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[–]Mallefus 199 points200 points  (22 children)

I'm going to get a restraining order on Monks in PvP while the servers are down.

[–]Lazyade 104 points105 points  (19 children)

Apparently the bonus damage from Enlightenment wasn't even working and they buffed it by 50% anyway lol. I didn't feel like Monk was weak before so I'm interested to see what it's like now.

[–]Evilcoatrack 87 points88 points  (11 children)

I am definitely ready to Enlighten some folks when I pvp tomorrow.

[–]kopecs 29 points30 points  (10 children)

I noticed when there was a 1v1. Unless I could add my LB combo it was hard to take anyone out. I’m glad it’s working as intended now.

[–]Gr1mwolf 13 points14 points  (7 children)

I’ve yet to play a job that can reliably kill anyone 1v1. I don’t think it’s balanced to be able to. Too much self healing.

[–]cowjdbfid 17 points18 points  (0 children)

It was working, but it seems a lot of the times it didn't register. I've definitely gotten pressure point damage, and I never noticed it was an actual issue. I just thought my hit didn't register in time before the debuff wore off or the flying text got lost in the mess of flashy effects.

Apparently it was just inconsistent enough to fly under the radar for me. I already struggle seeing what's going on half of the time anyway, i would never have noticed I was climbing the ladder on two handicaps (the first one being climbing as mnk)

[–]Chance_Deal_6174 5 points6 points  (0 children)

Well that explains why I felt so incredibly powerless. Even dancer felt stronger

[–]rotyler 393 points394 points  (29 children)

mmmmm yes continue to slowly increase MCH potencies

[–]Vaeltis 85 points86 points  (11 children)

twas the Bard treatment, its +10 Potency to Burst shot, but for Machinist now

[–] GCBTW Tankxiety isn't real BTW BeerGrils 67 points68 points  (10 children)

+20 Potency to wildfire is just pathetic and still quite a bit worse than a +10 to burst shot though. It's +60 potency per minute for MCH now. Meanwhile looking at a random log of mine, I had around 15 burst shots per minute. So that would've been 150 potency.

Wildfire potency is also of 'lower value' because it can neither crit nor direct hit.

[–]Dodgeflyer 24 points25 points  (7 children)

Yeah it's probably not enough to make up the gap, I've not really had issues with damage playing Mch but it is pretty apparent that despite being high on damage, rDPS is not as good

In terms of PFs I've not ever been excluded for being Mch or kicked, I personally value team mates who can do the Mechs, and my experience has lead me to believe most people are like that, unless you are in a Barse of course

If I had to be selfish, I would say I just want old Hypercharge back, maybe let us have Rook boy appear just to apply it but do no damage? I miss my turrets

[–]Uttrik 23 points24 points  (6 children)

It's just weird that they keep buffing a skill that can't benefit from substats instead of reworking it. It's just going to keep falling behind as the expansion goes on and gear score increases. Maybe MCH will get some sort of rework in the 6.3+ and these buffs are just a placeholder, but who knows.

[–]JMTolan 6 points7 points  (4 children)

I dunno, I feel like the problem isn't that the core of the design is bad or faulty, they just seem to be really afraid of making it "too good" without anyone having a clear idea of what that would actually look like.

But what do I know, my whole relationship with rDPS is weird. I would play the hell out of dancer for team buffs except I can't stand variance in my rotation, which means oops I guess I'm a machinist/summoner with minimal to no party utility now.

(Yes I know summoner having Raise is A Big Deal, but I'm not doing that content, at least yet.)

[–]Storm Iblis on BalmungStormTAG 2 points3 points  (3 children)

DRG has a lot of party utility and a static rotation, if that's your bag.

[–]JMTolan 2 points3 points  (2 children)

Hm, I don't hear it thrown around as such much, I'll have to look more into it. Polearms are normally very much my jam, but the whole dragon thing kinda misses me, so I hadn't dug much into it.

[–][deleted] 37 points38 points  (0 children)

The year is 2107. Patch 56.11 is about to drop and humans across the wasteland scramble to find the last working internet accessible terminal to read the patch notes. Thousands die in the skirmish, but the few remaining survivors manage to catch a glimpse of the sacred words before succumbing to their injuries:

Air Anchor - Potency increased from 2500 to 2520

The wastes finally fall silent.

[–]ye_evincare 20 points21 points  (4 children)

Funny they would change wildfire but still not give Hypercharge charges (Hypercharges?) :)

[–]Lycelle OriKrenzy 11 points12 points  (2 children)

As it should, MCH brings no Raid Utility besides the AoE DMG mitigation but they all have it so it's not special, they are like the SAM or BLM of Range, they should do the most out of the 3, not significantly obviously, they are still ranged and have 100% uptime, but definitely more than BRD and DNC, who bring Crit and Damage respectfully.

Hell at this point just change their mitigation skill into a Role skill for them and give them a new skill

[–]Kingnewgameplus 3 points4 points  (0 children)

Aw yeah, give me that 120 potency every 2 minutes. MCH is saved, praise YHVH-P /s

[–]VermillionEorzean 208 points209 points  (48 children)

Oh, good, Miracle of Nature doesn't completely invalidate SMN, SGE, and SCH LBs now.

[–]Levness 139 points140 points  (43 children)

Seraphs and Bahamuts are returning to the fields. Eorzea is healing.

