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I love bard but good lord would I love them to give the class meaningful damage while also being a party support… 1% on fucking mages ballad isnt so big that its like "OMG bard cant clear 60 content with their regular abilities in a one shotting manner like every other job at 90 with 600 ILVL!" jobs so much fun but holy fuck does it feel like garbage in damage you're like a banner minion.
as a RDM main I'm disappointed they didn't address the fact that stuff like sprint, potting all eats your dualcast, which is the thing that makes rdm do close enough to decent dps. It's so annoying, I've constantly had issues with this while progging p9s-p11s to the point where I'm near giving up. these buffs are okay but it doesn't change the fact that the job is inconsistent due to the dualcast bugs and the fact that this whole "verraise" tax is stupid. the current content makes verraise situational at best because of bodychecks and if I dare try to use a super-ether to regain my MP inbetween raises to squeeze out another raise, it eats my dualcast and wastes even more time. I am so beyond dissatisfied with RDM and I feel like it provides mediocre damage buffs and does mediocre damage when I could play any other job and do better. the only reason I still play rdm is because A) its fun, and B) ain't nobody do it like me
While the potency buffs are cool and all, I feel like there is some heavy disconnect between the Mid~High raid fights and the rest of the game. They had place an itme level synch on The Final Day because the boss was dying too quickly in the last phase because of player power creep, and now players are so strong that the bosses of Aglaia rarely last a few seconds into their second phases, if they ever get to those phases at all. I literally saw Nald'Thal die before the casting meter for scales even showed up. This is why I was a bit excited when I heard about the Alliance Raid adjustment, because I was under the impression that they would add a hard level cap to the Alliance raids to force player power down, so they would have to engage with these fights.
Instead, it feels like the player power is being considered in the context of the Extreme and Savage trials, where the boss HP is suddenly a very important factor to consider due to the enrage timer. You need to make sure the boss HP is high enough that synched players will always see around 80% of the boss mechanics, but low enough that Min Item Level players can consistently finish the fight. The problem is that player power for Extreme and Savage fights blows the power requirement for standard Trials and Alliance Raids out of the water. Honestly if the team does not see fit to cap player power, I think they should at least give the bosses a sizable HP bump so that they can actually get to the "harder" mechanics of the fight.
I recently played Labyrinth of the Ancients the other day, and found out that the final boss actually has some more complicated sword patterns after the second ancient flare, but we never get to see them because he almost always dies right before or after his second Ancient Flare cast. Casual content is already mocked for being easy enough as it is, and while I do enjoy that they have begun making dungeon bosses harder and more mechanically demanding, I would definitely like to see something done about the big boss fights that feel so small now.
14's RDM is an atrocity compared to 11's, and these miniscule buffs aren't helping.
But Yoshida has said before he doesn't like hybrid roles and the primary goal in 14 is maintaining balance over Job identity :/ (even though IMO that hurts the game in the long run)
As a Red Mage, the buffs are welcome, but yeah, the "but you can raise" argument is growing tired. Yes, we can raise, but we can also lose even more dps by using it. I don't want to have raise removed, but they can't keep using it as an excuse.
The reprise buff is a joke though. Since it's only a buff on Enchanted Reprise you are using your global cooldown on an ability that not only eats resources that could be used to a greater effect later in the fight, but also eats a global cooldown that should be used on your rotation.
The only time I've used enchanted reprise in recent times has been to go all in max greed at the end of a fight where you don't have time to build up for another combo. Now if they'd buffed basic reprise also, that would be different.
As a Reaper Main in the expansion, all i have to say is FEED!
maybe the zurvan bug was in unreal but they didnt fix it in unreal because zurvan leaves in that exact patch. or at the very least didnt mention because it leaves
Sidewinder is a good oGCD for BRD though. Remove it, they won't deal as much as their DPS counterparts.
