DRK
- Salted Earth circle is enlarged from 5y -> 8y, applies 1s heavy to whoever is pulled.
- Salted Earth is way too small to use effectively. Enemies will just walk out and stay away. Only time it's useful is when hard contesting the crystal.
- As this is DRK's only damg mitigation ability, it should be more usable outside of just hard contesting crystal.
- Should allow DRK's to move around more and still have damg mitigation as well as allowing DRKs to deny more space more effectively to the enemy team.
- TBN additional effect Heals 2k on skill usage while TBN is still up. 4k when inside salted Earth.
- I personally feel like DRK has no sustain. If it's not gonna have strong barriers or character bound mitigation, at least give it some reliable sustain.
- Plunge has 2 charges, Sole Survivor duration reduced from 15s -> 10s, Additional debuff DRK heals 2k from every hit to target.
- Shadowbringers cost reduced from 12k -> 6k/9k/12k/15k or 10% of max hp, get a 5s debuff where each stack increases max hp cost by 5%. Max stack is 3. So after 3 uses of SB, it costs 25% max hp to cast.
- Paired with TBN changes, should allow DRK's to be able to dish out reliable damg and sustain within their salted earth circle better without killing themselves too much.
BRD
- Silent Nocturne has 2 charges/ silence reduced from 3s -> 2s
- Feels like the primary purpose of BRD is to be a support DPS, but only having 1 silence makes them kind of useless for 20s. Having 2 charges should hopefully allow more flexibility in target management, either silence 1 target for 4s or 2 targets for 2s. As well as allowing more Empyreal Arrow uptime.
- Empyreal Arrow potency increased from 4k -> 5k
BLM
- Superflare Umbral Freeze 1stack -> Heavy 2s /2stack -> Bind 2s /3Stack -> Deepfreeze 2s
- Deepfreeze is a hard stun not just a bind. It's kinda op.
- Superflare Astral Warmth Potency increased from 3k -> 4k
- Flare and Freeze Potency decrease from 12k -> 10k and 8k -> 6k to nearby enemies
UI/UX Changes
- Machinist Ult has a red tracer line that is more visible so the target knows when they're being targeted so they have some time to react or have any kind of reaction at all.
- Friendly SMN/SCH/DRG ult show up as blue. Enemy SMN/SCH/DRG ult shows up as red.
- For the top UI progress bar. Make your team always on the left with the color blue, and the enemy on the right with the color red. Add a star to whoever is winning so you don't have to guess or waste time on the fly trying to figure out who needs to push to win.