Patch 7.1 for FFXIV is less then a month away, in this video I will be covering each class and what I would like to see going forward.
#ffxivpvp #ffxivdawntrail #ffxivcommunity
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00:00 Introduction
00:29 DARK KNIGHT
03:42 WARRIOR
04:46 PALADIN
05:43 GUNBREAKER
06:50 MONK
08:06 DRAGOON
09:08 NINJA
10:16 SAMURAI
11:02 REAPER
12:00 VIPER
12:45 BARD
13:34 MACHINIST
14:27 DANCER
15:01 BLACK MAGE
15:40 SUMMONER
16:35 RED MAGE
17:22 PICTOMANCER
18:01 WHITEMAGE
18:41 SCHOLAR
19:34 ASTROLOGIAN
20:07 SAGE
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Drk needs a complete rework. It is broken, so many people getting insta killed all at once over and over again in a match is most likely not what was intended. I can’t believe they haven’t fixed it yet already.
Decrease ninja at max HP to one
Bruh… we need CC events man.. all the players on ffxiv and i cant get in 1 ranked match but 400+ casual..
Monk and Ninja are my two favorite PvP jobs to play. I'm a melee main in PvE also, so I naturally gravitated to them for PvP. I do agree with your comments on Monk. I'd love to see some extra range options with Wind's Reply and Fire's Reply being tossed into the kit somehow.
I love the choice of minions for each job 🥰
Very complete video, it's such a pleasure to listen to someone who knows and loves pvp. I hope your predictions are correct, there are a lot of good ideas!
I'm very conflicted on DRK… I actually think Salted Earth in some form is very good for the game. Having someone who can set up party combos is very healthy for competitive modes.. but the way it is now is not great. Remove living dead and make salted earth the LB would let it Stay impactful but feel a bit less bad. It requires a deeper investment from the drk to pull off and they can't immune themselves during it.
I'd like to have CC updated with a removal of the hp potion spawns around the map and more incentives to play the objective. Currently, most of my matches are just people camping potions and the team with higher damage jobs winning. I feel a few changes would encourage more team play and fights there wouldnt be a need to basically kill a player multiple times due to them healing repeatedly. I would also like to see a change to how crowd control works. It currently feels like purify is just there for decoration, using it after getting stunned basically does nothing when there is no cooldown or limit on cc chains atm.
Good Reaper, red mage, ninjas are unkillabe. U can’t catch them
Ranked CC when 😢
I don't fear dark knight as a bard main. I just step back. I fear samurai, because samurais target me every damn match. I can't do anything against getting one shot /sigh
Dark Knight is strong…..IF you have a team that follows up after you CC. If you don't have a team that has your back, you're basically just dead every time you go in. Even doing a preemptive purify doesn't help when 24 people attack you at once, and 0 people from your team help. Here in NA, Dark Knight only shines on teams that actually listen, but since most players are single celled organisms (at least on Aether), Dark Knight doesn't feel so scary. Again, on a team with communication, Dark Knight is by far the most broken thing in the game. On a team without communication, he's borderline useless (but usually it's not the DRK's fault at that point, it's just being stuck on a team with a bunch of filter feeders).
Regardless, I would like it to be changed because it's too oppressive in the right hands. Maybe give Dark Knight the WHM treatment and make Salted Carmel a 45-second cooldown. Or, give it a 1 minute cooldown, but make the AOE much larger, making the move stronger, but you can't using it as often. Or heck, make Salted Candy their ultimate, make the AOE larger, the pull in more powerful, and the bind do more damage, but it has a long 120-second cooldown. Then give them Living Dead, just how it is in the PVE where you die, but instead of dying, you have a few seconds to restore your health to full. You have to restore your health via damage, Recuperate or Elixirs won't work. If you can't go to full health, you die. This is very similar to their current setup, but Living Dead can be a normal move with a 45 second cooldown and you only have 5 seconds to build your health back instead of 10. It's just a thought.