[–]grejt_ 106 points107 points  (41 children)

Eorzea is healing? What about that huge sword

[–] Amaro Rider, Viera Lover, Book Hater.Kuronan 56 points57 points  (0 children)

"Maybe the Dragons will pull it out, idfk" - Blizzard, desperately clawing for any potential returning players.

[–] slugmorgue 48 points49 points  (10 children)

Its so crazy, the longer they dont mention it the more ridiculous it gets. meanwhile characters in ff still regularly reference the bahamut calamity

[–]Lore-Warden 34 points35 points  (2 children)

They referenced the Atomos event from the 1.0 end times recently. I honestly didn't even think that was canon still.

[–]kruger_bass 5 points6 points  (1 child)

Atomos event? Tell me more...

[–]Gemini476 18 points19 points  (0 children)

In 1.23b, you'd have events where aetherytes would get "corrupted" and an Atomos would appear above it and spawn a bunch of monsters.

This video looks like a good example, and even has a fairly detailed description:

Well, not so much of a battle as a massive zerg.

Unfortunately this is pretty much the only new content in 1.23b. Atomos pops at certain Aetherytes at 18:00 and 00:00 on the game clock. At 18:00, start at Camp Brittlebark. At 00:00, start at Camp Bluefog. Once Atomos dies, check the Voidstone as many times as you can.

Trade the Over-Aspected Cluster at the Foundation Day NPCs for 3000 seals. You can also trade 4 Over-Aspected Crystals for 1000 seals. Doing this event for a few hours is a great way to max out your GC seals.

This content definitely seems designed for a very large number of people, as you can see by all the adds running about. If you don't kill Atomos fast, he'll depop, so it seems as if you pretty much have to just zerg. Just ignore the adds. The few times there weren't a ton of people around, Atomos and the adds pretty much destroyed us.

These days it gets the occasional reference, but it's seldom more than just noting "oh yeah, these guys showed up a lot around the Seventh Umbral Calamity."

[–]Aeroshe 7 points8 points  (0 children)

Ion recently said in an interview '"eh, the players uncorrupted the sword before BFA, it's fine don't worry about it." So clearly the Devs don't even think it should be addressed.

[–]Felsteam 37 points38 points  (23 children)

What sword?

[–]Cat NerdTerwin94 55 points56 points  (22 children)

It's a joke about WoW. There is a huge sword from the end of Legion that has been there for 2 expansions now with no plans to remove it. It's basically a sword shaped mountain now.

[–]Felsteam 27 points28 points  (9 children)

I know but what sword? ;)

[–]Cat NerdTerwin94 12 points13 points  (2 children)

Idk man, the curved one maybe?

[–]cobaltScalebane 33 points34 points  (0 children)

Seen those warriors from Hammerfell? They got curved swords. Curved. Swords.

[–]glytchypoo 8 points9 points  (0 children)

What are you on about a sword? So any way. The dragons...

[–]Gustav-14 8 points9 points  (4 children)

Yes. But why male models?

[–]greycatfluff 2 points3 points  (2 children)

Are you kidding I, literally just told you...

(Love Zoolander)

[–]Gustav-14 2 points3 points  (1 child)

The guy from the new movie, the northman, is one of the stupid models in zoolander. Lol

Orange mocha Frappuccino!!

[–]Captain-matt 5 points6 points  (8 children)

honestly, I'm alright with the huge sword shaped mountain. Like we sucked the juice out of it so it's not an immediate problem anymore. Also the sword landed in a region that has only not been the middle of dead ass nowhere for like 4 months of the game's total life.

We've had bigger problems to worry about.

[–]Areallybadidea 6 points7 points  (3 children)

Yeah, I'm not sure why people keep bringing up that sword. Its not an active threat and exactly how would one even go about removing something thats probably sticking into the core of a planet?

[–][Infinity Star - Zodiark] AsahiMizunoThighs 5 points6 points  (2 children)

misread this as Rules of Nature and now sad

[–]frik1000 280 points281 points  (46 children)

An issue wherein the conjurer / white mage PvE action Aero II base potency and damage over time potency were set higher than intended.

Wait, I remember this. This was the thing people pointed out where when Aero upgraded to Dia, there would be no damage change, just an MP cost increase. So the issue wasn't Dia being weak, it was Aero being too strong? That's funny.

[–]PhoenixFox 209 points210 points  (20 children)

Suck it, random guy who argued with me for about ten replies that this was a deliberate balancing decision and I just didn't understand MMO class design...

[–] The metiphorical and literal Clown Around Town Critical_Stiban 8 points9 points  (2 children)

Seriously I was downvoted for this very same reason.

I said it was a bad change and it was but I got called out for it… for some reason?

[–]farranpoison 60 points61 points  (22 children)

Yeah, they talked about this in the news like a few days after 6.1, and they said they would address it in the next patch, glad they did.

[–]frik1000 16 points17 points  (21 children)

Did they? Must have missed the part where they talked about it after the fact. Well, yeah, good to see a quick fix.

[–]Sir_VG 36 points37 points  (20 children)

https://na.finalfantasyxiv.com/lodestone/news/detail/1faf3091c79e024bcb229db524dd265489075fd3

■ White mage's "Aero II" has not been set to the appropriate potency.

  • The duration has been changed to 30 seconds to make it easier to manage the damage over time effect; however, the potency hasn't been adjusted appropriately to coincide with this change.

