Patch 6.1 Live Letter 70 Job Changes Thoughts & Discussion



Final Fantasy XIV Endwalker, going over the Job changes shown in the April 1st patch 6.1 live letter 70 from the producer & how I feel about them.

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47 thoughts on “Patch 6.1 Live Letter 70 Job Changes Thoughts & Discussion”

  1. Samurai main. Quite upset about those changes. Kaiten, the sword swirling through the air before a midare, buffing it, just felt and looked so satisfying and was a huge part of this Samurai master of the blade flavor/fantasy. Removing it to pander to, sorry, bad players, is pissing me off a great deal actually.

    Guaranteed crit could work if they would change the party buffs effect on SAM by increasing potency of those crits or something like that. Otherwise removing class synergy like thst is just… Juck.

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  2. I agree with you in all points.
    Machinist definitely needs potency adjustments. I wonder if just increasing its DPS will do the trick though I think it needs some sort of group utility.
    Guaranteed Crits are odd. SE's trying to balance the game in a way that all party comps work but then they give us guaranteed crits and you actually need to build your comp around what you want to bring. Like MNK having really good synergy with DRG and SCH due to getting procks on crits (even though Bootshine is a guaranteed crit as well) and then there is SAM that doesn't really benefit that much from them because all of its high potency skills will always be crits in 6.1 but it will have good synergy with for example NIN that makes those hits just hit harder.
    Living Dead is still just a meme. The heal on hit makes it not good, just usable in dungeons and for raids/trials it won't change anything unless DRK can cleanse walking dead on its own. Though, unless they also reduce the cooldown it still will just be a worse holmgang with more risk to it.

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  3. An easy fix would have been to just pop a 500 or so potency cure on TBN after it breaks or put a cure on quitus. Or better yet, let us spam abyssal drain like we used to be able to. This does nothing to fix the issues

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  4. I think the SAM changes would be somewhere equivalent to having xenoglossy crit and removing the polyglot and enochian trait (not really).
    If you really want to stabilize damaged numbers, then spread the potencies out like DRG. You either kill raid synergy or kill job aesthetics.
    But who knows, maybe we'll get rid of crits in all in 7.0.

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  5. Can't SAM still benefit from the crit buff abilities with every other AA/WS they perform leading up to MS or am I missing something? I'm not seeing the complaint here. What exactly changes job synergy wise having their biggest hits auto crit as opposed to them only having the chance to crit like everything else?

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  6. They will definitely need to buff Elusive Jump to hold charges if they remove Spineshatter dive. You said they already had a gap closer, elusive jump, but forget that Reaper’s gap closer is strictly just BETTER than Dragoon even with two Spineshatter Dives. If they remove Spineshatter Dive they definitely need to give a new gap closer or buff the other gap closers.

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  7. The changes to WHM do NOTHING to fix it.
    WHM in savage content is having problems with its MP economy simply spamming Glare so changing the cost of its Healing Abilities won't fix that. The problem with WHM's MP economy is due primarily to the fact that, in order for WHM to deal comparable DPS to the other healers in savage content, it has to forgo GCD healing entirely. Lily Heals are a DPS loss to utilize meaning that they can't be used for MP sustain without hindering WHM's DPS numbers and are thus avoided as much as possible. WHM is currently the lowest in damage of the healers, despite the fact they aren't healing outside of their few oGCD heals and that their cohealer is legitimately carrying the WHM. Reducing the cost of GCD heals and meaninglessly buffing Cure 3's radius (needless because the skill is only used for Stack Mechanics and having extra yards on it doesn't matter) does nothing to resolve that issue. Lilies need to be made DPS neutral, like Macrocosmos and Pneuma, in order for WHM's MP economy to be better, not fixed but better. Being able to utilize our Lilies to both do our damn job as healers while also saving some MP would at least improve our standings since, while our DPS would still suck, our cohealer wouldn't have to be shackled with a Glare Mage.

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  8. that's what i thought being DRK main since HW

    giving lifesteals only at WD only lead to more healer synergy conflict and acciently early removal of WD invlun status

    also for samurai if they said button bloats

    then why not just merge, Shoha II II ???? into just 1 Shoha II, and makes Hissatsu: Guren and senei into 1 buttons, and Ikishoten change button into Ogi Namikiri+Kaeshi: Namikiri.
    there is no point removing Kaiten since its the reason of why SAM has to managed the kenki.
    Who has this dumb idea anyway?

