Context and motivationsI'm not sure exactly what to make of the current state of Bard. I feel like this job is doing better numerically and in terms of community perception after a kind-of rough time in Shadowbringers, so that's good.
On the other hand, a lot of more veteran and dedicated Bard players seem to be disappointed by the EW changes' streamlining and simplifications. I'm sympathetic to that concern, because I've personally experienced playstyles that I enjoyed being wiped away (the changes to Dark Knight since HW are a good example).
I have seen a comment from a veteran Bard player in a community discussion, for example, that said something to the effect of "Endwalker Bard changes were designed to improve the experience of playing Bard for people that don't play Bard".
But speaking personally, I did not enjoy Bard's prior emphasis on awkward and annoying optimizations, especially in multi-target situations. This dislike was primarily driven by how uncomfortable target-switching, effects tracking, and repetitive use of Bard GCD dots all are in FFXIV, rather than the actual mechanical ideas, but the end result is still that I find myself relieved at many of EW Bard's simplifications.
I say this because I'm not exactly sure what Bard does and does not need moving forward. It seems like a complicated and thorny Job to try to address, and I think that in this case, the developers are walking a tightrope in terms of trying to meet many very different opinions and desires, a situation that I think is fueled by Bard being one of the few remaining Jobs that still has a fairly unique and distinct design structure.
So, as for this post, I'm trying to target small areas of Bard design that feel rough, incomplete, or like a Quality-of-Life issue, and ideas that are, in general, unlikely to be controversial or polarizing, just to try to make the job's current state feel cleaner and more comfortable to use.
I think that most of these concerns are relatively obvious, so I suspect that much of what I try to advocate for here will not be saying anything new, but I also hope that it's still worth the effort just to try to get more visibility about some minor but easily-addressed issues ahead of Patch 6.10.
000 — Table of contents (for Ctrl+F jumping)
- ccc — Positioning Song and Soul Voice gauges separately
- 111 — Radiant Finale forced to begin at minimum effect
- 222 — Barrage doesn't generate Shadowbite
- 333 — "Straight Shot Ready" even when Straight Shot stops existing
- 444 — Weak Barrage effect on Shadowbite
- 555 — Mismatched AOE effect sizes
- 666 — AOE benefit for Wanderer's Minuet
- 777 — Songs usable without a target
- 888 — Pitch Perfect and Empyreal Arrow clashes
- 999 — Soul Voice overflow issues
- aaa — Condensing DOT actions
- bbb — Potential OGCD consolidation
ccc — Inability to separate "Soul Voice Gauge" and "Song Gauge" in HUD Layout Editor
Soul Voice and Song Timer are very different information. While they are technically connected due to Songs generating Soul Voice, I would prefer being able to place them in different locations in my HUD, due to how I personally track and organize this information.
For example, as Dark Knight, I can position "Blood Gauge" and "Darkside Gauge" separately: one is a resource that is built and spent, the other is an effect timer. To me, it makes sense that they can be positioned separately.
So, likewise, I would prefer to be able to position "Soul Voice" and "Song" gauges separately.
111 — Radiant Finale cannot be used at full benefit in encounter openersDiscussion of problemI'm personally torn about this issue, and indeed, some players might argue that this is an "issue" quote-unquote (ie, not important at all).Possible solutions
Personally, I think that it's actually kind of interesting and fresh to have FFXIV dare to do something even mildly different with Job design. In this case: causing Bard's party contribution to be stronger at 2 minutes than in openers, which defies the longstanding general design trend of openers being the most powerful burst of an encounter.
However, I think that this is primarily interesting in encounters with a clean start and prolonged, sustained uptime, such as Extremes and Savage.
In more general situations such as Dungeons, I feel like Radiant Finale often ends up desyncing from the general rotation, and those of other jobs, and just erratically being all over the place in terms of whether the CD gets held, or the % boost is inconsistent and unstable.I would like it if the developers considered implementing some way for the first Radiant Finale used during a combat session to behave as if the Bard has full Coda, while any subsequent Radiant Finales require building Coda to have full effect.