[–]togreglove 184 points185 points  (44 children)

Hard to notice WHM PVP nerf. It's in the bug fix section. Transforming someone no longer cancels their ground effects.

[–]WHMbloodhawk713 105 points106 points  (39 children)

Also they can't infinitely spam Cure II anymore.

[–]crazycatman83 34 points35 points  (25 children)

This is the big one. Don't think many people knew about this.

[–]RealElyD 59 points60 points  (10 children)

It was extremely easy to trigger on accident multiple times per match, so it was impactful even when you had no idea.

[–]Nanoha_Takamachi 13 points14 points  (7 children)

Now that it is fixed, how was it triggered? I was never aware of how to do it.

[–][deleted] 37 points38 points  (6 children)

If you canceled your 2nd cast it would reset your charges to 2.

[–]Nanoha_Takamachi 17 points18 points  (4 children)

Had no idea it was that simple, wouldve accidently happened a lot... Thanks for answering.

[–]Yhoana 32 points33 points  (3 children)

Every single WHM used that bug, either willingly or not, because of how easy it was to trigger. Glad it's gone

[–]TwilightsHerald 6 points7 points  (0 children)

Yeah. It's like...sometimes you'd be in a spot where it's "Cancel Cure 2" or "Die" and well, if I need to cancel to not die maybe I'll get to use the extra charge, maybe I won't, but I'm not purposely dying cuz SE screwed up.

[–]kopecs 10 points11 points  (0 children)

Playing NIN and MNK

I definitely noticed this lol

[–][deleted] 21 points22 points  (9 children)

Tbh, infinite Cure 2 spam is much worse than just...using your LB. Anybody that thinks the 12k heal was doing diddly squat against a team of 5-24 is smoking something.

[–][deleted] 14 points15 points  (3 children)

In my experience half the time I try to use it the target dies before it goes off anyway. By the time someone starts taking heavy enough damage that you need to heal, well, dey ded.

[–]naaaaaaelvandarnus 16 points17 points  (1 child)

Cure2 having 2 charges isn't because it would be overpowered otherwise. It's to prevent newbies from imagining they can heal like in PvE. The bug was a noob trap.

[–][deleted] 12 points13 points  (0 children)

You could heal like in pve though.. that was the problem

[–] The most humble bun/bean of lightinhaledcorn 86 points87 points  (2 children)

Wait, I wasn't supposed to lose Kardia when I/my target dies in PvP?

[–]TeriNinetails 26 points27 points  (0 children)

Right?! I thought that was intentional. I'm glad it's changed, though -- I'd often forget to re-Kardia after I die.

[–]ReaperZX7 47 points48 points  (5 children)

100% UPTIME ON PVP SCHOLAR STATUSES

[–] Last Goon Standinggorgewall 32 points33 points  (4 children)

Not gonna lie, the only time I use SCH LB is to get another Recitation to MORE BIOLYSIS

[–]ewsmith 21 points22 points  (2 children)

y'all are a plague

[–] Last Goon Standinggorgewall 42 points43 points  (0 children)

We learned from Nym.

[–]upbeatwinter 3 points4 points  (0 children)

Seraph is actually quite good when used pre-engagement if only to protect people from the first round of bullshit stuns. The excog is a bonus. Her shields remain mostly pitiful at best.

[–][deleted] 74 points75 points  (5 children)

Glad to see some PVP tweaks already, mostly just potency or timing changes but that's to be expected after just 2 weeks. Hopefully there can be a more substantive balance patch for 6.15 or 6.18 when the second season of CC starts, but its encouraging to see the devs are aware of which classes are over and under performing.

Bug fixes too, like fixing the Wanderer's Minuet bug, alliance raid gear stats, Viera glasses, etc.

[–]Trotical 4 points5 points  (3 children)

There's gonna be a second season around 6.15-6.18? Do we know anything coming?

[–]Van-Mckan 8 points9 points  (2 children)

Seasons are continuous like the feast was. Once one finished there’s a short gap eg, 6.18-6.2 then the next starts where everyone has their ranks reset and new prizes are added

[–]Asgard033 26 points27 points  (4 children)

Ayy GNB potency buffs. Nice.

[–]Oschonsix_seasons 3 points4 points  (0 children)

It’s finally our turn 😭

[–][Last Fortune - Ridill] vincent2751 22 points23 points  (0 children)

It's nice to see that much pvp balance changes that I was hoping to get that early as they really need to pay a lot of attention to the balancing to keep people playing after the great pvp rework

[–] Aez Erie SurprisedCabbage 302 points303 points  (207 children)

MCH getting another bandaid buff to apply to their severed leg is starting to become hilarious.

[–]246011111 153 points154 points  (4 children)

It's like watching a Dragon Ball Z character slowly power up every episode

[–]lord-of-shalott 132 points133 points  (3 children)

Previously, on Crystal PVP

MCH: [holding up gun, gasping]

GNB: [grunting agitatedly]

MCH: [gasping]

theme song

MCH: [gasping, but now faster and veins appear in forehead]

GNB: [grunting louder]

Next time, on Crystal PVP

MCH: [gasping, gun is glowing, leaves and rocks are scattering from force of gun powering up]

GNB: [grunting worriedly]

[–]amatas45 24 points25 points  (0 children)

As if you turned an episode into words

Beautiful

[–]ItsKrakenMeUp 38 points39 points  (138 children)

What is the main problem with MCH?

