Page 1 of 7 1 2 3 ... LastLast
Results 1 to 10 of 69
  1. #1
    Player
    Kansene's Avatar
    Join Date
    Dec 2021
    Posts
    281
    Character
    Rajeko Thunderbright
    World
    Lich
    Main Class
    Scholar Lv 98

    So the 6.4 PvP FL changes....

    ...look really good, I'm looking forward to it, lots of really great decisions and I'm pretty positive about the future
    (4)

  2. #2
    Player
    Rexxus's Avatar
    Join Date
    Jan 2014
    Posts
    43
    Character
    Eaulnaux Fabubon
    World
    Ultros
    Main Class
    Gunbreaker Lv 90
    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
    (4)
    Last edited by Rexxus; 05-19-2023 at 06:26 PM.

  3. #3
    Player
    Rexxus's Avatar
    Join Date
    Jan 2014
    Posts
    43
    Character
    Eaulnaux Fabubon
    World
    Ultros
    Main Class
    Gunbreaker Lv 90
    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.
    (1)
    Last edited by Rexxus; 05-19-2023 at 06:32 PM.

  4. #4
    Player
    Llynethil's Avatar
    Join Date
    Feb 2021
    Posts
    266
    Character
    Llynethil Kindle
    World
    Balmung
    Main Class
    Botanist Lv 90
    War -10% dmg in fl .... just why?
    War dmg is fine in fl, at least remove the hp cost then for fl aswell.
    (3)

  5. #5
    Player
    Rexxus's Avatar
    Join Date
    Jan 2014
    Posts
    43
    Character
    Eaulnaux Fabubon
    World
    Ultros
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Llynethil View Post
    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.)
    (0)

  6. #6
    Player
    Novani's Avatar
    Join Date
    Oct 2019
    Location
    Ul'dah
    Posts
    59
    Character
    Serani Melikai
    World
    Malboro
    Main Class
    White Mage Lv 100
    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.
    Quote Originally Posted by Llynethil View Post
    War -10% dmg in fl .... just why?
    War dmg is fine in fl, at least remove the hp cost then for fl aswell.
    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.
    (3)

  7. #7
    Player Knot_D's Avatar
    Join Date
    Aug 2021
    Posts
    1,266
    Character
    Jock Destroyer
    World
    Asura
    Main Class
    Culinarian Lv 80
    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...
    (2)

  8. #8
    Player
    ptown2's Avatar
    Join Date
    Sep 2022
    Posts
    4
    Character
    Steinkel Solmund
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Rexxus View Post
    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.
    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)
    (3)

  9. #9
    Player
    SorrowsEnd's Avatar
    Join Date
    Nov 2017
    Posts
    127
    Character
    Minato Angelo
    World
    Leviathan
    Main Class
    White Mage Lv 90
    Miracle Of Nature is still in the game unfortunate.
    (6)

  10. #10
    Player
    Rexxus's Avatar
    Join Date
    Jan 2014
    Posts
    43
    Character
    Eaulnaux Fabubon
    World
    Ultros
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by ptown2 View Post
    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)
    Absolutely correct.

    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).
    (1)

Page 1 of 7 1 2 3 ... LastLast