PvP bard's nerfs are huge. Reduced efficacy on both burst, range, and gameplay locks for flexible gameplay. The reduced cd from 3 seconds CC on single target to 2 seconds on silence is really bad since oGCDs and GCDs are also subjected to an animation lock, which means the actual bard burst damage before an enemy can respond is even lower than before as they can only fit 1 GCD within that window instead of 2. Now they have consistently play around the 15y range to avoid losing uptime, but they can easily lose damage because they have to stand exactly far enough from 15y or their main attack skill won't be far enough to reach its full potency (so instead of having like 10y of wiggle room, they have 2-3y at best, which can quickly turn into 0 the moment the enemy moves in). They can't stray too far from 15y either or they won't be able to hit their silence, which puts them at an easier target to reach because enemies who walk up towards them can cause Bard to lose significant amounts of damage without having a better safety net. Repelling shot's buffs doesn't make up for the nerfs in positioning lockdown.

PvP ninja's nerfed to the ground not because they were OP, even SE knew they were pretty much doing average now. They just got nerfed because due to how potentially impactful ninja's LB can be in a team setting in custom matches .... a.k.a the nerf was made for PvP's tournament setting. The justification behind the nerf doesn't apply to a majority of the players since they can't even queue up as a team in Crystalline Conflict queues. Ninja taking straight up Ls every patch adjustment.

PvE side they really went and mistook SGE for Scholar on the job adjustments page. L m a o.