For example
(personally, I don't like this idea, please don't implement it this way, this is just the first underwhelming idea that pops into the top of my head):...So during prolonged combat, such as Extremes and Savages, Bard would keep the same minor gameplay system of building Coda to empower Radiant Finale.
- Being outside combat grants the Bard "Strong Voice", which causes Radiant Finale to always behave as if the Bard has 3 Coda.
- Using Radiant Finale in combat changes "Strong Voice" to "Weakened Voice", which causes Radiant Finale to require Coda to have effect.
- Exiting combat again removes "Weakened Voice" and regrants "Strong Voice".
However, while simply running around questing, or transitioning between the erratic pacing of Dungeon combat, and so on, and when first opening a fresh Raid pull, Bard could reliably use Radiant Finale on-cooldown for full effect.
222 — Barrage does not generate "Shadowbite Ready"In Endwalker, "Barrage" empowers "Shadowbite", but it does not grant "Shadowbite Ready".
I think that this is quite strange, and it also feels... "gross"? "Unclean"? It just feels weird and awkward, compared to how "Barrage" functions very smoothly in single-target.
To be honest, I think it's also weird and pointless to have both "Straight Shot Ready" and "Shadowbite Ready" as separate buffs, when the two actions are hypothetically mutually-exclusive use of GCDs.
For example, EW Dancer has unified its previous cooexisting ST and AOE GCD procs into just "Flourishing Symmetry" and "Flourishing Flow", shared by both ST and AOE actions.
I realize that there are niche situations where you could end up with both "Straight Shot Ready" and "Shadowbite Ready" due to rapidly-fluctuating target quantities, and thus use both separately, but... honestly... it just feels like the design equivalent of a hangnail.
So if you just merged "Straight Shot Ready" and "Shadowbite Ready" into one buff, then "Barrage" could grant that buff when activated.
I think that this would feel a lot smoother than the weird unevenness of "Barrage" handing Bard "Refulgent Arrow" on a plate, while forcing the Bard to still fish up a "Shadowbite" proc manually.
333 — "Straight Shot Ready" effect name seems out of place past Level 70Actually, while we're on this topic, it's also kind of weird that "Straight Shot Ready" refers to an action that ceases to exist past Level 70.
With other Jobs getting things like "Disciplined Fist", "Power Surge", "Samurai romaji gibberish", and other cute names for their personal buffs in EW, why not just unify the Bard buff effects into something that sounds less like it came from a corporate design document?
You know, something that would seem appropriate for all 3 proc GCDs, such as "Empowered Quiver", or "Imminent Arrow-Based Excitement", or whatever.
And yes, I realize that this concern is beyond trivial. But it's still weird!
444 — Shadowbite and Barrage: Potency and Effect
The threshold for most Bard AOE occurs at 2 or more targets, and this has been a distinct feature of the Bard job for as long as I can remember.
However, Barrage's effect on "Shadowbite" is relatively weak, meaning that there is a peculiar quirk wherein "Shadowbite" is stronger than "Refulgent Arrow" at 2 targets, but using "Barrage" on "Shadowbite" is inferior until 4 targets.
I think that this is weird.
To be honest, I also think that it's weird that "Barrage" doesn't make "Shadowbite" strike three times.
Perhaps the developers are concerned about the "single-target weaponskill" language in "Barrage", and that allowing "Shadowbite" to be tripled would make that confusing.
But to be honest, "Barrage" could easily read something like:But maybe there is something in the Bard code that would cause the server to crash if Shadowbite struck three times.
- Triples the number of strikes for a single-target weaponskill. Additional effects added only once.
- Additional Effect: Also triples the number of strikes of Shadowbite.
In that case, why not have Barrage just literally triple "Shadowbite" potency, so that there is at least basic parity between the ST and AOE effects?
