana pool.
    Yeah this change surprised me quite a bit - but it's not unwelcome. Also frees up lillies to be used with the new tetra.
    (0)

  6. 10-02-2018 09:15 PM
    Reason
    I've spoken too soon. Testing out the new changes as SMN.

  7. #16
    Player
    ArianneMartellMateus's Avatar
    Join Date
    Feb 2014
    Posts
    33
    Character
    Elia' Martell
    World
    Lamia
    Main Class
    Summoner Lv 70
    Technically couldn't an alliance of 24 white mage in frontlines wipe an enemy alliance if they all used assize? And not sure if it's overpowered but they can do a good chunk of damage to both adrenaline kits with it, was that intended?
    (2)

  8. #17
    Player
    Mirch's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    810
    Character
    Mirchea Luslec
    World
    Odin
    Main Class
    Conjurer Lv 70
    healing is getting harder on the feast!
    it is great!
    (0)

  9. #18
    Player

    Join Date
    Jul 2011
    Posts
    644
    its harder for any healer to heal now,
    my opignion for this patch :
    1/ sch is overnerfed for our meta in Chaos/NA, seem they do it for the japanese meta, its why i would be curious to see on an event FFXIV related with best japan lp versus best NA or EU lp feast match.

    2/ its hard to balance the 3 tanks, since all 3 tanks is pretty different , if you gonna buff damage like in this patch, the war shine more when i tough he was already good before.

    I Hope SE will look into this next feast patch
    (2)

  10. 10-08-2018 10:28 AM

  11. #19
    Player
    Cleanse's Avatar
    Join Date
    Jul 2015
    Posts
    298
    Character
    Marshal Renew
    World
    Balmung
    Main Class
    White Mage Lv 90
    Pre 4.4/4.41, if teams coordinated and burst at every opportunity available, kills would happen often outside of Culling/Danger Time. Bursting as frequently as possible will burn through enemy defensive cooldowns, thus swaying the match in the favor of the attacking team.

    The changes in the 4.4X patches definitely reflect the JP FRC events more so than the EU/NA FRC events. Also, during the PvPaissa, Aether Cup (now the Wolves Cup), and Aether League events, the pace/excitement was in a pretty good place as a spectator (I believe these events were played on the s8/9 patches).

    Job balance was off for some overpowered and underpowered jobs. Mobility is very strong (SAM), ranged jobs with no mobility and requiring to be in melee range are/were big issues (SMN).

    Whereas in JP
    - The meta is more passive, not because of game mechanics/balance, but choice Which is fine, but is not optimal to balance around.
    - Defensive cooldowns are mostly always up outside of the initial attack in Danger Time,
    - Danger Time skirmishes are a 'coin flip' because of the nature of the damage scaling debuff players receive.

    If the JP region continue to play passive, the changes will only affect the western regions, which did not need more power pushed onto the melee (SAM/DRG) role. The game balance will be more polarized and give less job variety.

    TLDR, when balancing for a region's play style and not for the game mode's overall potential, imbalance is created.
    (1)
    Last edited by Cleanse; 10-08-2018 at 12:44 PM.

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