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  9. Sam has been a bit lack luster in terms of DPS this expansion. When you do your opener and dont crit any midare or oqi namikiri it is really unsatisfying and you do get power crept a bit. Its something that probably needs to be address next expansion on how sam's playstyle should be (along with mch). I'm not opposed to the removable of kaiten. I do think a lot of melee dps jobs have the problem of "same ability for different situations". Whether its guren/senei, shinten/kyuten, and shouha1/2. Its all the same they're all fluff. They really need to cut a lot of the fluff like that out of the job in general. In my opinion

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  10. Change Battle Litany from Crit chance to Crit damage percentage, I think that would be pretty cool, it would make sams have to use their heavy hitters (WAR as well) under litany for 10-20% crit damage up. Just throwing ideas as a dragoon main since 2.4

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  11. my main issue with ninja changes is the names! Trick attack feels like youre looking for weak points in your enemies armor or defence or exploiting them with dirty tricks that leave them vulnerable! Mugging someone and giving them the vulnerability feels like u stole a piece of their armor and give it back later

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  12. I think I'm not experienced enough with my DRK to fully grasp the Living Dead change, but I appreciate the initial look at some of the changes. Also I love your Auri, she's adorable.

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  13. Hissatsu: Shinten spam was boring as sin in 4.x and I have no faith it'll be any different in 6.1. But even at least in 4.x you had to not overcap by accident with Hagakure.

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  14. If they remove spineshatter and let elusive jump as a gap closer you will see a ton of more drg memes with suiciding. I think they should just buff that skill's potency and make it 1 charge because 2 charges is just button bloat.

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  15. If they want to take living death in this direction they should make it a full invul after you "Die" and get sent to 1 hp. If you don't reach 100% of your hp before the effect expires you die. And the healing from your attacks only triggers after you "Die" else is a waste of healing.

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  16. Dark Knight: From a coding standpoint I'm not sure they could make Walking Dead last even if the heal check has been met. The debuff essentially checks to see if you have been healed to 100% and since you'd presumably have been healed to 100%, the check has been met (ergo, debuff falls off). But I do agree a simple solution would be for the WD effect to last the whole 10s duration regardless of whether you get healed to 100% or not. However a work around for this could be a third buff/debuff of sorts. If the heal check was met, you'd get a third buff/debuff for the remaining time left on the 10s WD debuff. At least I think this would be simpler than trying to re-code how Living Dead works in a nutshell. Would look something like this: *Living Dead* > *Walking Dead* > *Risen from the Dead*

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  17. Can we just get healed from hit while being invul for 10 sec!???
    Like 20% max hp per hit etc and remove from dying state.

    We have to die as a trigger and not on command to begin with.

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  18. Hmm, idk. If the worry is about people not wanting SAMs because of rDPS parses, that sound less like a SAM problem and more of a "community, adjust" moment. I'd rather a class lose slight compatibility with others in favor of independently being a strong class.

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  19. Hard disagree around 2:35.

    I 100% agree about Gordias but the DRG NIN BRD MCH meta was really big until Midas and Creator and the DPS checks were ALOT more fair post gordias. you were not griefing, unless you're speedkilling. The issue was every retard thought they had to go that comp even though they sucked on the class, like cool you have class synergy between all those classes, but I'd easily take a 2k MNK over a 800 BRD. Class synergy is not as important as it was.

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  20. Imo dark knight needs a rework not only living dead being bad but living shadow feels like such a boring ability. Apart from that the obvious changes with drk like mitigation and blood weapon.

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  21. I don't know what is going on with the healer changes, this really does not fix WHM issues, lilies are still a DPS loss, AST still just has cheaper versions of everything they have but also stronger, Macrocosmos is essentially an aoe Benediction. Expedient should not have been nerfed either, it's not broken, it was actually helping the homogenization issues because it gave SCH an interesting niche utility, it will still be good but I'm against nerfing instead of just giving the other healers some niche utility that is interesting as well so you actually have a reason to pick one vs the other in response to certain mechanics your team or certain jobs in your comp may struggle with, and especially since they just added another job in SAM, with anti-synergy with Chain Strategem. AST is still gonna be clunky and SGE has some issues too so this is very weird to me.

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  22. I dislike the change to SAM kaiten and the whole force crit thing, basically buff alignment become much less important, its only good in trash group, but trash group with no buff alignment don't clear content anyway.

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  23. I know SAM mains who hate that change. Check out Misshapen Chair’s thoughts. As for tank parity (I main tank) WAR can heal itself forever, surely the lack of damage is balanced against that? DRK can hit hard, but can’t mitigate in a dungeon pull, or heal itself, and the WD change will not help there because of the long cooldown on that ability. If they make all the tanks do the same damage and the same healing, they might as well just amalgamate them into one job, mightn’t they? They have homogenised things too much already. The old HW dark was actually a dark knight, with the whole Darkside system, who could heal in dungeon pulls but they told us that was OP, then give the same capability to WAR. Personally, I think their tank design team are useless now.

