Wondering if DRK+SGE might be a thing.Yeah, definitely feels like nothing actually changed accept that people will melt down even faster, as I doubt the extra HP will matter much with all the new AOEs, LBs and debuffs flying around on top of the fact that Salted Earth remains completely intact, so I don't see the meta budging much outside of maybe which jobs follow the DRK stack.




Well, technically, yes. They didn't remove it. What is not so obvious is Purify is on a shorter CD and the Resilience it provides now makes you immune to draw-in and knockbacks. That's actually a stealth nerf to the DRK draw-in meta against anyone who can do the bare minimum and pay attention. I imagine that they also can't be nearly as gung-ho every engagement now that they take slightly more damage and their LB takes at least half a minute longer to fill and several jobs got new Guard-ignoring attacks (SCH can outright debuff a Guard's defense) if they think just popping it after Salted is still a failsafe.Yeah, definitely feels like nothing actually changed accept that people will melt down even faster, as I doubt the extra HP will matter much with all the new AOEs, LBs and debuffs flying around on top of the fact that Salted Earth remains completely intact, so I don't see the meta budging much outside of maybe which jobs follow the DRK stack.


A.Chainsaw into A.Drill into LB makes my eyes watery. SCH still reliant on your team and went from 2 direct damage buttons to 1 lmao.
What might swing a lot of these adjustments and thus job power is whether and how the new hit detection thing works. Purify changes also very interesting.
I am truly shocked by MNK changes. MNK already has the hardest time dealing with players who refuse to commit, and now it loses its main stun and has 1 less charge of Thunderclap. Giving the MNK 3s of speed boost after shoving targets away with Wind's Reply seems like a sick joke, considering how many roots and slows there are (and other jobs' stuns), and roots in particular taking away the MNK's ability to shield itself after Thunderclap. Can't you at least make some sort of debuff on targets afflicted with Wind's Reply to move at 25% speed for 3s?
And why is MNK given such piddling damage? Phantom Rush can't strike everyone in range for 12000 anymore even after forcing MNKs to perform SIX weaponskill combos to get to Phantom Rush. Riddle of Fire is supposed to buff weaponskills by 50%, and then Fire's Rumination buffs Flint's Reply from 6000 to 8000 instead of 9000. It's like every single design decision going into MNK is to deliberately make it unable to finish off a player. And now MNK can't even boast of having the most HP of the melee jobs.
Note: I just wanted to correct my mistake here. Riddle of Fire gives Fire's Rumination and Fire Resonance, the first improving Flint's Reply to 8000 damage and then Fire Resonance buffing that to 12000 since it is a weaponskill.
Last edited by Mahimahi; 11-12-2024 at 08:56 PM. Reason: mistake
Interesting points, it almost looks like the MNK changes are a tacit buff to DRK.I am truly shocked by MNK changes. MNK already has the hardest time dealing with players who refuse to commit, and now it loses its main stun and has 1 less charge of Thunderclap. Giving the MNK 3s of speed boost after shoving targets away with Wind's Reply seems like a sick joke, considering how many roots and slows there are (and other jobs' stuns), and roots in particular taking away the MNK's ability to shield itself after Thunderclap. Can't you at least make some sort of debuff on targets afflicted with Wind's Reply to move at 25% speed for 3s?
And why is MNK given such piddling damage? Phantom Rush can't strike everyone in range for 12000 anymore even after forcing MNKs to perform SIX weaponskill combos to get to Phantom Rush. Riddle of Fire is supposed to buff weaponskills by 50%, and then Fire's Rumination buffs Flint's Reply from 6000 to 8000 instead of 9000. It's like every single design decision going into MNK is to deliberately make it unable to finish off a player. And now MNK can't even boast of having the most HP of the melee jobs.
In loving Memory, Six-Sided Star.
In any case... this will be interesting to see in action in FL.
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it doesn't look that different from the summoner clap

Read through all the jobs and the changes look great, so hoping they feel good to play with as well. I like that lots more options are available for countering certain things like Guard. I really like that Miracle of Nature was added to the list of Purify-able crowd control. I think the PLD and SCH getting "Halves the defensive bonus of Guard when targeting enemies under its effect." may be incredibly strong. Also, I'm going to be playing Reaper in Frontlines until I execute a whole party with Perfectio.
I just played a FL match. Anyone notice anything related to this hit detection thing? Have to say everything felt a bit mushy and there's is still way too much CC. Might just be getting used to the changes though.
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