A flat 510-potency "Shadowbite" would still be inferior to "Refulgent Arrow" on a single target, but it would also make "Barrage"+"Shadowbite" desirable at 2 targets, syncing it with the rest of Bard's AOE.
555 — AOE action radius awkwardness and unevennessDiscussion of problemI think that Bard can often feel uncomfortable and weird to AOE with, because there is not a clean transition between ST and AOE effect usage.Possible solutions
What I'm trying to say is that the area-effect regions of the various Bard AOE actions are quite mis-matched and uneven:...So there are situations where one AOE action can reach everything, but another cannot.
- Ladonsbite — Very wide and long cone
- Shadowbite — Annoyingly-tiny circle
- Rain of Death — Medium circle
- Apex/Blast — Long narrow line
Some players might argue that this helps add texture to a Job's gameplay and therefore is a positive feature, and I can respect that argument, but...
...it also makes it much more awkward to assign hotbars between ST and AOE configurations, because it's very unstable exactly when certain actions can be effectively switched between their ST and AOE version.
For example, imagine a situation where Tanks must keep two adds somewhat-separated in a raid encounter. "Ladonsbite" has a wide and long cone, and can potentially hit both targets... but then "Shadowbite's" tiny radius has no hope of reaching both targets, and perhaps "Rain of Death" also can't.
So if the Bard tries to group hotbars by ST and AOE, then the Bard has to constantly wiggle between AOE ("Ladonsbite") and then back to ST ("Bloodletter"), and also just ignore "Shadowbite" procs... which I think feels really weird, and not satisfying.I'm honestly not sure exactly how to address this, though.
You could make "Ladonsbite" a circle-radius AOE like "Shadowbite" and "Rain of Death", but this would effectively be a nerf to "Ladonsbite" usability in many situations.
You could make "Shadowbite" and "Rain of Death" into conal AOEs like "Ladonsbite", but perhaps players would feel that this 'homogenizes' Bard's play-feel too much?Although, I think that Bard being characterized as the "conal AOE Job" that sprays big cones of arrows all over targets actually sounds kind of cool? Maybe?I don't know... I feel like this issue is an annoying feature of Bard, but I don't have strong ideas for how to address it without upsetting players in other ways.
666 — Wanderer's Minuet emptiness during AOEI think that it's very weird that "Wanderer's Minuet" has essentially no real benefit in AOE situations, other than funneling "Pitch Perfect" procs onto targets with more HP. But it doesn't add anything more than it does in ST situations.
This is different than "Mage's Ballad", which enables heavier "Rain of Death" usage, and "Army's Paeon", which enables "Ladonsbite" to be used more rapidly.
I think that it would just be more fun if "Pitch Perfect" had a radius, like "Rain of Death", rather than being ST-only.
Alternatively, Bard could be given an AOE alternative to "Pitch Pefect", but I have a personal bias against gratuitous button-bloat, like the remarkably-lame "Shoha 2: Cruise Control", so I would personally be more in favor of just giving "Pitch Perfect" an inherent AOE effect.
I think this even works comfortably visually, because "Pitch Perfect's" animation is quite large and flashy, and could easily be sold as an AOE effect.
Also, this would help to make Bard more consistent in terms of "Wanderer's Minuet" always being the most desirable Song, and thus make Bard feel smoother and more natural in terms of Song flow when transitioning back and forth between ST and AOE situations.
777 — Allow Songs to be used without a targetDiscussion of problemFor many reasons, Bard becomes frustrated when it cannot switch Songs at-will:Possible solutionsThis leads to situations where it can feel very frustrating if all available enemy targets either KO, or become untargetable, just before Bard is about to start another Song.
- Bard is incentivized to try to manage its Song cycle according to keeping certain timings aligned, so that strong Song phases align with personal and party buffs.
- Bard is incentivized to always have a Song running, in order to keep generating Repertoire and Soul Voice.