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  24. I am a NIN main and I can see the logic behind moving Trick attacks debuff to Mug. Now if only they would get rid of the Kenki gauge all together. There are really only 3 actions on it, just make Bushin a CD, it almost is already. Then have your weaves go off charges that you'll get from Mug and Trick attack, two charges each for the single target, and off a 3rd attack in the aoe combo for 3 charges of the aoe weave and keep the seperate. Easy peasey. Just requires the creation of one skill. This will make the weaves flow better and be more intuitive when to use them. There is more tweaks I'd make but those are the main ones.
    Edit: WTH? Elusive jump is NOT a gap closer, Its a retreat action. Shatterspine dive works just fine. Having a 5 hit long standard combo is where the bloat is. Just adjust so each of your combos go to 4 hits.

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  25. Imo all they need to do to help war in dps is rework their gauge system. Make it to where you fill to 50% in one combo rather than having to do two combos. They could do this with minimal work, I’d remove gauge generation from storms path and maim? And have one ender give half a bar and the other ender just be a damage buff only. 3 gcds to get a fellcleave rather than 6. The other two have so many ogcd to use plus gnb builds gauge just like that with so many hits, that’s where they’re getting so much dps over the other two.

    And maybe tie the beast gauge aura to surging tempest rather than beast gauge. That’s just a pointless change that just adds another visual add on buff up

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  26. My man out here complaining that paladin and warrior have a dps difference with gunbreaker and dark knight. like, yea, you deal less damage cuz you cant physically die in dungeons. gunbreakers "oh shit" button shoots them in the face, and dark knight presses living dead and then dies. they deal more damage cuz they have less survivability. their survivability is by making the enemy lose their subscription to life faster. past blackest night dark knight has surprisingly little survivability, and gunbreaker is only decently good at mitigating damage. Warrior looks at its health bar, thinks its just a tad bit too low, and uses its own 15 second cooldown to heal 3x its own health bar in a massive pool of mobs hitting it. Paladin can just turn off all damage against it at the press of a button, and heal itself on command. Dark Knight has abyssal drain, which heals for pretty much nothing on a long as hell cooldown, or souleater. Theres a reason they do less damage, and its because theyre the tankier half of the tank list. if they did comparable damage, then why even play Dark Knight or Gunbreaker when Paladin and Warrior are just so much better?

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  27. I don't think they will remove spineshatter dive, and I wouldn't consider elusive jump as a gap closer as you need to face your character the opposite direction to the target before you jump back (forward). Considering they are making changes to be more accessible the elusive jump as a gap closer doesn't seem intuitive to new or bad players. What they could do is merge dragonfire dive and spineshatter dive, and give it a stardiver type of damage, single plus 30% surrounding enemies.

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  28. I think for living dead, if they make it so you get a 10 second invuln, even if you heal to max (so it doesn’t end early) then it’d be fine with this change, but that people won’t happen

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  29. How about they get rid of the the whole walking dead "killing yourself" if u don't get healed there's no reason for that last part of the skill Drk needs also to be healed with blood weapon don't understand why Drk doesn't have more self heals than the other tanks it's almost a vampire with all the skill names lol

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  30. Elusive jump as a gap closer… what? Okay, so I jump off the stage like a kid playing mario 1. Spineshatter dive actually brings us close cause standard jump does not, i suppose if the changed jump, than there be no point to spineshatter dive.

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  31. I disagree with your idea on Dragoon, mainly because Elusive Jump as an engage feels very unintuitive and Spineshatter still has a use. I think the main thing they need to do is comb over the class and see what skills they can give the Gnashing Combo treatment. Jump and Mirage Dive could be one, as well as Fang and Claw. Maybe Spineshatter and Dragonfire can have their use combined, rather than made seperate skills that are mostly alike. And Lance Charge just feels like a needless extra, it's probably safe to remove it due to Lance Charge being an overall dated skill.

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  32. The reason why trick and mug was changed is purely because balance issues. Every Ninja knows every expac they are scared of trick and nerf Nin. Then we get a buff and then at the end of the tier we’re way too strong.

    So if they make us have a 120 sec utility it makes it more simple to balance as trick is one of the only party utility that survived for minute raid utility.

    Do I like the change? No. Does it make sense? Yes. Will ninja rotation change? No. Will it allow you to use trick selfishly and just throw mug out with party buffs? Yes.

    But the fact we’re making all jobs to 120sec utility is so lame especially since we have jobs with 60 second bursts that synergiezed really well. So it has its good traits and bad.

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