As usual cant please everyone
Will they ever split the potencies for lower levels? Not all relevant content is at lvl 90, and even something as everyday as doing duty roulette lands us in lower levels where we lose all those potency traits. They really could improve on readability.
Can somebody explain to me why Sidewinder is such low potency for a 1 min cd? Dancer has an AoE with 720 Potency on a 30 sec cd while Machinist has its variations of Drill which also all deal twice the damage of Siderwinder. Is it all extra tax for their Dots? I just don't get it.
The Verraise tax reminds me of what people say about my main DRK "oh TBN is good and you do good opening burst dmg so you don't need healing stuff like EVERY OTHER TANK."
Ah yes, War literally does more dmg than DRK now out of the first burst window, and leave us in the wind. It's so hilarious because they have the most
Heals out of every tanking job, and now PLD is getting a buff again LOL making DRK the weakest tank. is it fun? Yeah, but it has no reason to be this weak in self sustain when now all the other tanks can do more damage than DRK and can sustain way better than it.
Also, Verraise doesn't really work for raiding content as well as the devs think it does.
I think they are smoking the forum coconut juice too much, it's a disgrace too, because I dropped RDM because of the devs refusal to outright make the job better and looks like I'm going to continue with that. So Yoshi P continue to buff BLM and make it better while ignoring other jobs see how well that works out in the long run.
With as much emphasis that's been placed on the 2 min meta and adjustments over the course of EW to other jobs to bring their cooldowns in line with 2 min bursts, it's baffling to me that RDM ogcds are still on awkward 25 and 35 second cooldowns that don't line up with anything else. Why? Who knows.
i see no problem with red mage tho. it's a red mage, jack of all trades, not usually as strong as other jobs, it just has a wide toolbox.
As an avid fffxi player I feel sidewinder should have drill potency
That thumbnail 🤣
Ranged tax needs to screw off, punishing for "utility" needs to screw off
I think the reason for the oddly specific Reaper buffs is probably that they were worried about swinging the balance too much between the two big versions of the rotation (double vs triple enshroud)
I feel as a DRG main that RPR is one of those job that DOESN'T need AT ALL more buffs. I feel like the old maiming job is being left in a dark corner until it gets the rework in 7.0 which… yea, whatever.
I SAW A KITTY!!!!!!!
Pity potency AFTER all the relevant content for Endwalker has already finished…
More tank homogenisation lmao
This seems like a much longer list of resolved and known issues than is typical, no?
No one is ever happy. No buff: Angry. buff: Meh.
This patch has some Potential
The BRD changes are nice… still gonna play MCH or DNC instead XD
Man, Red Mages really got that corporate pizza party.
No pvp adjustments?
Yes, buff reapers more! 😂
Okay.
Hopefully we get crafted primal weapons
It might just be my bad take, but I'd say that in terms of DPS, Red Mage are in an OK spot right now. If you look at the damage charts for current tier, the raw damage on the class (nDPS) is just a little lower than SMN, which is good for a class that has more support than summoner. If anything, I think they need to add more support to RDM than damage. RDM really falls off in two places – Stopping to raise (You should only do it if either your healer can't raise or the healer is dead, otherwise mind your own damage!) And the support not being as strong as other support classes. Bard does marginally lower damage than Red Mage, but makes up for it with its huge buffs. If red mage was treated like this, it'd be a great choice to bring to parties. Besides, the potency we got is more than just pity potency – It looks low on paper but you use a lot of those spells ALL the time (except you, Enchanted Reprise.) This can add up to extra hundreds of potency through the fight. We'll see soon, but my guess is that the damage will be around or on-par now with Summoner after this patch.
Edit: I've looked into the average gains thru rotation – I found an instance of around 240 potency gained in 2 minutes – That's about 1 cast. Not a lot, but over the fight could still add up. just not as much as I thought. Still think they should look into buffing the utility of the class. Or hell, if you want to increase the damage of the class, even ever so slightly, just make Fleche and Contre Sixte deal magic damage so that you can use it with Embolden.
ok