Page 5 of 9 FirstFirst ... 3 4 5 6 7 ... LastLast
Results 41 to 50 of 86
  1. #41
    Player
    Atreus's Avatar
    Join Date
    May 2011
    Posts
    864
    Character
    Atreus Auditore
    World
    Faerie
    Main Class
    Paladin Lv 100
    The flow has changed. The point was to be able to return to fights sooner and not be totally fucked after using purify>guard. People aren't used to cycling back as much as they need to, which is kind of typical for NA.
    (0)

  2. #42
    Player
    AtomicBomb's Avatar
    Join Date
    Nov 2021
    Posts
    61
    Character
    Sarah Montcroix
    World
    Siren
    Main Class
    Rogue Lv 100
    I think the Purify changes have seriously damaged Crystalline Conflict as a game mode.

    Games are way more snowball-y as playing from behind is much harder and stalling on point is much less effective.
    (3)

  3. #43
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,003
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Does anybody know how the Japanese player base feels about the purify changes?


    Quote Originally Posted by Esmoire View Post
    Back when they made the guard changes, they also included paladin nerfs. It's clear they didn't consider that changing guard affects paladin more than any other job, because of how guard + cover is a core part of paladin performance. It was a mistake, which is why they had to buff paladin again this patch. Now this patch, they buffed bard, but they also increased the importance of MP. Everyone interacts with MP, but bard and white mage interact with MP more than anyone else. Regardless of whether or not this purify change was good, I don't think this was sound logic. Increasing the important of MP is inherently a bard buff. It feels like with the paladin change, they made it in isolation without considering the patch as a whole. I could be wrong, but I think they're making a mistake.
    This is what a lot of their balancing decisions feel like tbh. Short-sighted and not thought through.
    It comes across as if they take ideas they have at face value and implement them if they seem good at first glance without making the effort to look beyond that. As if they might not check how that change is connected with the game as a whole and what implications it would have on a broader level.

    "This looks like it should be good. It should be logical. No need to waste time on thorough testing. It feels like it makes sense, so let's do it."

    That's the impression I'm getting.
    (2)
    Last edited by Loggos; 08-11-2025 at 07:13 AM.

  4. #44
    Player
    TofuLove's Avatar
    Join Date
    Jan 2024
    Posts
    107
    Character
    Tofu Love
    World
    Twintania
    Main Class
    Paladin Lv 100

    Purify change from perspective of Frontline main

    tldr:
    This change is god awful. I am unsubbing from this game/quitting pvp. Devs, you have no idea what you are doing, and it shows.


    Longer format:
    I resubbed to try new changes last night, and to no surprise - they are as bad as I thought. I was greeted by way more bards than usual, as well as way more white mages than usual. Also, paladin is now bonkers in Frontline. Why did you need to buff it? It was doing completely okay.

    Anyway!

    Game direction in the last few patches has upped the lethality of all the encounters:
    1. More attacks go through guard - Guard nerfed
    2. Skills that steal MP
    3. Purify went from 4s to 3s to 2s in a few patches
    4. Purify now costs 2500MP!
    5. There is more cc than ever before.
    6. Role actions means there is more damage overall

    On top of it all the BH change makes it seem like it's all part of the plan to make Frontline a fast paced game mode.

    But! It isn't a fast paced mode, nor is it fun to play, because what's the counterplay to all the cc? Now you just have to eat the non-lethal cc. How do you do that?
    You just stand there. Great. Peak game design. Not only that but what was once free, now costs MP and it is worse than before.

    Oh you want to guard? Value of guard is diminished, enjoy walking from spawn.

    Why would you want skills that remove/cost MP? Standard Issue Elixir is just as bad. Standing there for 4.5 seconds feels awful (this alone deserves a separate post).

    Maybe this trash is amazing in Crystaline Conflict, but for FL, this ain't it.
    Honestly, maybe Yoshi P is right.
    Maybe when I am tired of FF14 I should play other games.

    p.s.
    Oh and I can't post if I am not subbed, so enjoy the game everyone. Hopefully they fix it 8.35!
    (6)

  5. #45
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,126
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Valence View Post
    Yeah, I'm not pleased with this change at all. This is a gigantic nerf to crowd control and a colossal buff to crowd control jobs as a result. Having played some crowd control heavy jobs (notably WAR in ranked), it's incredible how powerful you immediately feel by burning everybody's MP away. It feels so overpowered now.
    What they have made is essentially turned Purify into a trap.
    What are you even talking about?? In 7.1 only MNK lost theirs. GNB gained more, WAR gained even more??
    Most melee stuns aren’t on the same level as those from ranged jobs.
    Typically, melee stuns act more like an anchor, holding the target in place so the melee player can start their rotation effectively.
    In fact, most hard crowd control (CC) abilities are predominantly tied to ranged or caster jobs.

