Quazii covers Patch 6.1 PVE Job Tuning changes, all the nerfs and buffs you need to know.
𝗦𝘂𝗯𝘀𝗰𝗿𝗶𝗯𝗲 𝘁𝗼 𝗗𝗔𝗜𝗟𝗬 𝗰𝗼𝗻𝘁𝗲𝗻𝘁 ► https://bit.ly/2CqMeRg
𝗪𝗮𝘁𝗰𝗵 𝗺𝘆 𝗟𝗜𝗩𝗘𝗦𝗧𝗥𝗘𝗔𝗠 ► https://www.twitch.tv/imquazii
𝗦𝘂𝗽𝗽𝗼𝗿𝘁 𝗼𝗻 𝗣𝗮𝘁𝗿𝗲𝗼𝗻 ► https://www.patreon.com/quazii
𝐒𝐎𝐂𝐈𝐀𝐋𝐒
🐦 Twitter: https://twitter.com/imquazii
💬 Community Discord: https://discord.gg/vhQHT9c
📷 Instagram: https://www.instagram.com/imquazii/
🧑🤝🧑 Facebook: https://www.facebook.com/imquazii/
NoPing Sponsor: Facing lag, ping or packet loss issues? NoPing is the solution. Head to http://nopi.ng/Quazii and use ‘Quazii’ as a discount code for 20% off.
#ffxiv #finalfantasyxiv #ff14
source
Whats your thoughts on the tuning changes? are you happy with the changes to your main? Let me know (P.S. RIP Kaiten). Link to full patch notes – https://na.finalfantasyxiv.com/lodestone/topics/detail/c73cd284013587066d8f9e697fab1db9f007372c
SCH got nerfs and I can only ask why tho
I am a samurai…. nothing more i can say.
Removing Shoha 1 and giving Shoha 2, an AoE fall off would be nice. free up another case of button bloat.
AHHHHH
SAMMMM
AHHHH
KAITENNN
AHHHHHHNOOOKOO
WHY
F for Kaiten.
Ah yes
THe SAM mains gonna cry.
meanwhile
hmm PLD is now WAR
and DRK is now WAR well budget WAR
GNB still GNB
WAR for The WIN
As a SCH main, I do feel it was warranted nerfing Expedience. 20 sec is a bit excessive, but they needed to make it powerful to make folks realize how good it was. Especially considering all of those (poorly aged) memes on it.
Cutting back is fine. And they’ve buffed Sacred Soil which is probably an amazing QoL. One of the main sticklers I had about SGE over SCH was Kerachole vs. Sacred Soil. Kerachole is still training wheels, but this should help SCH a bit more. It’s not really too big of a deal because the ideal position of party members in a raid/boss fight is usually right on the boss sometimes at clock positions.
Rip Sam, thanks for ruining favorite class square. No one asked for any of those changes. Didn’t see kaiten being removed but whatever.
Nvm didn’t watch til the end. Gj Yoshi, now instead of samurai doing big damage with his lvl 90 and 50 abilities, he does decent damage. He’s a melee black mage now. Genius. Literally the worse class to play in terms of any sort of party mechanics/abilities. It’s merely a solo job. Dancers will now partner up with the tank since crit increase are useless with the Sam. Way to totally make two classes unplayable with each other idiots.
Quazii confirmed Rapgod after preaching those Patchnotes to us! 😀
It's not "quality of life". Call it what it is. Making the game easier.
That change to Hide though… I was so glad I could weave Hide into Doton to refresh my Mudra uses and then hammer down some Kaiton on the pull before using the upgraded version and Ten Chi Jin for a final Kaiton. it was one of those "you stumble upon it" moments for the ninja I was really happy about it since it teared through large pulls.
For those who didn't know : since Doton doesn't deal damage on the moment it is setup but instead on the first tick of damage (the game considers you're in combat only when you have any enemy in the enemy list), it made it so that the requirement to use Hide (cannot be used in battle) was still true and thus, you could set down Doton then immediately use Hide and since Hide also refreshes your Mudra stacks to 2, it could be used to lead into spamming 2 Kaiton (fire AoE) right away.
I think the hardest part with SAM will be unlearning to use Kaiten with every Iaijutsu… I might need to keep the key where I have Kaiten currently empty just so I avoid hitting it by reflex.
I don't play samurai. but to my eyes, this looks like a net nerf.
an autocrit isn't double damage like other games. it's rated on your crit rate value which starts at 150%. . . several of those autocrit major skills that had potency reductions look roughly net neutral to a non crit beforehand. . 800 * 1.5 = 1200 for example. so with a little crit in there you could expect to hit the 1350 it was previously all the time. . . That to me seems the same "this skill can no longer crit" . . but still takes crit rate stats on your gear. If the nerfs to the potency were only slight it wouldn't be such a big deal but 1350 > 800? 990 > 600? those are so massive that even the guaranteed crit wont really help. It also punishes lower gear levels and low crit levels extremely heavily. As you don't even have the crit values necessary to make up the difference in potency.
it'll come down to how much you gained from that higanbana buff and the base skills buff. It could just be a reallocation of damge output to not be so fully relying on high crit direct hits in the burst window. Severely closing the skill gap between samurai players (which is a philosophy I can't agree with. having a moderate skill floor that's adequate for most content but a skill cealing that's a good bit above, is a good design philosophy. . . you get rewarded for the amount of work you put into it. The changes for samurai at least, if the dmg is similar but reallocated, goes against that design philosophy. where ninja is reversed and favors a higher degree of skill)
For Ninja, Doton is a nerf if you consider the whole duration (24s is 8 ticks and 18s is 6 ticks, so 8 ticks of 70 is 560 and now 6 ticks of 80 is 480) but there are many other buffs here so only time will tell for sure.
