I don't have to sigh anymore when l play Gnb and the enemy team is all dps!



I don't have to sigh anymore when l play Gnb and the enemy team is all dps!
https://na.finalfantasyxiv.com/jobguide/pvp/#pvpaction
6.4 overview
After the adjustments made in Patch 6.38, win rates for paladin were observed to be somewhat low. Because of this, we decided to increase the potency of Holy Sheltron's additional effect. This should increase paladin's capacity for dealing damage, thereby leading to greater team contributions.what the hell is this nonsense?
6.48
While the adjustment to Holy Sheltron in Patch 6.4 improved paladin's offensive capability, we've made further adjustments to improve their somewhat low win rate. In this update, we improved the potency of actions available after executing Phalanx, making usage of limit break more impactful.
what the hell is this nonsense? you increased its damage for an LB thats 2 min away, while the potency for HS was nice, not enough but nice it doesnt need any damage increase im more than positive they can separate the two or revert it,
what PLD needs is a buff to conefti then a change into holy circle with lower damage e.g. confeti 10k then HC 6 or 8k, also switch the heavy from HS to a knockback that would way better,
Phalanx offense is negligible less than the burst ,better to remove the blades revert team DR back to 50 and make HG completely immune to cc that would be an LB worth the 2 min wait
I said it when they removed the damage reduction on BLM that it was going to push them out of higher ranked matches and that apocatastasis needed to come back. Between losing that and the changes to the ice stacks, it was way too easy to shutdown a BLM, especially during their LB. Glad they are bringing it back.



Another thought. When are they going to cap aoe skill in pvp to 5 targets?..



Why would they do that?



I guess the GNB change's nice even though I feel like they should make sure the other 2 junctions are on par with the tank one cause it's quite frankly the most powerful one.
I like that they kept the flavour of only enemy drawing will give you the extra benefits.
That BLM buff made me laugh out loud, of course there's a BLM buff - it's no FF14 patch if BLM isn't preferred yet again (are they that bad in ranked?)

I do wonder what this is based on though.
Couldn't have been the tourney, iirc the "left" side team had a pala that did some really good work multiple matches.
BLM is fairly strong in ranked but it's not used much at all in team play ("custom matches" in the patch notes). It's too easy to grief a BLM out of LB with 5-man burst sync when they're as fragile as they are. This change was probably implemented primarily with team play in mind while hopefully not being too disruptive in solo queue.
Conversely, AST is meta in team play but seems to be suffering in solo queue, likely due to the team-dependent nature of its LB.
I'm excited for the future of GNB; draw and junction should have functioned this way at launch! But as a result of the job being held back by it, it's received a LOT of buffs. I wouldn't be surprised if it became meta this season and was nerfed in the next.
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