Hey, lets punish melee's more by forcing them to waste a precious resource (MP) on having to choose between recuperate/purify while also letting BRD/WHM keep MP steal.
OH- let's also not even once consider cutting down crowd control overall.
Hey, lets punish melee's more by forcing them to waste a precious resource (MP) on having to choose between recuperate/purify while also letting BRD/WHM keep MP steal.
OH- let's also not even once consider cutting down crowd control overall.
You can tell how incompetent and horrible the developers are at balance when they started taking away CC from melee jobs while letting ranged jobs keep multiples themselves.
Its jsut gonna make those jobs who can abuse CC the top tier with purify now being a 2500mp skill. If anything remove Miracle mp drain adn nerf BRD to either 2000MP or amke it so it drains 500mp per target it hits. But its SE if they ahte purify so much jsut remove purify, all CC that isn't part of lbs and make it pure either deal damage.
A happy family between a viera, a goddess and a child
Playing blm into something like warrior right now at low mp feels awful. Wayyyyy too much CC and purify feels weaker than ever.
So far it's saved me a few times in CC and it's also gotten me killed a few times because of the extra MP burn
Kinda shrugworthy
Played some more (CC) and honestly the changes are just...weird.
- I definitely get chain-stunned just as much. No improvement here. Survivability is even worse in those scenarios because of the missing heals
- Survivabiltiy is worse in general as already mentioned in the OP bc of the missing heal (or the risky wait till the affliction wears off) when you get stunned even just once
- Survivability is also worse because of the input lag: There is little use to several charges of purify when they won't react to begin with.
In the past you only had that risk once at least (press purify once --> get 4s protection).
With having to press purify twice/thrice you also have twice/thrice the risk of the input not being registered/the input being delayed.
Also you'll have even longer action queues now (purify - heal - purify - heal), which again comes with the risk of even more delayed input activation, whereas in the past you could just do (purify - heal - heal).
- Also in general, fixing the net code (or whatever is responsible - not a tech person, sorry) would help much more than those purify changes.
Purify working reliably once >>>> several charges of unreliable purify.
I still die so often due to the first use of purify/heal/guard simply not reacting.
- Please fix the foundation and don't put bandages on bullet wounds (or something).
As for my main's job performance (PCT): Can't say if I like it more. It's a really mixed bag.
- I think I do notice the indirect buff to my two CC skills so my "everyday" non-burst gameplay has probably been strengthened.
- But: the burst gameplay has become worse! (And picto's burst was already a dicey issue to begin with.)
I have less healing and/or purify to survive the initial cast now.
The changes have also made "tank picto" less viable now (stall the crystal by tanking the pushing enemy/few enemies with your burst) which is/was a very fun strategy.
So the nerf has reduced gameplay variability and complexity which sucks.
That shouldn't happen when you make changes.
- My damage has taken a hit because I need to use white comet much more often now to make up for the missing recuperate (white comet shares a timer with black comet, my nuke).
Last edited by Loggos; 08-06-2025 at 09:59 PM.
I have a feeling that the higher the level, the less being able to purify is the relevant factor, but the time it takes to actually purify is: noticing the crowd control, there is a minimum human reaction time there, the time for the action to be sent to the server and back, and the time for the action to actually take effect and the animation delay to go through. Generally this can be enough to just make you lose enough time to fall behind on healing yourself and this ends up with you dying.
Still an early reaction though, I have no idea how I'll feel about it in months.
For me weird that they make escape skill just almost gcd spam. I know that ff14 not about pvp...but in any normal pvp game your dont have escape/cleanse option like spam option...
It usually has a huge window where team need help you or you need to be careful with movements. And you already have some jobs what can help... whm/bard/sch/paladin.
Just want that we'll have a nice normal pvp balancer dude who will seperate numbers/effects of FLs and CC in skills.
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.
I don't see a problem with people getting their purify baited, it wearing off, then they die. That's just a fact of any competitive game. Get people to spend resources, and punish them. It's a fact of life. Think, overall, the most common cause of death is running out of MP and not getting away in time. If it's not that, it's a sudden blowup, or a crowd-control you can't Purify anyway. This will still happen. Dying with MP will still happen. It will happen in any kind of game where you fight multiple enemies and the total potential damage they can do in a second is mathematically higher than your total HP. Ultimately, it's still a situation where, if multiple people arrange their resources well to kill you, the only way you will survive is if multiple people use their resources to help you, whether it's defensive CDs, or killing the enemy before they kill you.
What did change is they reduced the duration of guard, which was the best staunch against damage taken, even in a DT world with so many actions that diminish or ignore guard, it was still effective. And it still is, but it buys you one less second of time, which is one less second for your teammates to support you either by using their defensives or punishing attackers. As a reminder, they nerfed the duration of guard because chaining guards kept games going for too long in overtime. I rather they have continued to tune up sustained, non-burst damage, to make games end more frequently, or alter the mechanics of overtime, than the decisions they made around the start of DT.
Anyway, I'll play it and give it more time, but worth considering.
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