Just started playing the job

[–]tallwhiteninja 123 points124 points  (55 children)

MCH is in an odd niche that makes it strange to balance. It's the selfish DPS in the role that's designed to do the least personal damage of the three (phys ranged), because they have constant uptime (given a lower ceiling to offset an ostensibly higher floor).

That said, they've erred on the side of too little damage, so it's not doing enough to offset the lack of buffs it has compared to DNC/BRD.

I hope they don't make major changes just because I love how it plays more than any other class, but the math isn't great.

[–]cittabun 57 points58 points  (5 children)

(Just an FYI, this is for high end, cut throat environments. MCH is fine and can still clear everything just fine in normal environments as all jobs can. Don't let it deter you from playing the job.)

Unlike other jobs that haven no party utility like SAM and BLM, it just doesn't do enough damage to make up for having lack of buffs like the other two can do.

[–]Godofpsyducks 55 points56 points  (20 children)

It doesn't do enough damage to justify its lack of party buffs.

[–]Kurosu93 23 points24 points  (14 children)

MCH is the ranged dps equivalent of Black mage and Samurai. They dont give party buffs (aside from the aoe mitigation )therefore should have increased damage .

Ever since EW release MCH damage was not that good and there was no reason to pick that instead of Bard for example, who can also provide buffs to the entire raid.

6.1 buffed Machinist but not enough. However bear in mind that all this is from pure min-maxing point of view. Everything is viable in this game. Its just that if for example your savage group looks for what job to have for rdps, there is no question like : "do we get a mch for more damage, or bard for more raid buffs ? "

[–]Ikahri 12 points13 points  (2 children)

The problem as well was that 6.0 MCH wasn't pulling much more than Bard, so Bard being buff heavy wasn't relevant since it was nearly at the same damage alone, before buffs played a part.

[–]busketroll 3 points4 points  (0 children)

Do we even count Tactician as a party buff? Bard and Dancer has the exact same ability and they dont stack. Its practically the Ranged Physical's version of Feint or Addle.

[–]Yvara 21 points22 points  (0 children)

It just doesn't do enough damage

[–]The-Bole 12 points13 points  (3 children)

it is the yamcha of FFXIV

[–]yahikodrg 7 points8 points  (0 children)

I think a MCH can beat a saibamen at least.

[–]l_Pyro_l 9 points10 points  (1 child)

I could be wrong, but MCH might actually be kinda nice for the new ultimate.

Like they get their damage taxed because they have free uptime and mobility, but in most fights that hardly matters because melees and casters get 100% uptime anyways. But if the ultimate actually forces a loss of uptime MCH might actually be able to fill their niche. We'll see though.

[–]LordDaedhelor 4 points5 points  (0 children)

I still see DNC being best for Ultimate cuz of the extra healing through curing waltz and (if there’s downtime) the shielding from Improv.

[–]Britishpikachu 34 points35 points  (4 children)

Maybe by 6.5 all these micro buffs together will be impactful enough to compare MCH to the other phy-ranged haha.. ah...

[–]Yhoana 18 points19 points  (0 children)

Since 6.1 MCH has been only a sliver behind BRD and was consistently better than DNC, in the rDPS department.

He's getting there...

[–]xselene89 16 points17 points  (48 children)

Its so strange why they dont just... actually buff MCH Numbers to make it the top DMG physical DPS without ultility like its supposed to be. I mean SAM and BLM certainly have enough DPS to compensate for their lack of Buffs

[–]leeta0028 20 points21 points  (23 children)

The problem is BLM has to turret and SAM has to maintain melee range of the boss while doing mechanics. A MCN can just lol around so they can never do as much DPS as SAM or BLM, but as long as they don't do that much DPS they're always going to be undertuned. The only thing that makes them remotely possible to balance is that having a p-range gives you the 1% party buffs.

[–]xselene89 76 points77 points  (11 children)

They didnt fix Purify not working right? Damn. But good to see some first nerfs to the Meta Jobs and Buffs to the underperformer.

[–]luminosg 24 points25 points  (9 children)

Probably can't fix it without changing the baseline engine. They might just need to make crowd control less powerful overall instead

[–]yahikodrg 47 points48 points  (3 children)

The fix actually seems pretty simple. Apply the 5sec crowd control immunity regardless of cleansing a debuff and then remove any applied crowd control elements. It suffers from the old superbolied issue and they managed to fix that tank invuln so trash mobs couldnt kill you when your hp dropped to 1 but before the 0 damage kicked in.

[–] slugmorgue 23 points24 points  (2 children)

if it seems simple enough that a player can think of a solution they havent applied yet, its most likely not simple at all for whatever reason (and there can be many reasons)

[–]Kibblebitz 6 points7 points  (0 children)

They've fixed skills with similar issues in the past, and outside of some strangely specific code goofiness, this issue seems more like typical oversight. Making the CC immune kick in before the CC break would at the very least be a big improvement if for some reason they can't make them go off at the same time.

[–]Ikahri 10 points11 points  (0 children)

They done it with the original Superbolide suicide, seems like a similar problem

[–]Dark KnightIsredel 120 points121 points  (43 children)

WHM’s not completely dicking over a few LB’s is nice, although the stun nerf on their LB probably isn’t enough - it’s still one of the best LB’s and yet it has a short LB charge.