The Paladin changes seem really smart. Decoupling the Blades from Confiteor means you can use them way more often, which should address the biggest complaint about 6.0 Paladin (low dps).
I think the most under mentioned and greatest qol change is full auto targeting being added
Free trial players who play as WHM will now deal even lesser damage
So I'm glad ifrit damage is getting buffed and the change to searing light is much needed. However the increased in cast time I'm not a fan of at all. It's already annoying enough as it is to know when to use ifrit at the right time in savage and this is just going to make it more difficult.
why in the hell when they fix one thing with ninja they always have to completely fuck something else up
Dark knight and Ninja got some serious loving (my main jobs) Really happy with the changes to blood weapon and living dead. Ill actually use it now.
The only change you need to know if you feel like you're a DPS job that got shafted:
WHM's Aero II (Lv 46) now cost 200 MP more to become Dia (Lv 72), which also does the same amount of damage as Aero II now. So you actually downgrade your DoT at lv 72 and pay more MP for a newer animation.
Lovely.
—————————————————————-
The good news is that WHM finally can heal with lilies, since it's DPS Neutral to use Afflatus Misery. MP changes did nothing for Glare / Dia / Broil IV/ any main healer skill at endgame level though. Only made it cheaper to DPS at early levels.
And most likely Samurai will be changed. You can't utilize SCH's chain strategem or DRG's Battle Litany due to crit, so Samurai actually gets a DPS loss for job synergy.
Nice. Thank you for the vid.
As a MCH main I’m still kinda malding at the blood weapon change when that’s what I want for hypercharge.
So, since you didn’t mention it, I guess you’re not aware, but the change to NIN’s Doton is actually HUGE. Ever since Hide has been able to reset Mudras, NINs would have to place Doton down before pulling and with a bit of cooperation from tanks pulling the boss to it, you could essentially have free DPS. I probably might have made it sound like a positive that they removed, but honestly, when I was a NIN main, I ABSOLUTELY HATED DOING IT. It was dumb and would literally be for epeen for fflogs. I’m SO glad they changed it, because for all the trouble and inconvenience that it caused just for a minuscule DPS increase, I never ever felt that it was worth it.
I don't understand the Wanderer's Minuet change. What action changes to Pitch Perfect? Wanderer's? That's confusing. I'm sure it will make sense when I play it.
Not just the job tuning changes – also only 6 wards available for private housing
The guaranteed crit thing is annoying, as a WAR player I can say having different gear/melds for WAR than DRK or PLD is cumbersome and stupid. I moved to reaper for Endwalker, and I just started leveling up my DRG. Low and behold, RPR wants no skill speed, and DRG is starting to feel like its going to be required to comfortably fit the final nostrand (maybe my ping?). Who makes these design choices and why are they pranking me?
As an ASTRO main I’m just glad we got a slight buff and I don’t have to relearn my class… again…
This man's enthusiasm is infectious! Keep it up Quazii!
Dude, you're hard enough to understand without pretending you're from England. It's "H". Not "Haigtch". "H". It's also not "Zed", but we'll save that for another day.
Been a WAR main since ARR and I’m not sure how I feel about the changes to overpower. I’ll have to wait and see. They must also have changed the animatoion right? If they brought back the spinny animation from our old stun, I’d be more amenable. lol
Those mch buffs are awful; they’re still a good 3-4% below the next lowest dps…
Not a fan of the DRG combining dive into jump…I liked using them separately. I also don't like them normalizing overpower into another circle aoe…gave the warrior flavor…same for samurai. Why not just keep going and name them "circle damage skill" or something? Quality of life reduction and boring.
I think everything else here I'm either neutral or will enjoy, like the animation time reduction.
Apparently some math guys examined the new samurai and their damaged only decreased by a literal 3 damage lol
The Dragoon changes make me chuckle. As Estinien once said to Thancred, "You'll find a way regardless." xD
Ninja main here (well secretly BLU main) and the changes are pretty meh at best and horrible at worst.
Hide canceling Doton is pretty much useless /a nerf
Doton "buff" is a nerf in disguise and lower duration only adds more clutter in weaving jutsus.
The Mug/Trick attack thing basicaly means nin now not only have to time partys dps buffs but their own aswell adding just one more skill to the burst phase
The Potency buffs are nice though but lets wait how much it changes the somewhat lackluster Ninja dps.
The samurai changes are so extensive xD. I didn't know they were suffering that bad. I don't play Sam but I always heard good things so that was a bit surprising. I thought they were the superior melee dps for quite some time.
Okay people keep saying whm got a buff but someone answer me how do lillies and liturgy now synergize? If lillies are now dps neutral and every 20sec u get a Lilly, when the hell would I need to use liturgy? those random assed times where ppl outside lily range? even then unless im solo healing I cant imagine lilies not being wasted or you overhealing to use them
SAM changes are terrible. Massive loss in damage on our biggest hits when under raid buffs, complete devaluation of crit and destruction of what little job identity remained with the Kaiten removal. Then they turned Tenka into a circular aoe instead of a cone, just to twist the knife. I am not optimistic about the future if this is the path job balancing is taking.
These are very mixed for me, a lot of welcome changes, WHM, DRK, SMN but some are kind of baffling and frustrating. I do not like SAM and SCH(yes SS size is nice but Expedient should not have been nerfed IMO on top of the anti synergy with SAM we have now), I'm not a fan of the change to WAR cone into a circle, now all tanks approach AoE the same for no real reason, you can hit everything you need with a cone, this just takes away another small difference between the tanks. I guess I don't like that a lot of the changes make the jobs more homogenous and it makes me worried for the future if jobs aren't allowed to have weird stuff that changes the way they approach combat or mechanics.