

Not so sure that's one I'd be excited for... Definitely awesome in fights/duties. But, surely that's going to be an absolute nightmare trying to use it in overworld stuff, right? A 20y aoe seems like a quick way to catch more aggro than you intended...
Hmm, all I'm seeing for NIN are nerfs, and new abilities that can't be used when the boss is surrounded with bad stuff. (Raijus, paired, both with gap closers.)
Last edited by SamSmoot; 12-03-2021 at 02:47 AM.





Potencies for every job have been reduced in order to have damage properly scale with the stat squish.
Warrior gets a REGEN on Equil now on TOP of the 1200 potency heal. >_>





Reading summoner was like seeing all desires of summoner culminate in one long beautiful change log. I was already excited, so it's not a new feeling, but man that was a lot of "we heard the feedback" changes. Some feels for those who liked the DoT system, but there is good news in that can now be in a new job dedicated to the concept wholly in theme though, yet I am ecstatic for the changes. I really appreciate that they tried to make the primal effects different (while still needing balance of course), and yet you will get to use them all (rather than "x thing for y fight, z thing for s fight).
Overall a lot of fun reading the changes, monk is different enough it might be my thing now- I like the more dragonball sort of vibes (though it is a different beast, so maybe some people might miss some elements, hopefully the new style is appreciated by those who liked the old one too). Paladin with self care skills baked in is wild. . . excited to try it to solo some stuff with epic echo lol, it's going to be a great beast of fun.
Hopefully they'll give similar treatment to blue mage (new bells and whistles and also looking at the piece overall), I really enjoyed the 60 to 70 spells (generally just all changes and spells that came at those release points), but with some more QoL, including like friendly mimicry and both diamondback and moonflute could be made a lot more fun, self stuns are a big low point for me on the job overall (unfun to use, but the utility is sometimes too important to ignore in certain content), new spells, perhaps new mechanics (like FFXI blue mage passive effect alchemy but perhaps more like Diablo 3 legendary horadric cube), and content.. that could be pretty exciting imo. New content like perhaps unreal like roulette (instead of the blue log which I feel suffers from strong FOMO (fear of missing out) / FOTM (flavor of the month, flash in the pan concept) issues, where finishing the log will be significantly harder later, but unreal like concept could do very well), Deep Dungeons, and maybe even Eureka. I think the carnival is interesting but it's a bit too formula to me in the sense that "use x or fail" in quite a few, with sometimes no hint at which.. meaning easily waste your time and encourage you to read a guide instead... so I'd appreciate perhaps some more "approach this fight how you'd like, assuming you have a half decent kit and skill" challenges akin to how you can kit yourself however in Hades or Diablo 3 and that feels different but you're usually not ruined if you didn't have exactly X spell. Keep the weekly mutation idea though, maybe a QoL auto select / filter option so you can more easily build a compliant kit based on the mutated rules for that week ("use rank 5 fire spells only", press the filter button and it would filter out everything that didn't meant the requirements of the challenge, making kit building a lot smoother experience - I should note you can self filter already, I'm just thinking making it smoother.. lazier? lol).
Love the revision section so you can easily see changes, thanks to whoever managed to update all that![]()
Last edited by Shougun; 12-03-2021 at 05:29 AM.
Riddle of Wind seems to be the reason they removed Monk positionals. They are front loading the old positional boosted damage onto a Monk's autos so for 15 seconds they need to be glued to the boss. Probably have to stack Fire with Wind.




It started with only two skills, and then changed to four. This tells me that it is due more to Blitz than it is RoW. The latter doesn't carry the kind of intricacy that would warrant removing the positional requirements on a total of four skills. I do think you're right with stacking RoW with RoF when applicable. However, I think the overall potency adjustments is all over the map because of what they mentioned about physical vs magical damage, and getting them balanced.
They completely baited us brd mains with what looked like was going to be the most fun build it's ever had, then ripped it out from under us and neutered our dots, mages ballad, and proc chances. We were so excited for raging strikes to be 60s but now it's just back to the wm-only button it's always been. God I'm so upset.

Not sure what your smoking, but the bard changes look absolutely incredible.They completely baited us brd mains with what looked like was going to be the most fun build it's ever had, then ripped it out from under us and neutered our dots, mages ballad, and proc chances. We were so excited for raging strikes to be 60s but now it's just back to the wm-only button it's always been. God I'm so upset.
Proc changes is overall way better. Songs effect bard/batlle voice Bloodletter/Rain of Death now get 3 charges and Shadowbite is now an AoE proc like Refulgant Arrow.
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, yet I am ecstatic for the changes. I really appreciate that they tried to make the primal effects different (while still needing balance of course), and yet you will get to use them all (rather than "x thing for y fight, z thing for s fight).