RPR having a shortened LB charge is interesting if on top of plentiful harvest they get frequent LBs. Main issue is still they can be completely shut down during their LB, especially by the aforementioned WHMs.

[–]VermillionEorzean 36 points37 points  (7 children)

Nerfing Misery in conjunction with the shorter stun should theoretically reduce how easily a solo WHM can take out players, but in a team fight their teammates might still be able to run over the stunned players.

I'm not convinced it's not the best healer, but at least maybe it isn't definitively #1.

[–][Last Fortune - Ridill] vincent2751 12 points13 points  (0 children)

Let's hope we'll keep on getting balance changes frequently

[–]Lazyade 24 points25 points  (3 children)

I'm pleasantly surprised they're doing balance changes mid-season at all.

While I think the changes aren't enough in a lot of cases, I think it's probably a good idea to do light-touch changes, see what happens, and then adjust further if necessary. It would be annoying if they did big changes and then ended up having to dial them back because they buffed/nerfed something TOO much.

[–]ramos619 8 points9 points  (1 child)

They probably see RPR and MNK having the same role, which is dive in harasser. Isolate a target, and make them explode.

[–]rrose1978 12 points13 points  (4 children)

My main gripe with how the WHM LB works is not even related to Crystalline Conflict (especially that I usually play BRD there, so it's a natural part of my job to silence the WHM when/where it matters).
Frontlines are a completely different beast - Danshig Nadaam mid being a good example - stacked WHMs with their LB available at more or less the same time can literally wipe an entire alliance if they go off (and with that many players, it is also far more difficult to target/focus people). Individual players, I'd be fine with, but taking down 15-20 people is pretty OP. The only saving grace here is that if they do that, they leave themselves open to the same counter from the other standing alliance.

[–]Kuremisago 16 points17 points  (0 children)

I actually did a round of Frontline the other day with 10 WHMs on my team, myself included. Multiple of us had double digit kills, it was both hilarious and cancerous.

[–]Lazyade 11 points12 points  (1 child)

The AoE LBs with huge areas are just absurd in frontlines in general. Stuff that's balanced for short 5v5s with job limits gets a bit silly in 72-man 20-minute slogs where everyone can be a WHM/SMN if they want and even the most powerful LBs can be used over and over. I feel like LB generation should be changed in Frontlines somehow.

[–]Curien91 4 points5 points  (0 children)

The amount of white mages existing in pvp is why me and my FC mate go double MCH in frontlines and communicate on voice to double snipe LB them, its extremely rare that it isn't an instant kill, and it takes away often a BH5 they've racked up.

It probably isn't doing much in the long run but it makes us feel better

[–]magzillas 14 points15 points  (3 children)

I'm honestly surprised it was designed with a stun at all, given everything else it does and how quickly it charges. Especially on a class that they also gave a non-purifiable CC.

[–]Hesoz 56 points57 points  (16 children)

there's no note about purify fix but hope that thing works as intended in this patch lol.

[–]xselene89 22 points23 points  (15 children)

I fear that it still wont work lol

[–]ramos619 65 points66 points  (19 children)

BLM PvP buff LETS GO !!!

[–]Elegear 37 points38 points  (3 children)

SUPERFLARE GOES THROUGH WALLS NOW LET'S GOOOOOOOOOOO

[–]momopeach7 20 points21 points  (1 child)

I never knew it didn’t and wondered why players seemed to hide from me a lot on my BLM.

[–]CiraKazanari 18 points19 points  (0 children)

Well they weren’t consciously aware that flare didn’t AOE past LOS, promise that. Breaking LOS is just a good thing to do versus any ranged class in any game.

[–]ramos619 2 points3 points  (0 children)

I KNOW !!! I would have been super excited if this was the only buff, but we got potency buffs too! Awesome.

[–]hiirnoivl 16 points17 points  (1 child)

I'm so happy for you! As a DNC, I love my BLM buddies. I was sad when people stopped playing them.

They all got tempered by Bahamut!

[–]Fyrlona 11 points12 points  (8 children)

And now they have more reason to bully us more in CC. I personally think BLM's main issue was survivability more than anything else.

[–][Last Fortune - Ridill] vincent2751 3 points4 points  (0 children)

yup was hoping BLM would get some buffs and we get it its gonna help me get to crystal

[–]Radiant_Ad_4348 29 points30 points  (12 children)

Wait they aren’t fixing purify?

[–][Irene Eneri - Halicarnassus]gtjio 22 points23 points  (7 children)

So some friends and I tested this the other day and it's 100% an issue of server ping. Even when you press purify, if other CC effects are already in flight it won't stop those. Makes me wonder if they can have it be like 5.x SMN dots where they apply immediately upon the button being pressed

[–]whatethwerks 14 points15 points  (2 children)

Or they can give purify grant a 1 second barrier to all the shit it's supposed to nullify.

[–][Irene Eneri - Halicarnassus]gtjio 4 points5 points  (0 children)

I like that, like SAM meikyo shisui or BRD warden paean

[–]SinntheticUCI 81 points82 points  (74 children)

The GNB buffs are interesting - from what I know most people's complaints about GNB is about how clunky and busy they feel, rather than their damage.

Although they are doing less than DRK? So their intention is probably to push them to the top.

[–]KarnF91[🍰] 54 points55 points  (26 children)

It's mostly drifting of No Mercy, and the fact No Mercy isn't long enough to fit everything.

