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  1. #1
    Player
    Llynethil's Avatar
    Join Date
    Feb 2021
    Posts
    266
    Character
    Llynethil Kindle
    World
    Balmung
    Main Class
    Botanist Lv 90
    Dragoon overall getting buffed was unneeded though, they were already one of the best jobs.

    Also kuzushi buff meaning sam basically is invuln for 4 sec now where you can't touch them instead of 3, that's not what sam needs at all, just means even easier to cheese in fl, yet still meh in cc.

    Chainsaw feels ... like having to waste analysis now to get just 12k for burst combo when they're above 50% with either stun or drill is meh.
    The <50% thing only really matters in FL, in cc if you <50% from the stun you dead anyway, might aswell save it for the drill to hit someone else with after, which means nothing changed with chainsaw being a low prio for analysis since it now has the same prob as nin lb, if they heal before chainsaw hit registers you don't get the added potency.
    (2)
    Last edited by Llynethil; 05-24-2023 at 12:07 AM.

  2. #2
    Player
    Elfidan's Avatar
    Join Date
    Sep 2013
    Location
    The gates of Hades
    Posts
    764
    Character
    Elfidan Gadfor
    World
    Ultros
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Esmoire View Post
    Aside from the WAR FL nerf, I find the patch to be pretty agreeable.
    I agree that WAR didn't really need any adjustment and it seems ridiculous that they were touched at all.

    Quote Originally Posted by Llynethil View Post
    Dragoon overall getting buffed was unneeded though, they were already one of the best jobs.

    Also kuzushi buff meaning sam basically is invuln for 4 sec now where you can't touch them instead of 3, that's not what sam needs at all, just means even easier to cheese in fl, yet still meh in cc.

    Chainsaw feels ... like having to waste analysis now to get just 12k for burst combo when they're above 50% with either stun or drill is meh.
    The <50% thing only really matters in FL, in cc if you <50% from the stun you dead anyway, might aswell save it for the drill to hit someone else with after, which means nothing changed with chainsaw being a low prio for analysis since it now has the same prob as nin lb, if they heal before chainsaw hit registers you don't get the added potency.
    Dragoon is another job I am puzzled about them touching as it doesn't really need anything. I would love if the markers were color coated but that is my only change I would make.

    While I still don't like the nature of Zan I do feel like the Kuzushi change is a positive one because there was this weird sometimes thing with it where it didn't count, and you had to play around it weirdly as a SAM. So I choose to take that as a win.

    Using analysis on chainsaw was always a bad choice it just got made a lot because people are spiteful and don't mind gambling terrible odds. Cleaving with chainsaw was always the play.
    Quote Originally Posted by BRVV View Post
    That sarcasm?
    Not at all.
    We get weapons next season that are upgrades of the Hellhound ones which we asked for repeatedly on this forum.
    They made the HUD for FL an actual HUD which is probably the second worst thing outside gameplay losing only to the lack of an M key on most players keyboards.
    They gave RPR another cleave to follow it's CC cleave which feels good.
    MNK is getting it burst sped up which is huge. at the end of the day I would always take a quicker phantom rush over a little more dps on enlightenment.
    NIN is finally getting a meaningful adjustment to it's LB which is a step in the right direction. Bunshin is no longer just always up.
    The limiting on BRD silence range is huge for everyone. No more max range interaction with no potential rebuttal.
    All in all some good changes and more of them than the questionable ones.
    (0)
    Quote Originally Posted by Commander_Justitia View Post
    Buff Blackmage
    Quote Originally Posted by Nikoto View Post
    If there was a downvote button I'd be pressing it.

  3. #3
    Player
    BRVV's Avatar
    Join Date
    Oct 2021
    Location
    The fallen city of Insomnia
    Posts
    1,009
    Character
    Viz Vale
    World
    Spriggan
    Main Class
    Sage Lv 90
    Quote Originally Posted by Elfidan View Post
    Not at all.
    Great that you have fun
    I am very hesitant about any changes. When it comes to PVP i fear they introduce more bugs like the Pala-Cover-Onsal fiasko. So my excitement is pretty limited but more power to you.
    (0)
    Will put you on ignore if you can't form a logical argument but argue nonetheless

  4. #4
    Player
    DioK's Avatar
    Join Date
    Jan 2017
    Location
    Gridania
    Posts
    54
    Character
    Dio Kusanagi
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by Elfidan View Post
    The limiting on BRD silence range is huge for everyone. No more max range interaction with no potential rebuttal.
    All in all some good changes and more of them than the questionable ones.
    Except they left RDM silence alone, except for universal reduction to 2 secs. Their silence is still 25 yalms, hits everyone along the line of that 25 yalms for 8000 potency and silencing them. And it has the same 20 sec cooldown as BRD silence. Whereas BRD silence, prior to the patch, only hit a single target for 2000 potency; now, it does 0 damage. RDM has more defensive measures than BRD, so they can survive better getting in close, whereas BRD just instantly melts for getting within 15 yalms. Further, BRD wants to be outside 15 yalms when attacking a target because we do less substantially damage, otherwise. Yet, now, if we aren’t closer, putting us in mortal danger, we can’t use the silence, which triggered a significant burst skill, Pitch Perfect. We can still trigger it off Warden's Paean, but we only get the single use instead of the double use, and Warden's Paean has a longer cooldown. So, basically, bard is now put between a rock and hard place with no ability to survive either. It's a major nerf to a class that really did not need to be nerfed. So, we lost damage for having to get closer because our main spam (Powerful Shot, loses 2000 potency in close range) has an inherent damage reduction based on being close, lost damage for staying back because we lose a trigger for our burst (can only do Pitch Perfect half as often, which is 8000 potency, if you are more than 15 yalms away, and reduces to 4000 as you get closer), lost damage because Silent Nocturne now inherently does 0 damage. Bard is reduced to just a song totem standing in the back.

    They did at least boost Apex Arrow to 8000 potency, up from 6000, before. So, maybe that’s the balance. Regardless, the class, in PvP, is specifically designed to fight from a distance. Yet, SE added this limiting shackle that asks the class to play close, in direct contradiction to the rest of the class's design. Just does not seem well thought out to me.
    (3)
    Last edited by DioK; 05-24-2023 at 05:28 AM. Reason: Sorry for edits. Thought of more to say.
    The Savage Bunny.