- Bard is incentivized to try to keep Songs active on party members for the beneficial effects that are provided.
- Bard is incentivized to try to keep the Coda system filling cleanly, so that full-strength "Radiant Finale" is not delayed or sacrificed.
- Probably more that I'm failing to think of off the top of my head
And situations where the Bard is frantically trying to squeeze in a Song activation at the last moment before an enemy KO or phase change, and so it can feel very frustrating if encounter timings are even slightly "off".
Likewise, there are times that Bard could better-control its alignments and timings if it was possible to switch Songs during periods with no targetable enemies.
So, I think that it feels awkward, clunky, and uncomfortable to have to "shoot" Songs at an enemy target in order to activate a Song.I think that Bard would feel smoother and more comfortable to play if Songs instead had an AOE radius of effect, and could be activated without an enemy target.
Also, although, I do acknowledge that the FF franchise does have a long history of offensive Songs being targeted effects, I think that it's frankly more logical for a Song to affect the entire area around a Bard, rather than being "shot" at one target like a strange kind of "sonic bullet".
I do see a potential issue, in that such a change could cause two possible problems:If Coda cannot be generated outside combat, then it would be punishing and annoying to Bards that, for example, try to keep their Song cycle flowing while traveling in-between Dungeon pulls, or questing in the open world.To be honest, I'm not exactly sure what the best solution to those potential issues would be.
If Coda can be generated outside combat, then it would probably tempt players into excruciating behaviors like preparing for Savage pulls by building 3 Coda, then sitting around for 120s until "Wanderer's Minuet" refreshes.
(Although, whether anyone would actually bother with something so annoying is debatable, but it would become a headache of a temptation in, for example, tight progression enrages, or speedclear teams.)
But, I do think that it would be an overall Quality-of-Life improvement for Bard if Songs were made AOE effects, and allowed to be used without a target.
888 — Clashing between Pitch Perfect and Empyreal ArrowDiscussion of problemDue to the very short CD on "Empyreal Arrow", combined with its relatively high potency, it's very important for Bard's personal DPS to keep "Empyreal Arrow" used precisely on-cooldown as much as possible.Possible solutions
However, "Empyreal Arrow" also generates a guaranteed "Repertoire" proc.
In Endwalker, this is not an issue during "Mage's Ballad", where "Empyreal Arrow" is unlikely to lead to any wasted charges of "Bloodletter", and it is also not an issue during "Army's Paeon", where there are basically no procs to waste.
However, it is possible — and frequent — to run into an uncomfortable clash during "Wanderer's Minuet" in which the Bard has:This puts the Bard in a no-win situation:
- 2 stacks of "Repertoire"
- "Empyreal Arrow" nearly off-cooldown
The Bard community has overall seemed to agree that the best choice is to anticipate these clashes ahead of time, and spend "Pitch Perfect" at 2 stacks.
- Using "Pitch Perfect" immediately costs the Bard potency, due to consuming only 2 stacks of "Repertoire"
- But, waiting one more GCD risks a natural "Repertoire" proc bringing Bard to 3 stacks of "Repertoire", at which point "Empyreal Arrow" will also be off-cooldown.
- The Bard will then be faced with either delaying "Empyreal Arrow" (very problematic choice for an OGCD with such a short cooldown), or overwriting a "Repertoire" proc by using "Empyreal Arrow" at 3 stacks of "Repertoire" (also a very wasteful and problematic choice).
I think that this is an unintuitive and unsatisfying situation, and I think that something should be changed in the Bard design to alleviate these clashes between "Pitch Perfect" and "Empyreal Arrow".Once again... I'm not exactly sure how to solve this, without creating other problems.
I guess that one possibility is to allow "Repertoire" to stack to 4 or even 5 during "Wanderer's Minuet", but to only allow "Pitch Perfect" to consume a maximum of 3 "Repertoire" stacks.