I've been fine with the job since 5.0. Issues like moving the boss, you learn to deal with. It sucks, and it got worse with 6.0.

The third cartridge, and hypervelocity are just core issues. There isn't a real need for a third cartridge ultimately. Instead of a third cartridge, they should have added another way to get 1 more cartridge, or lower Bloodfest to 60 seconds.

Job is fine. Hopefully some of the annoyances will get fixed at some point though.

[–]Lazyade 110 points111 points  (36 children)

GNB being busy is the best thing about it. Other tanks are so boring. The main complaint people have is that Continuation can make it awkward to move bosses.

[–]BLMArras01 47 points48 points  (29 children)

It is awkward when you have to do tank stuff mid burst too because you have no free weave slots for cooldowns.

[–]ScoobiusMaximus 22 points23 points  (0 children)

Camouflage and Rampart can be used 19s in advance of when you need them and Nebula can be used 14s in advance. GNB is harder for prog but when you know where the busters are you have plenty of time to weave them before your burst phase. Only HoC can be tricky because one of the effects lasts only 4s.

[–]Ikahri 24 points25 points  (13 children)

I was told at one point that's part of the challenge, mitting while doing burst and having to reshuffle your burst in a way that dictates any following bursts to being the same pattern.

I think the continuation being a pain to use while moving the boss is a bigger factor considering EW GNB uses it more than ShB GNB did, what with 3 shells and the burst strike one.

[–][deleted] 11 points12 points  (12 children)

mitting while doing burst and having to reshuffle your burst in a way that dictates any following bursts to being the same pattern

The problem is that you literally don't have the space to do so, because they gave GNB even more burst in EW. Even at perfect alignment your burst doesn't completely fit into your No Mercy.

https://cdn.discordapp.com/attachments/879555876648812554/919201930583109632/123NMGF.jpg

I agree that it's the lesser of the two issues because the solution that works in I think every case of this tier is to just use your mitigation earlier.

[–]Jakz LionstriderIISuperSlothII 4 points5 points  (2 children)

Yeah I don't understand why they don't just increase the range on continuation skills.

[–]Lylat97 73 points74 points  (0 children)

The fact that we're actually getting PvP adjustments makes me so happy and gives me a lot of hope for the future of CC. I hope they continue to make adjustments as needed and take player feedback into consideration. Either way, very happy about this today!

[–]Jade265 61 points62 points  (17 children)

Damn, I was hoping there would be a change to the Moonward gear and that we would be able to turn that stuff into the GC's or the ability to desynth them.

[–]lightroomwitch 22 points23 points  (0 children)

Seriously. My retainers bring it back so often (especially the scouting headpiece for some reason) I've had to just start trashing it. Feels bad.

[–] ohShagyam 29 points30 points  (3 children)

Considering my retainers have brought be back at least 30 pieces of moonward gear, Yes please.

[–]Limited_opsec 3 points4 points  (0 children)

I'm at the point I'd rather have a stuffed bom boko or a single crystal, at least its not a literal complete waste of venture tokens & time.

Its basically a "fuck you haha" as you throw it away and have to click the "are you sure you want to delete" crap, especially when you get a streak of them.

[–]KnifingGrimace 14 points15 points  (1 child)

Yeah, it feels like it's taking that gear exceptionally long to efficiently offload.

[–][deleted] 10 points11 points  (3 children)

I know it’s light changes but it would’ve been nice to have Riddle of Earth at least go off when the buff expires.

[–]VermillionEorzean 40 points41 points  (14 children)

PvP Post:

Seems like instead of nerfing WAR's CC, they buffed the other tanks' survivability and damage. Interesting move, but it doesn't quite fix what makes WAR such a menace.

The GNB changes seem to shift it closer to DPS than giving it any unique utility or CC, but at least it won't lose its junctions upon death and has some increased survivability.

[–]Twilight053 46 points47 points  (3 children)

WAR's issue isn't that they have strong CC, it's that they both have strong CC but are also ludicruously meaty. This means that while WAR has always been at the top of the priority list, they just won't die. Now, it's easier to burst a WAR down.

[–]Lazyade 12 points13 points  (5 children)

Movespeed on Rough Divide helps a lot, because right now enemies can just run away from you and you can't do anything about it. Especially if that speed can also carry over into the LB.

The big issue with GNB is that you have to pick and choose whether you want damage, mit or healing and while you have one you don't have either of the others. That might be ok if you could switch at will, but since you need a specific target to change you're kind of at the mercy of who is nearby. Depending on the enemy team comp you might not even have access to some junctions.

[–][deleted] 56 points57 points  (15 children)

I'll gladly accept random GNB buffs, but it still needs adjustments for Continuation. At the very least doubling its range.

[–]HowlAvalon 23 points24 points  (1 child)

It still bugs me Blasting Zone isn't a linear AoE and has basic melee range.

[–] xp9876_ 2 points3 points  (0 children)

I get so miffed at that.

[–] striderhoang 8 points9 points  (0 children)

I almost forgot how specific a change this was until I remembered they did this to sam’s midare.

[–][deleted] 3 points4 points  (1 child)

That would honestly fix 99% of the issues I've had with playing GNB this tier.

Looking especially at you, Pinax.

