...look really good, I'm looking forward to it, lots of really great decisions and I'm pretty positive about the future![]()
...look really good, I'm looking forward to it, lots of really great decisions and I'm pretty positive about the future![]()
Summary of changes:
WAR & DRK = -10% Damage Dealt
SCH = +10% Damage Dealt
Tank/Melee = +10% Damage Taken
BRD/MCH/BLM/SMN/All Heals = +5% Damage Taken
DNC/RDM = -5% Damage Taken
DRG/SAM/DNC/WHM = +15s to charge LB
BRD = -15s to charge LB
All Stuns, Heavys, Binds, Silence, Sleep, and Deep freeze = -25% duration
Limp = Now simply dismounts and prevents remounting for 5s
Invuln from Base now also protects you from being crowd controlled
Seal Rock = -100 points to win
Onsal = -200 points to win
Shatter = +400 points to win, Capture points removed, Lots of ice changes
Last edited by Rexxus; 05-19-2023 at 06:26 PM.
Will these changes affect the current FL meta?
You will probably see more SCH being played and topping the damage dealt category (still with 0 kills, but eh - when you can do 4m+ damage in a match, who cares about KB's right?).
You're going to want at least 1 BRD in each party to reduce that LB timer, if you didn't have one already
EDIT:(I'd like to make it a point that if you are on DRG/SAM/DNC/WHM - you will probably barely notice any change to your limit breaks being 'nerfed' - since your bards will be using their LB charge more often to compensate. And if nothing else, this change will also act as a Buff to all other jobs' LB charge times as well.
DRK Salted still going to be problematic, even if you nerfed their damage by 50%. Which they didn't. But hey, at least the BH5 kill squads will win a little bit faster in Seal Rock and Onsal now - so that's something at least.
Last edited by Rexxus; 05-19-2023 at 06:32 PM.
War -10% dmg in fl .... just why?
War dmg is fine in fl, at least remove the hp cost then for fl aswell.
Yea, I'm pretty confused on this one as well. WAR didn't seem strong enough to warrant a nerf to their damage, and RDM didn't seem flimsy enough to constitute them needing 10% more damage reduction then their casting counterparts. (Dancer completely makes sense though. I would have just straight up changed NIN's DR to that of a ranged job, and DNC's to that of a Melee job. But that's just me.)
Am really not sure why they changed the scores like they did, unless we move faster on those maps a comeback is even less likely.
The change to limp = dismount is well overdue, sure you never want to be in that situation, but who hasn't had server tick screw them with that? Also bards yet again having it easy with the LB buff, I'm gonna need a old bard walking stick one day. :P
In a vacuum this still overall seems rather middling or at least mildly net positive, the thing I'm most focused on is the crowd control change, it isn't really addressing the core issue but it's still something that might get a small amount of mileage, we'll have to see. If some crowd control effects can still be spammed without care, I'd expect to see things being more the same.
Likely to filter out the large number of Unga Bungas on the field. Meme aside, I don't think it'll impact Warrior too hard, they operate best with support, debuffing and displacing enemies, and the slight adjustment in damage reduction makes it closer to net neutral when combined with all the other damage sources.
Biggest winner of the listed classes seems to be Scholar, with their own baseline returning to net neutral before buffs, with battle high this could get out of control like it did at rework launch, but we'll have to see what else is different to truly gauge that.
I'm happy DNC get 35% DR but why the hell they have to increase their LB timer?
Also SGE don't have same DR with DNC and RDM but instead more squishy... Can't even use Phlegma anymore...
The damage isn't the problem, it's the massive pull-in.
Until animation locks for certain actions/effects (such as the pull-in, which has 0.5 secs) are entirely removed or disregarded for PvP then this will always be a problem. Otherwise all what they did was make melees and tanks 10% less tankier lol. (Still not solving the main problem)
Miracle Of Nature is still in the game unfortunate.
Absolutely correct.The damage isn't the problem, it's the massive pull-in.
Until animation locks for certain actions/effects (such as the pull-in, which has 0.5 secs) are entirely removed or disregarded for PvP then this will always be a problem. Otherwise all what they did was make melees and tanks 10% less tankier lol. (Still not solving the main problem)
Without changing the way salted works, the meta won't be changed in the slightest.
And if anything, the DR changes have less of an impact on DRK since they spend a percentage of the match unkillable anyway(as does PLD).
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.