This way, Bard could generally use "Pitch Perfect" immediately at 3 stacks, but if "Empyreal Arrow" comes off cooldown at the same time that 3 stacks are reached, there is no harm caused by delaying "Pitch Perfect" and using "Empyreal Arrow" immediately.
This would also allow for some niche optimizations, such as holding stacks of "Pitch Perfect" for a few seconds to allow more party buffs to finish activating, without risking lost procs.
999 — Apex Arrow imprecision and Soul Voice overflowDiscussion of problemGenerally, the desired policy for a Bard's rotation in Endwalker is to try to ensure that "Apex Arrow" → "Blast Arrow" always occurs during the significant damage boost of 2-minute personal and party buffs.Possible solutions
The average generation rate of "Soul Voice" means that usually, one extra "Apex Arrow" will occur sometime during the filler space in-between 2-minute windows, followed by a second "Apex Arrow" being ready in time for 2-minute buffs.
However, due to the weird and unstable behavior of the "Soul Voice" gauge, "Soul Voice" sometimes reaches 100 uncomfortably in advance of each 2-minute mark. But, using "Apex Arrow" at that point will guarantee not having enough "Soul Voice" to use "Apex Arrow" again during 2-minute buffs.
So, the Bard is then forced to just sit on "Apex Arrow", and deliberately allow the "Soul Voice" gauge to overflow.
The fact that this is usually the better play numerically, feels really weird to me, and unsatisfying.And... again... I'm not exactly sure how to resolve this.
For example, if "Apex Arrow" cost a flat 50 "Soul Voice", it would probably just cause Bards to still sit on 100 "Soul Voice", in order to reach a new goal of 2 "Apex/Blast Arrow" per 2-minute window... so... nothing would change logistically.
Maybe if "Apex Arrow" consumed up to 100 "Soul Voice", but Bard could accumulate up to a maximum of 150 "Soul Voice"?
That way, holding "Apex Arrow" for party buffs would not cause the unpleasant play-feel of deliberately allowing a gauge to overflow.
Although, maybe that would just cause all sorts of other cascading rotational effects...
aaa — DOT ("Caustic Bite" and "Stormbite") button bloatDiscussion of problemI think that, especially after the changes made to Bard DOTs in Endwalker, it's becoming ridiculous to have 3 separate buttons just for Bard DOTs.Possible solutions
I realize that multidotting still has a purpose for Bard, and that streamlining the DOT buttons would potentially dramatically-increase the effective potency of multidotting, but I'm trying to consider the cleanliness of the overall design first and foremost.
I think that the problem is that there is now a significant divide between the usage of DOT buttons on a single target, vs. multiple targets, which is further complicated by the existence of "Iron Jaws", and the dramatically-reduced power of DOTs in many AOE situations due to the changes to "Repertoire".
Consider the current design value of the DOT actions in a purely single-target encounter:I do not think that this is a good justification for 2 entire GCD keys devoted to what is essentially just a single application of an effect, which is then rolled indefinitely with a 3rd entirely-separate key, "Iron Jaws".
- Apply "Stormbite", once, at the beginning of an encounter
- Apply "Caustic Bite", once, at the beginning of an encounter
- Never touch either button again, unless a severe mis-play is made with keypress timing or awareness.
Additionally, I think that multi-dotting with Bard feels — and has always felt — incredibly tedious and clunky, due to needing to occupy such a large quantity of staccato, uninteresting GCDs in order to finish initializing the effects.I think that it would reduce key bloat, improved usage comfortability, and open up more hotbar space for a wider variety of actions moving forward, if Bard's DOTs were streamlined down to one button.Potential concerns
I think that this is relatively straightforward to accomplish, design-wise.
Begin by giving Bard a new action — let's call it "Envenom", just for the sake of discussion.
And then, make "Envenom" work like so:EnvenomThere, now "Caustic Bite", "Stormbite", and "Iron Jaws" have all been rolled into one single keypress.Windbite
- Weaponskill
- Level acquired: 6
- Effect: Afflicts the target with "Venomous Bite".
