Thank you, devs.
Keep nerfing some jobs while leaving others completely unbothered broken as eff. It does make the game enjoyable and fun for sure!
Thank you, devs.
Keep nerfing some jobs while leaving others completely unbothered broken as eff. It does make the game enjoyable and fun for sure!
Since guard + cover was such a big part of the PLD game plan at high level, and guard is now shorter, any nerf to guard is a nerf to PLD especially. Don't think they needed to nerf the job directly in the same patch. Having 25% fewer stuns/gap closers in a match is such a massive deal. Feel like it should have been considered with more severity.
The lack of mobility for PAL was a problem already, we used to have two gap closers and already had to adjust to only having one, also having our stun combined with it. So their answer was to reduce uptime for the one that we still have left? They need to give us a speed boost tied to an ability or something to compensate.Since guard + cover was such a big part of the PLD game plan at high level, and guard is now shorter, any nerf to guard is a nerf to PLD especially. Don't think they needed to nerf the job directly in the same patch. Having 25% fewer stuns/gap closers in a match is such a massive deal. Feel like it should have been considered with more severity.
GNB get a speed boost on each of their TWO gap closers, and can easily double the dmg output of PAL. Guard/cover will still be useful. The main problem is GNB will kill both you and the person you're covering by the time your shield expires.
PLD is not nerfed to the ground. PLD TEAM-heals better than anything that's not one of the 3 green healers. PLD can cover. PLD has an incredible LB. PLD has the shortest recast stun, even post nerf. PLD has a guard break (AoE).
GNB is only OP at lower skill levels. When this happens in any kind of multiplayer game with discrepancies in efficiency between low and high ranks, and even between high rank random and high rank teams like a lot of those nerfs were for here, the only way to balance it out without making it underpowered at high rank or overpowered at low rank, is to increase the complexity of the job rather than its efficiency, so that its efficiency drops in a sharper way at lower skill levels than at higher skill levels. Perhaps that's this angle SE should take a look at when it comes to GNB.
So, l just read the overview. They did say the nerf to paladin was because it is too strong in higher tiers. That actually makes sense. In Low skill tier paladin is bad because your teammates would just run away and die when you cover them, no matter how much noise l make with cover macro... And that is very depressing.
Yeah just give PAL a speed boost somewhere as compensation and nerf the shit out of the ridiculous GNB damage and that would be sweet. It literally won't affect the super duper high level dudes anyways because they only play with le optimal team builds with 5 healers in custom matches or whatever.
PLD is still strong. Everything they've been doing hasn't really made it worse where it counts. Cover is great, but being the only tank that has a guard shatter means it's also the only tank with good tools to counter OTHER PLDs outside of LB.
That being said, all these nerfs and they still haven't fixed Imperator's absolute horrendous animation lock. I wish we'd go back to the way Endwalker PLD played. It felt fast and smooth.
Also, GNB is not really the menace you think it is, unless you want them balancing around 1v1.
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