FFXIV Patch 6.1 Job Changes are MASSIVE! Let's Discuss



Final Fantasy XIV Patch 6.1 has massive updates to the jobs and so let’s talk about what surprised us the most
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27 thoughts on “FFXIV Patch 6.1 Job Changes are MASSIVE! Let's Discuss”

  1. Do you guys think healers will get some of their old damage kits back in the future? 5.0 removed a lot of damage dealing attacks for them because they wanted healers to heal more. But if tanks can heal themselves better, and don't stop getting heal buffs, there won't be as much of a need for healers. I mean, Warriors can still go into a dungeon with 3 dps and be fine for crying out loud

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  2. They're trying to make tanks easier and easier to play to help fill that gap in players playing the job. If you can play a Paladin, you can play a Warrior, a Dark Knight and a Gunbreaker – all on the basic, minimum competency level. I don't mind that – it's no different in my mind in understanding that all classes have a 1-2-3 single target combo and a 1-2 multitarget combo and being able to substitute all healers, dps, and tanks into this basic understanding of how all jobs play. Then what makes the job unique is the additional skills beyond those, definitely homogenized, skills.

    Also, it could just be for the sanity of the game developers to keep some basic level of performance expected across all the jobs. I remember YoshiP talking about wanting four jobs in Stormblood and had almost a riot on his hands from his Dev Team that it was going to be impossible to balance. We might just have to accept homogony because that is a limit of the capabilities of the development to keep all jobs playable.

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  3. The only significant changes for White Mage at max level are with the Lilies and the Afflatus being net neutral. Rest of it doesn't mean a ton – that's because the MP changes didn't note anything for Glare MP cost

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  4. I’m with Chris in this one. I’m ok with tank balance, but; changing a cone to a circle, I’m bent. If I wanted a circle, I’d play paladin. This is homogenization just for the sake of making things the same, it wasn’t broken to begin with

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  5. I have been playing FF14 for just about a year now (so I know basically nothing about the game). But I think my issue with Warrior AoE (Overpower) wasn't the cone/box shape, but that you had to be within rang of an enemie to use the attack.

    All other tanks you can spam thier AoEs without having to lock onto an enemie. That really nice when you want hit your AoE a bit early and walk your AoE animation through them when runing to the next mob.

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  6. One of the possible reasons I've seen mentioned on discord for the WAR change from cone to regular AOE is to make the AI tanks in the Trust system function better, especially at the lower levels before the 2nd part of the combo is available. I can only imagine how tricky it could be to have to code a completely separate targeting system for 1 class out of 4.

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  7. I don't think the read on Requiescat and Blade of Faith is right. You don't become Blade of Faith ready until Requiescat expires so you can't pop Requiescat and then go into the Infinite Blade Works combo. Additionally, Holy Spirit is a 400 potency cure too so you get that heal after popping Requiescat immediately anyway. The Requiescat change means that if you misscount your Holy Spirit and miss hitting Confiteor, or you hit Requiescat immediately before a long invuln phase on the boss, you don't get locked out of the rest of the swords.

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  8. It sucks that they are reworking Overpower. I’d rather they rework Mythril Tempest into a cone, than this way round. Homogenisation makes the tanks more boring. Not to mention I think Blast Arrow on bard should be a direct critical hit, or a 100 song gauge Apex Arrow should be a direct critical hit. There is very little payoff to bard, and I don’t feel the TINY party buffs that bard has access to (1%damage/2%crit/3%DH) make up for the amount of damage they do not have access to. Nor the ability to attack from range.

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  9. I loved cone Overpower and am disappointed to see it go. Having that extra 3y of range gave you a lot of flexibility for chain pulling slightly spread out packs as you approached them. It was especially useful at lower levels when you don't really have any oGCDs to help cover for stragglers, an issue the other tanks didn't really have.

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  10. Fun fact those "massive" smn buffs is actally a very small buff.
    "Ruby Rite: Slight potency gain going from 450/2.9sec to 510/3.0 (155 -> 170pps). Overall, a .2sec increase per cycle."
    So yeah…its like a 1% buff and isnt going to move smn much in the rankings. Smn still going to be behind rdm in rdps and slightly ahead of rdm in adps. Also rdm since can do everything a smn can do but better. Man its so fun having two caster who baselly offers the same thing and one caster who is near perfuct in design… God, I hope we get a new caster in 7.0 that only has a party buff and is closer to blm in dps.

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  11. I had the same misunderstanding about TA, started in ARR and didn't understand TA until well into HW.
    Keep it short, and since games not on and Lodestone is down now… Using Suiton puts an effect on either you or the enemy (can't remember which off hand) that let's you use TA while not being invisible, since you can't use Hide while in combat.

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  12. Mch been Crying the loudest? These guy's obviously know nothing about machinist. This buff was nothing. Ty for encouraging negativity towards mch. I said this for years. This is caster fantasy 14. Just delete mch. Or fired the person who is incharged. I'm tired of youtubers that don't play the class. Act like they know if this is good or not. You guys don't know mch. Stop commenting like you're know if this buff was good. That there shown me. You lack the knowledge of the class. Stick to smn.

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  13. The downside of jump and highjump is that you can't use jump without triggering high jump and spending high jump if your trying to move your burst window. So the amount of DPS you have to lose, to move your burst window on DRG is higher. Not MUCH larger, but larger.

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  14. Mch got about half the buff that it would take to make them EVEN with dancer or Archer. Given that dancer and archer are group positive with massive group buffs and MCH are not, this is not going to make them powerful or useful.

    You could have given MCH a 10% buff, and people would still prefer a dancer in the group, or an archer.

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  15. I think homogenization is fine in a game like FF where you can be anything at any time. To me it would be totally fine if the classes felt the same but LOOKED different. Flavor is important.

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  16. I am throwing this out there at the risk of being dunked on … as a newer tank, PLD since Oct last year, what is the benefit of the tank stance reduction to 3 sec?

    Once you are in tank stance you rarely switch, unless high level content. Very rarely within 3 sec. No?

    As all the tanks are starting to look similar … changing the tank stance to 3 sec DOES open up for true stance changes. DPS and Tank, like it used to be. I never played tank at that point, but giving a higher level of complexity to the role may help diversify the jobs.

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