It helps out in that one weird spots where DOTs fall off a few seconds before Trance comes off cooldown. It'll increase DPS by a very, very small amount.We technically got nothing new this patch. They reverted something that they shouldn't have done in the first place. I'm just glad they've realized their stupid mistake instead of doing something arbitrary which makes me hopeful for the 5.1 changes. Top priority for me is for them to make SMN a lot smoother to play, more forgiving towards mistakes and just more welcoming to play/try out in general. 5.0 SMN went so backwards with their design philosophy it's embarrassing.
Oh definitely. I'm thankful for the change, I just needed to comment on how the DoT dependency was something Ruin never should've gotten in the first place.
Yeah, this makes the job a bit more forgiving when DoT falloffs happen, but this is also something that pre-5.0 SMN didn't have to deal with.
They're making the job less reliant on DoTs (again) at least. They should embrace SMN being the most mobile caster since that's what we've been used to since ARR and especially SB, and it's as simple as rooting Demi Primals in place.This all circles back to its stapled-together kit being a clunky mess with a lack of identity. It wants to be a DoT Mage, a Pet Class, a Mobile Caster, and a Burst Turret all at the same time. It's kind of hard to balance all of that on both the player and development side. SE needs to set aside some time and figure out what they want SMN to be and stick with it, instead of playing halfsies.
I don't 100% agree with this change. For a short term fix it's okay, but don't like it as a long timer solution. I would have rather seen them increase DoTs back to 50 Potency, Ruin back to 4.5 potency with adding 10 Potency for each DoT up and then start increase Potency of Egi Damage.
I’m a little disappointed we didn’t get any potency changes. They must think that we’re in an ok place numbers wise?
Player
We're totally not. It's concerning that all of the ranged DPS except BLM are dead last now, but I'll try to be patient for the 5.1 changes. I really hope they're aware of that problem.
Ruin The additional effect "If target is suffering from a Bio or Miasma effect inflicted by you, Ruin potency is increased to 130 for one effect, or 180 for both" has been removed, and the base potency has been increased from 80 to 180.
Ruin II The additional effect "If target is suffering from a Bio or Miasma effect inflicted by you, Ruin II potency is increased to 120 for one effect, or 160 for both" has been removed, and the base potency has been increased from 80 to 160.
Ruin III The additional effect "If target is suffering from a Bio or Miasma effect inflicted by you, Ruin III potency is increased to 150 for one effect, or 200 for both" has been removed, and the base potency has been increased from 100 to 200.
Ruin IV The additional effect "If target is suffering from a Bio or Miasma effect inflicted by you, Ruin IV potency is increased to 190 for one effect, or 260 for both" has been removed, and the base potency has been increased from 120 to 260.
Basically, they solved nothing for SMN in this patch... Fester ruins is just a matter of getting used to them and the real issues are still there, sadly. I still have some hope for 5.1 but I don't know anymore...
I think I’m mostly annoyed that I woke up to SAM and NIN getting some pretty substantial buffs, and we got a fairly minor QoL buff. I guess maybe we’ll get something for 5.1? Maybe we’re getting a bigger rework?
Player
I'm glad festruins are gone
I'm sad that's all the attention we got.
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