    Also, the changes in patch 7.1 should be viewed as a buff to Monk rather than a nerf.
    Previously, the stun was mainly used to anchor the target, allowing the Monk to decide the direction in which to knock them back.
    Now, the so-called “Fire Balls” action offers much more than just an anchor—it provides additional offensive options
    Overall, this change enhances the Monk’s toolkit, increasing both their damage potential and crowd control versatility.
    (1)

  6. #46
    Player
    noumen0nn's Avatar
    Join Date
    Oct 2022
    Posts
    222
    Character
    Mara Sagegrove
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    When I read the preliminary patch notes I thought the purify change sounded like a good idea on paper. But in practice, all it's done is effectively add 15,000 damage to any ability that CCs, wildly throwing off the balance between jobs. I would like to see the change reverted, or at least the MP cost of purify severely reduced.
    (1)

  7. #47
    Player
    Aco505's Avatar
    Join Date
    Dec 2021
    Posts
    856
    Character
    Aco Nale
    World
    Moogle
    Main Class
    Dragoon Lv 100
    One of the main problems is the strong mana burn from BRD and WHM and how it also goes through Guard so after you use your defensives, your mana will be fully depleted and will quickly die unless having strong support.

    Also not all jobs are equal when it comes to using their MP so the Purify change hurts those that need to stay closer the most.
    (0)

  8. #48
    Player
    Miohazuki's Avatar
    Join Date
    Jun 2023
    Posts
    148
    Character
    Theldry Rich
    World
    Sagittarius
    Main Class
    White Mage Lv 60
    Quote Originally Posted by MisterNublet View Post
    Then it is time for them to begin removing CC from ranged jobs.
    Or it is time for you to learn to play pvp ^^
    (0)

  9. #49
    Player
    Miohazuki's Avatar
    Join Date
    Jun 2023
    Posts
    148
    Character
    Theldry Rich
    World
    Sagittarius
    Main Class
    White Mage Lv 60
    Quote Originally Posted by TofuLove View Post
    tldr:
    This change is god awful. I am unsubbing from this game/quitting pvp. Devs, you have no idea what you are doing, and it shows.


    Longer format:
    I resubbed to try new changes last night, and to no surprise - they are as bad as I thought. I was greeted by way more bards than usual, as well as way more white mages than usual. Also, paladin is now bonkers in Frontline. Why did you need to buff it? It was doing completely okay.

    Anyway!

    Game direction in the last few patches has upped the lethality of all the encounters:
    1. More attacks go through guard - Guard nerfed
    2. Skills that steal MP
    3. Purify went from 4s to 3s to 2s in a few patches
    4. Purify now costs 2500MP!
    5. There is more cc than ever before.
    6. Role actions means there is more damage overall

    On top of it all the BH change makes it seem like it's all part of the plan to make Frontline a fast paced game mode.

    But! It isn't a fast paced mode, nor is it fun to play, because what's the counterplay to all the cc? Now you just have to eat the non-lethal cc. How do you do that?
    You just stand there. Great. Peak game design. Not only that but what was once free, now costs MP and it is worse than before.

    Oh you want to guard? Value of guard is diminished, enjoy walking from spawn.

    Why would you want skills that remove/cost MP? Standard Issue Elixir is just as bad. Standing there for 4.5 seconds feels awful (this alone deserves a separate post).

    Maybe this trash is amazing in Crystaline Conflict, but for FL, this ain't it.
    Honestly, maybe Yoshi P is right.
    Maybe when I am tired of FF14 I should play other games.

    p.s.
    Oh and I can't post if I am not subbed, so enjoy the game everyone. Hopefully they fix it 8.35!
    Nooooo…. !!! Tofu Love ,how will I use my raise on u .if you unsubbed
    (0)

  10. #50
    Player
    Divinemights's Avatar
    Join Date
    Jul 2016
    Posts
    2,126
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    I doubt the 2,500 MP cost will be the final number.
    I expect they’ll make adjustments to both the MP cost and duration in patch 7.3.5. Specifically, I think the MP cost for melee will be reduced to around 2,000, and the duration will be restored to 3 seconds.
    This makes sense because tanks really become unstoppable rampaging bulls when they reach 100% Battle High (Frontline).
    Otherwise, melee will remain too fragile.
    Unless they also plan to significantly increase passive damage reduction back up to 50%
    (0)

Page 5 of 9 FirstFirst ... 3 4 5 6 7 ... LastLast