My goal for this is to avoid fussing over DoT procs, as well as (directly anyway) the half-proc Mage's Ballad idea - those things, at least, I can imagine a rational explanation for.
However, while on the whole I do think this new Bard setup is workable, the 6.00 build has quite a big pile of flaws, oversights and random jank that need some cleaning up. In rough order of import:
1. Mage's Ballad is weaker than Army's Paeon.
This is, presumably, not intentional. If it is, it's a bad idea. As SE should know, Army's Paeon is very unpopular. Players are not going to be happy once word spreads that sitting in AP for ~45 seconds is ideal.
The easy solution is to simply buff Bloodletter - by a solid chunk, preferably. I think it can/should be as high as i.e. 150p, considering the procs now only half-reset it.
2. The new AoE implementation feels awkward and incomplete.
First of all, the 5y targeted circle is a pain to work with, especially since in theory we want to be using single-target skills like Empyreal Arrow, Sidewinder and Pitch Perfect on whatever enemy has the most hp. Which is rarely the one in the dead center of the pack.
If possible (and this may need more time) it'd help if Shadowbite got an 8y radius, matching Rain of Death.
Secondly, Barrage not giving a Shadowbite proc is very annoying. Presumably this is just an oversight but it should be fixed.
Lastly, compared to ShB we get dramatically less Apex usage in dungeons now. When not in Mage's Ballad, EW Bard's AoE can be quite dull, and really needs more than just Shadowbite procs. A little more Apex frequency (i.e. if Ladon/Shadow gave some gauge) would be one way to improve things.
3. The coda system does not make sense if Radiant Finale is going to have a 2 minute cooldown.
You'll always have 3 coda at 2 minutes, unless there was downtime in which case all coda is doing is punishing downtime for some reason.
If a 90 second cooldown was confusing, Radiant simply shouldn't have a cooldown - it's gated by songs anyway. Or perhaps some nominal 20s cooldown or something so you can't do anything hyper jank with it. At 2% per coda, so long as it doesn't say 60s or 90s it should be very clear that you can just use it at 3 stacks by default.
4. Song flexibility and death recovery are lacking.
When songs were 30s / 80s and you had a little cheat room on WM due to AP, you could usually figure out a way to work around fight downtimes, and in most cases you were at worst 10-15s away from a song if you died and had to be revived.
At 45s / 120s, with no reduction available, and a coda system even punishing a song skip, things are a lot more awkward. You can now be 25-30s away from a song when you die, and there's very little you can do if a fight's timings line up weird.
For instance, if your group kills adds very fast on the first extreme, you can't get into Army's Paeon and your whole rotation is set back by 25(!) seconds. If Mage's Ballad were to be fixed, you'd be screwed outright unless you gave up MB time on the first rotation to make the AP swap on adds possible.
Situations like these are apt to continue, and while not entirely damning, it is pretty bad QoL and reminds me of the Dragoon eye situation that was rightfully done away with.
One possible fix would be to make songs non-targeted + only usable in combat, which would solve for any scenario short of a down for the count cutscene.
Another more brave (and thus unlikely) option would be to make MB and AP 80 second cooldowns. MB isn't likely to become strong enough to try and deliberately cut out APs at the cost of alignments and codas, so aside from "confusing" some people, it'd be harmless.
On the flip side, it'd make working with fight timings much easier, make it possible to delay WM when needed (which we presently can't do at all), make dungeon songs super comfy, make the job make sense at level 50, allow for a 4% RF opener, and greatly reduce the odds of reviving into a long songless lockout.
5. Mage's Ballad feels a lot slower now.
This is not actually that numerically true, CPM-wise; it's only ~one less button press over 30s on average.
However, there's no longer any urgency at all to use BL procs. This is good overall, ShB Mage's Ballad was quite stressful. But if SE wants it to be completely zero pressure, they need to find some small way for Mage's to be at least a little engaging, or else Bard is in snoozy songs 5/8 of the time.
Personally I think moving Raging back to 60s (ideally, keeping it at 15%, balance pending) would be a clean solution, creating a secondary mini burst window to work with. But there are plenty of options, i.e. some interaction on Sidewinder, etc.
6. The DoTs are out on an island and have no clear purpose.
Having something to upkeep as part of the kit is fine, but there's no longer any reason for there to be two separate DoTs. It just stretches out the windup pointlessly.
This is obviously more of a 6.1 thing, but the DoTs should just be combined into one (I guess Caustic) with Stormbite and Iron Jaws getting some rework.
There are a number of things that could be done with a pair of loose skills - imagine if Iron Jaws was a weak GCD attack that lowered songs' cooldowns to help fix things / death-recover a la Ninja's Huton GCD, for instance. Or if Stormbite was usable once per song to generate a double proc or something. Plenty of design space and possible needs here really.
7. Since we're unable to hold Blast Arrow, Apex is pigeonholed into being a 60s cooldown.
In the media tour build, Blast Arrow gave the player a 30 second window to use it, so they were free to decide when to use Apex on its own merits and still get Blast under the next round of buffs. This should be brought back.
With only a 10 second window, the optimal line shifts to trying to land Apex+Blast in every 2 minute window. Since if you're waiting until 10s before to Apex, from that point it's worthwhile to sit on it until everything is up.
And then since that's our goal, the default play in a trial/raid is to just use it every ~60s (so long as the gauge isn't somehow sub-80). Including, if it fills early, just leaving it at 100 for however long it takes to get the 2m buffs up.
This is pretty unintuitive, not to mention lame. It's not really a "problem", but I think it'd be friendlier (and widely preferred) to just be able to sit on Blast for a while so that Apex's timing could be more independent. Alternately, faster gauge generation from somewhere could shift this as well.
8. The songs are missing a proc
Songs now proc precisely at 42s, 39s, 36s, and so on - but not at 45s (or 0s, but that'd do nothing besides in MB). So you can only get 14 proc chances in 45 seconds.
This isn't a "problem" in the sense that it doesn't break the game or anything, but it seems unintended. If it's not possible to make it proc at the start of the song it might be better to move the procs to 44, 41, 38 etc.