I actually want Monk to be buff. I want Monk's combo to be shorter so we can do more damage more often. I also REALLY like your idea of making the Monk limit break animation shorter, but I do like the super long, unavoidable, un-purifiable stun. A buff to Monk would just be so much fun. Red Mage needs a buff too in my opinion, but only to the cooldown for the melee combo. The cooldown too long for me, but that be me being greedy. I also want a buff to WHM. Damage wise, WHM is fine, but I want a support buff. Either give them more heal charges like 4 instead of 2, or give them 2 charges for their shield. I really love saving that tank that's getting focused, or keeping them alive just long enough for the rest of the team to come.
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I'm against jobs getting an additional button. PvP kits being so skillfully condensed is most of the appeal for me. Picto having one more ability than all other jobs makes it the most jarring to play on the controller.
I'm being greedy since I don't like using extended bars in PvP.
I would like to see diminishing return on multiple stacks of sch dots and ast macro damage
I really only play FL, rarely CC, queuing solo mostly on BLM or WAR. Here are my thoughts and hot takes regarding FL. I am concerned about the defensive adjustments given to ranged and melee jobs and feel they need some tuning (reduce the "ranged tax"). Add crowd control resistance to help with things like the salted earth spam. If possible, make changes to the match queuing system to make queue-syncing harder. My data center has regular queue sync events and getting caught in one can be a nightmare. Final hot take, remove personal performance information from the scoreboard and only show team objectives. We don't have scoreboards in PVE so why do we have them in PVP?
Whenever someone lists the counters for DRK, they always conveniently forget that all of DRK's counters are instantly negated by a single PLD covering them, which happens very regularly when they're partied up. SAM is really only a counter to inexperienced DRKs because of shield usage or smart targeting. Players definitely need a pull-in immunity after being yoinked, and I'd even include a 5 player pull-in limit (leaves CC unaffected, still punishes FL somewhat without one guy pulling the entire team.)
Nerf plunge in FL. It shouldn't be reset on kill. DRK on solo is fun…Pld is very strong. Sheltron bomb with slow can be played like salted.
I agree, DRK is weak with no team support, and they can be the most broken thing ever. Based on other comments and my own opinions, i would like to see in the Salted Earth tool-tip "draws the first 5 closest enemies to you."
The main problem with premades is ASTs. They can get to a high battle high in the first pull with macrocosmos, they can heal the pulling DRK back up to full HP with no effort, and can tank a MCH Drill+LB combo with also little effort. I would like to see a damage nerf or range nerf to macro and a reduction of healing potency
I feel like excog could be an interesting addition to the pvp scholar kit for a strong single target support. Maybe it would be too op, but i feel like with everyone having their own heals, excog could really reward careful team play so that you're not overcapping heals and wasting mp.
White shift on red mage needs a heal over time to help me survive if things get dicey. the shields an heals are nice from your combos, but sometimes i just need a little something when i'm running for my life and don't have time for a verholy.
do away with solo queue for casual, keep it for ranked tho.
I havent watched all the video yet, so I havent seen your take on MCH yet, but PLEASE GOD EITHER REMOVE BIOBLASTER AND DONT FORCE IT INTO MELEE RANGE.
Stopped playing on the first month of Crystal conflict and i'm still coping that someday pvp will be cool again and i can return to this game.
Hope they change a lot, cause they ruined pvp with those new things.
Removing gauges, only a few usable skills, defensive skill for everyone, infinite pots and removing mana was a big mistake.
Used to play a lot pvp, almost 3 hours a day of frontline.
When they changed, just got 5 account to crystal rank and left the game with 1 week. It's too easy and stupid now. The only good thing they added on this new pvp was the new LB's.
PvP was already good before endwalker, the only thing they should've changed was the way healers used to work cause they could heal too much and we're almost impossible to solo kill. Maybe some dmg buff for tanks and it would be amazing.
Unfortunately, square enix doesnt give a damn about pvp on this game, its just a side content.
