Huh. The new Level 90 Roulette dungeon is Alzadaal's Legacy, so if you haven't done that yet then yes, the Roulette will also be locked out to you.Can anyone help me? For some reason my lvl 90 dungeon is locked behind "not yet finished" notice. Naturally, I've played them multiple times before. Did they add something which is now required or what? I read the patch notes but didn't see anything.
Ok, re-reading them, maybe I need better glasses. Is it this Lapis manalis? Maybe?
Expert Roulette will similarly be locked until you do Lapis Manalis.
Mortal Fist
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
Paladin wasn't exactly the best tank before, but with the new changes it somehow feels much worse. Thanks Square for your obsession with burst windows.
With all the reduced potencies, removal of Goring Blade's DoT, Requiescat being fully consumed by the Confiteor combo, I'm pretty sure they actually do less damage now.
Last edited by Absurdity; 01-11-2023 at 03:01 AM.
Looks like my earlier concerns about tank stance buttons weren't warranted. They just made it more of a toggle I guess. Also, the new crafted Ruby Weapon...weapons are amazing. It's just a shame that SGE and RPR can't enjoy them, or any of the weapons to come. I can only imagine how awesome a scythe would look. Maybe one day. Probably not, but I guess anything is possible. I still think that they should put in the effort.
I never said RoE added mitigation per stack. Nor did I say you lose mitigation as you lose stacks. That is never how it worked, so please don't twist my words around in order to establish a point.
https://www.youtube.com/watch?v=3FHYPbiAC8o&t=1858s]
Again, you lost mitigation when you used weaponskills when RoE was active. Again, this penalizes you for punishing the enemy. The way it is worded in this video by Mr. Happy is you lose the effect of RoE after the timer expires, or after the use of three weaponskills, which means if you did care (participated in fights) where the incoming damage was consistent, you could not get the full 10s of mitigation since MNK would burn through three weaponskills faster than you can say the word. Furthermore, ShB's iteration of the skill granted True North, along with mitigation. This was removed because they no longer needed that much TN with the removal of 4/6 positional attacks in EW.
A lot of people around here really hate it when the decisions of the dev team are defended. Firstly, I did have a typo on my post. I put 1500 pot instead of 500 pot, so my mistake there. With that out of the way though, if you want to argue that MNK does not need the heal, then go ahead and also take away abilities like Curing Waltz, Shake it off, Clemency, along with any other non-role skill variations of healing abilities given to non-healers. I don't know how high you go in terms of difficult content, but my own anecdotal case would argue otherwise as these skills have been helpful for me. When playing as a healer, I often appreciate players who actually utilize these skills to help alleviate some of the pressure when incoming damage is quite high. They can also be lifesavers if one or even both healers are down. I quite honestly don't even know what you're talking about, or if you're arguing just for the sake of arguing to get frustration off of your chest. Mechanics do exist the warrant to use of these skills, and that is the point.Compared to previous iterations of RoE this change is quite bad, actually. Completely ignoring the fact that MNK doesn't even need the heal- the regen only amounts to 500 potency which would make it equal to Second Wind, however HoTs cannot crit. So that just leaves the mitigation, which is a net nerf considering that not that many mechanics actually deal frequent damage within a 10s timeframe and when there are that do, old RoE was able to handle it just fine with its charges and shorter cooldown.
Additionally, giving MNK a "better" personal mit is hardly the most pressing issue on the job. Compared to other problems that could be done with a hotfix, opting to change RoE again for the third time in the past 3 years just feels unnecessary.
As for pressing issues the job needs addressed, that is not what we are talking about. We are talking about RoE and the changes to it. It's now flat 20% mitigation for 10s, and with a bonus regen for a little something extra. You're right, the job probably doesn't actually needi it, but who cares? It's there to help out. If your argument is MNKs don't need the mitigation or the heal, then I am not sure what your angle is as the poster I was conversing with did not like losing the stacks, and the increase to the recast timer. If your argument is they do not need these skills, then the removal of stacks and increased CD duration should be well within your favor.
Last edited by Gemina; 01-11-2023 at 08:30 AM.
When you mentioned the effect being penalizing, I had assumed you were referring to the late ShB iteration of Riddle of Earth where the mit effect actually was split between each stack and I appeared to have assumed incorrectly and I apologise for that.
However, call pre-6.3 RoE penalizing/punishing if you want, but I did not see it that way. It just meant it had an effective duration of ~5 seconds and I find that to be a fair trade when it had such a short cooldown as well as multiple charges (effectiveness of the mit aside). You could argue that the stacks for what should be a simple utility skill was unnecessary and an ease of use change was needed, and I would agree- but regardless I personally did not think it was penalizing- on the contrary, it was very forgiving considering how much mit you had in spades. To the point that I'd say that a nerf was warranted because of how unintentionally tanky MNK was prior to 6.3, but not to the severity that it is now.
I engaged with your post because I simply did not agree with a few things that you said and/or wanted to speak my own piece as someone that's spent (read: wasted) a lot of time in MNK discussion.A lot of people around here really hate it when the decisions of the dev team are defended. Firstly, I did have a typo on my post. I put 1500 pot instead of 500 pot, so my mistake there. With that out of the way though, if you want to argue that MNK does not need the heal, then go ahead and also take away abilities like Curing Waltz, Shake it off, Clemency, along with any other non-role skill variations of healing abilities given to non-healers. I don't know how high you go in terms of difficult content, but my own anecdotal case would argue otherwise as these skills have been helpful for me. When playing as a healer, I often appreciate players who actually utilize these skills to help alleviate some of the pressure when incoming damage is quite high. They can also be lifesavers if one or even both healers are down. I quite honestly don't even know what you're talking about, or if you're arguing just for the sake of arguing to get frustration off of your chest. Mechanics do exist the warrant to use of these skills, and that is the point.
As for the tangent, I was not trying to imply that MNK nor any other job does not need personal utility. I specifically said that the extra regen from RoE is not needed and that is because I find it superfluous and weak, MNK already has a heal-adjacent tool in Mantra, on top of being one of the best jobs to utilize Bloodbath. RoE does not need a heal to be an effective personal mit tool either, as almost every version of the skill has always been borderline broken with how much damage reduction it gives (especially when Fists of Earth was still a thing).
I care, because I play Monk and I am personally invested in discussion surrounding it and any changes involving it. My point is that the current version of RoE sucks (and always has sucked, to be fair) because it's an overcorrected nerf. If you had to ask me how I would've nerfed it, however- remove the stacks as well as extra charges, just make it a flat 5 second duration, give it a 30 or 60 second cooldown. Easier to use and understand than pre-6.3 RoE, but not on a bafflingly long cooldown with a pity heal like current RoE.As for pressing issues the job needs addressed, that is not what we are talking about. We are talking about RoE and the changes to it. It's now flat 20% mitigation for 10s, and with a bonus regen for a little something extra. You're right, the job probably doesn't actually needi it, but who cares? It's there to help out. If your argument is MNKs don't need the mitigation or the heal, then I am not sure what your angle is as the poster I was conversing with did not like losing the stacks, and the increase to the recast timer. If your argument is they do not need these skills, then the removal of stacks and increased CD duration should be well within your favor.
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