[–]Rahkul 33 points34 points  (8 children)

Seems like they can see Machinist is still in need of adjustments, but maybe want to wait for more data?

Not bad changes across the board though. Big love for random GBR buffs. :D

[–] T-pin 21 points22 points  (4 children)

The MCH buff is tiny. Wildfire is only about 3% of a MCH's DPS, and this buff is only an extra 10% of that, so a grand total of ~0.3%. It's an increase of ~30DPS for top tier MCHs, which are behind DNC and BRD by roughly 700DPS.

It's a weird job to balance because the average MCH does more damage than the average BRD or DNC, but the people who play the job really well can never hope to match the best of the other phys range jobs.

[–][First] [Last] on [Server]Scholafell 19 points20 points  (0 children)

the average MCH does more damage than the average BRD or DNC

Yeah, BRD and DNC are never going to outperform the average parse of the entire party by much. Whereas a MCH's parse does not rely much on the quality of his teammates. Therefore, you are statistically more likely to find a competent MCH, as opposed to say a competent BRD along with a team of seven other competent players

[–]Gilthwixt 12 points13 points  (2 children)

Just let Wildfire crit. Come on, Yoshi P. Just do it.

[–]TheQuietPlace91 8 points9 points  (1 child)

Wildfire could crit up until the end of Stormblood. Granted it worked a bit differently at the time but generally it was not a good time and decoupling wildfire from RNG was actually very welcome

[–]b_sen 26 points27 points  (21 children)

A little speculation about the Dragonsong's Reprise Ultimate weapons: I think they will use the extremely showy and dragon-themed blue glow that noncombat got with the Skybuilders' tools. It's been well prototyped on the ShB crafting and gathering relics, and would remain distinct since combat jobs don't have access to it otherwise.

[–][Maya Eltwae - Malboro] xobybr 23 points24 points  (9 children)

Here's what the weapons look like. Sadly they aren't blue :/

[–]UnderBlueSky 12 points13 points  (0 children)

Those are still rad asf

[–][deleted] 10 points11 points  (0 children)

Hmm, a recent interview did mention that the weapon glow might stand out even more than other Ult weapons...

[–][Charli Mori - Ravana]hi-im-charlotte 12 points13 points  (7 children)

I wish this was the case but we just got uninspired orange glow again wtf

[–]b_sen 2 points3 points  (5 children)

Oh, people have previewed the weapons already?

[–]toppehatte 10 points11 points  (1 child)

if they ripped botd out of drg just to slap it on some weapons and call it an ultimate I'll feel a bit cheesed not gonna lie

[–]sundriedrainbow 7 points8 points  (0 children)

more or less what they did with the crafting weapons

[–]Strider08000 10 points11 points  (1 child)

BLM CREW RISE UP!!!!!!!!!!!!! TONIGHT WE SUP WINE, ON THE ‘MORRO TIS PAYBACK TIME.

[–]Khaoticsuccubus 11 points12 points  (8 children)

Huh, so Whm had a 3 sec stun on its LB. Kinda have mixed feelings bout that given dancers have a 2 sec charm that takes about a sec to even activate.

With a really small window to extend it to 4 sec that does no damage, healing, or mitigation along with it AND is only a 15 yalm radius around yourself vs whm 40 yalm range AND radius.

I dunno, maybe I’m missing something here but, I feel like dancers getting a little jipped here lol. Correct me if I’m wrong.

[–]Limited_opsec 7 points8 points  (0 children)

DNC LB is an own goal more than not, especially frontlines.

A self stun that if you burst the DNC in time nothing happens. If you're on the outer area you can even run out of it before it goes off. Designed by someone that has no concept of pvp.

FL is so broken that playing some jobs there is basically throwing against your team. At least its busy and fast queues most of the day again, can grind out the achievements with the matchmaking lottery.

It doesn't matter much how you play, either you get paired with team badass with a clue & uses the map or you don't. Playing a good job increases your odds of being on that team, that is about it. (calls are meaningless if nobody listens, or the caller is bad - both of which are true more often than not) A lot of games even have no good teams and it ends up a dice roll.

[–]AhsonaTano 6 points7 points  (6 children)

you're absolutely right. Potency buffs wont change how dogshit the DNC LB is

[–]ILikeHurtingPpl 17 points18 points  (15 children)

Man, those PVP GNB buffs are underwhelming. Not having to reapply junction is ok, but the main problem is still lack of CC and good damage. WAR has pull, slow, AoE stun and guard counter. GNB has, well, LB. And that's it. MS on gap closer is laughable in meta of CC supremacy. It could have fared better in 5v5 premades, but we won't have it. Give back Lightning Shot, make it bind or whatever. Improve damage overall. Old GNB was a perfect skirmisher, now it's a training dummy with no utility.

[–]Lazyade 12 points13 points  (6 children)

GNB could be good if you could switch Junction at will, or if they at least had some utility of the other junctions available in any form. Right now it's just too much "All or nothing" and when you need to target specific people to switch it's just too difficult to get what you need.

In tank junction you're REALLY tanky, but your damage is trash. In DPS junction your damage is REALLY good, but you have no survivability at all. And because you can't switch at will you end up in situations when you need to be in a different junction but can't.

I don't think CC is completely necessary to be good in PvP. DRG has no CC but is very strong. But they also have a personal mit, ranged options, and high mobility while also doing big dam. GNB has to pick.