The only thing I want from the PvP changes is a change to SAM's lb. Such thing as a insta-kill move shouldn't ever exist in PvP ever. Oh also Paladin Cover + Elixir combo gotta go, that's just toxic.
My issue with DRK is just Salted Earth being too oppressive. It does something that no other class in the game can do besides Dancer LB and on top of it it just the farming class. Want an easy win just have a premade and just stomp noobs to the ground. Oh is that a PLD using cover on the DRK welp guess I can't do nothing. Also am reminded of Rival Wings and a few Frontlines where there was 6-12 DRK just stomping the other teams. That Damn Salted Earth just ruins moods. Is there a Meta where DRK isn't a part of it?
Frontline is in an atrocious state, the entire meta revolves around Dark Knight. Your job is measured by how it helps or hinders Dark Knight and whether or not it can almost-maybe-kinda fulfill a similar role as Dark Knight. You ask yourself whenever you think about picking a job, "But what if I get pulled in by Salted Earth?" That's not how you should be thinking about PvP, but unfortunately it is a guarantee you will see a minimum of 2-3 on both enemy teams. You never find yourself worrying about PLD, or VPR, or RDM, or PCT, or any of those – because they are not Dark Knight. Dark Knight is the only job that matters in this lopsided malformed framework. They need to completely rework all four tanks such that they all share some degree of feasibility in the initiation and playmaking role. Oh, and cap out Salted Earth at 3 players. If they suck in CC whatever, GNB has been shit in CC since day one and nobody's crying a tear for them.
Lionheart as the new GNB Limit Break please.
2:35 Thats a lot of copeium there. You keep talking like somehow the DRK is holding back even more aggressive spam and pre-made power, and this isnt true, otherwise people would be doing exactly that. Good ideas here, but not sure why/what value the excuses are supposed to add.
Currently Viper is awesome in CC, but sucks in FL due to laggy healing after using furious backlash, you also heal for less, due to FL passive damage resistance, but it works in CC
The more i play pvp the more i dont dislike drk k. They keep people on their feet and if you want to pvp, you have to make the effort. People just want everything to be easy. Learn the basic, you dont need BH or a drk k to win. You just need to learn not to die,when to push, when to run out, how to avoid pinches and get the objectives. I like fighting but when i see my team attacking 3rd place while 1st place is way ahead….le sigh
Idk what the gripe is about Salted earth. People despising it or calling for it to be outright removed.
It is the DRKs only real gimmick in pvp. Making it its only purpose in frontlines (I hate frontlines) and everytime i would go in to do my one job for the team, my teammates do not follow up and I get dogpiled instantly with 20 roots and stuns that my one purify cant fix. And guard just delays the innevitable with how slow you move and my team long since abandoned me.
Sure its strong if you have a team that works together and communicates. Wish I had that luxury. Its the only thing they can do in frontlines.
And CC? Just as frustrating to use for me. Too often Enemies were able to remain spread out snd applying pressure that i cant pull enough of them in and due to latency and distance, the pull wont even bring them into the circle to root them anyway.
In addition to that, the mechanic to sacrifice health for damage forever is annoying to me. You to be horrendously low on health to do any kind of noticeable damage and even once you do, its hardly worth it most times. Meanwhile the other 3 tanks dont have to make that kind of a sacrifice, especially GNB.
If anything there needs to be more diminishing returns on stuns and such. Too much of that even in CC alone.
Your DRK comments only apply to a single DRK with no coordination. If you have a premade, you only need one or two players to baby sit the DRK and they're effectively unkillable and they cannot be countered without another premade actively doing so. I have over 2.5k games in frontlines across 2 years, and I can confidently say removing salted earth in it's current form would be for the best. Either remove it outright and redesign the job, or make it so that the ability can only pull in 5 enemies and those 5 enemies cannot be sucked in again for 10 seconds. Without these changes, DRK spam will continue because the trade off is just too good. I can literally win dozens of games in a row with no effort with 3 others either playing DRK or baby sitting one player.