Iron Jaws
- Trait
- Level acquired: 30
- Effect: "Envenom" now also afflicts the target with "Windbite".
Bite Mastery I
- Trait
- Level acquired: 56
- Effect: "Envenom" now also deals 100 potency of direct damage.
Bite Mastery II
- Trait
- Level acquired: 64
- Effect: "Envenom" now afflicts targets with "Caustic Bite" and "Stormbite".
- Effect: "Envenom" now deals 150 potency of direct damage (up from 100).
- Trait
- Level acquired: 76
- Effect: "Envenom" now has a 35% chance to trigger "Straight Shot Ready".
"But that's a buff to Iron Jaws potency!"If that's actually a tuning problem, then just don't upgrade the direct damage at Level 64. I was only trying to keep parity with "Caustic Bite's" on-application damage."But now there's no skillcheck for using Iron Jaws at the correct time!"Okay look — you are objectively correct, and I'm not denying it.
However, honestly, I think that this falls somewhat into the category of Ninja Rabbits, where it's basically a way of flogging less-experienced players, while being largely-trivial to experienced players that have developed the visual- and muscle-memory about timing the DOT refresh.
Also, failing to refresh cleanly would still either clip durations early (still a bad thing), or result in lost ticks due to a late reapplication (also still a bad thing).
So basically, yes, it removes the humiliation of having to press "Caustic Bite" and "Stormbite" manually again, but otherwise, it doesn't significantly change the Bard rotation or challenge.
In exchange, Bard frees up 2 keybinds that don't need to be reserved just for:a) OpenersAdditionally, multidotting itself becomes less clunky and tedious, by compressing the staccato grind of "Windbite" ... "Caustic Bite" ... → Tab → repeat, down into just "Envenom" → Tab → "Envenom" → Tab... which I think would feel much smoother.
b) Spamming dots in spread-out multitarget situations
bbb — Superfluous OGCDsI'm torn on this point.
On the one hand, I think that having entire separate keybinds for something like "Pitch Perfect", that can only possibly be used 37.5% of the time (assuming full uptime), is wasteful and bloated design.
On the other hand, in its current state, I think that taking any OGCDs away from Bard runs the risk of making the job's structure feel very barren and skeletal.
But, for the sake of discussion — and I've seen similar points mentioned in other posts — I'd like to consider giving Bard a "morphing" button that changes based on the current Song.
For example, the same 2 keys could be...Key 1:Someone else had mentioned a different potential system, such as:Key 2:
- "Pitch Perfect" during "Wanderer's Minuet"
- "Bloodletter" during "Mage's Ballad"
- "Sidewinder" during "Army's Paeon"
...and then replace the current "Shadowbite" with "Refulgent Ladon", or something.
- "Pitch Perfect 2" during "Wanderer's Minuet"
- "Rain of Death" during "Mage's Ballad"
- "Shadowbite" during "Army's Paeon"
Oh, and change "Sidewinder" to consume "Repertoire" during "Army's Paeon", and then either remove the Skill Speed effect from "Army's Paeon", or... just let it get really weird with ping-ponging speed totals, I guess (but that would then have cascading effects on "Army's Muse", so probably not a good idea...)
Anyway, this section is probably getting somewhat fanciful, in terms of ideas that are probably neither feasible nor appropriate in the middle of the 6.x design cycle....which is also pretty slick, although it creates some issues with how to handle "Rain of Death".
- "Wanderer's Minuet" key turns into "Pitch Perfect" while "Wanderer's Minuet" is active
- "Mage's Ballad" key turns into "Bloodletter" while "Mage's Ballad" is active
- "Army's Paeon" key turns into "Sidewinder" while "Army's Paeon" is active
However, I think that this might be a clean way to open more design space for other types of actions for Bard in 7.0+.