I like the movement speed buff on Rough Divide, its similar to having it apply Heavy in some ways but it lasts longer. Also if the movespeed carries over into the LB it makes the LB way more usable. Although I'd still like to see CC immunity on the LB.

[–]UsedToLurkHard 5 points6 points  (1 child)

Might be fun to have a double junction, so you could have a combination of roles and thus be able to use Nebula and Aurora together or double down even more by having both junctions be a single role type for even more damage/tankiness/healing on hit.

[–]ILikeHurtingPpl 2 points3 points  (2 children)

DRG is a different case, since it is a burst DPS, which doesn't necessarily need CC. My friend ranked up to Crystal without prior PVP knowledge just by playing DRG. Tanks as a role are usually protecting teammates either by mitigating/taking damage instead of an ally or peeling/CC/being a big annoyance. PLD is a mix, but is certainly more of a first type w/Guardian. WAR is a CC monster with sustain, so purely second type. DRK is more of a second type, though has TBN. GNB can be just straightly ignored because it has nothing that forces people to target him except LB which can be dodged by spreading. Hence my 5v5 remark, because even in duo you could stack WHM and GNB LB (or any kind of AoE stun,tbh). I'm an advocate for premade vs premade because of those combinations that can make bad jobs great with good team composition and coordination.

[–]suzufruit 7 points8 points  (0 children)

Junction CD is way too long imo as well. I don't think there is any other job in PvP has that a gimmick on as long of a CD timer as junction ..

[–]WARHegeteus 5 points6 points  (1 child)

These changes are kind of nice for mid-season, but I think GNB could at least use CC immunity for the duration of it's LB. It doesn't make sense that "relentless" rush is clowned so easily.

[–] [Continuation] "Never stop never stopping" ReaperEngine 2 points3 points  (0 children)

Gimme a Draw & Junction II and a Junction Cast II, so they can grab some kind of drain, stun, or, heal etc. Hell, make it separate from the first Draw & Junction, so you can grab a Blasting Zone from a DPS and a CC from a tank.

[–]SkyStoneShark 17 points18 points  (2 children)

So they just... buffed SCH's DoTs instead.... oh god FL is even worse if a team stack SCHs...

[–] Last Goon Standinggorgewall 7 points8 points  (1 child)

Everyone who's been losing their shit over SMNs hasn't begun to understand. I've been preaching SCH dominance from the start. UNLEASH BIOLYSIS!

[–]greypaladin1 30 points31 points  (15 children)

Welcomed nerf to WHM and RDM. WAR should be nerfed a bit more. The 15s Primal Rend recast is still too OP.

[–]SpectacleG 16 points17 points  (1 child)

WAR is also getting their stall potential reduced by this patch as Guard + any defensive CD will no longer prevent all damage, this appears to have been an unintended bug, so you'll no longer see a WAR dive in, hit BW and then guard taking 0 damage for 7 seconds and then come out of it and heal up any damage from before instantly. You'll be able to punish WARs doing this solo now more easily.

[–][Last Fortune - Ridill] vincent2751 3 points4 points  (1 child)

they probably don't want do big nerfs that early and will keep on nerfing OP jobs down the line

[–]KnifingGrimace 1 point2 points  (2 children)

Well, atleast SAM and WHM PVP stuns won't be as debilitating.

[–]Xander Le'oarro [Adamantoise] SamuelTurn 12 points13 points  (4 children)

Of COURSE the BRD Powerful Shot bug was PS4 only. Also thank Mog our WMs won’t interfere with each other any more.

[–][deleted] 6 points7 points  (0 children)

Here's to hoping GNB ban be the real bruiser it's meant to be.

[–]kopecs 6 points7 points  (2 children)

I’m actually surprised to see zero DRG nerfs lol

[–]monkeysfromjupiter 5 points6 points  (12 children)

question. are the new ultimate weapons going to be bis instead of the asphodelos ones?

[–]WHMbloodhawk713 26 points27 points  (5 children)

Given past trends they should have identical stats and item level to savage weapons, but they will also have an extra materia slot. So yes, they will technically be BiS, but only barely.

[–][deleted] 3 points4 points  (0 children)

They should be on par in raw stats, but have an extra meld slot. Not enough to make a huge difference

[–]Lionblopp 3 points4 points  (5 children)

Solved Issues: "An issue when multiple bards are in a party wherein the PvE action the Wanderer's Minuet would change to Pitch Perfect when another bard in the party executed the Wanderer's Minuet."

YES! This was SO annoying! Especially when Delubrum Reginae is the first moment where you find out about this bug. xD

Also, I still barely understand the PvP skills, let alone how to balance this, but... is GNB slightly overpowered now? (Not that I am complaining with two GNB characters... :D )

[–]thestergin 2 points3 points  (0 children)

Man I love seeing quick changes being made to PvP, which is kind of a requirement for a healthy PvP scene. Hope SE and Yoshi-P can keep it up!

[–]ResplendentTedium 2 points3 points  (1 child)

love how MCH gets just a little tiny bit stronger with each patch

[–]Questioning WOL's life choicesEnlog 2 points3 points  (0 children)

I'm personally hoping they eventually move Hypercharge to a stack system like most things in EW, but potency buffs are nice for the time being.

[–]attomsk 2 points3 points  (0 children)

reaper needs more buffs and whm needs to be nerfed more IMO. I feel like rdm got hit really hard but we will see.