Patch 6.21 Balance Changes: Tank Buffs But STILL Not Enough | Xeno FFXIV Patch Notes Review



In this video Xeno Goes over the balance changes in Final Fantasy XIV Patch 6.21. In this patch both Warrior and Paladin got buffed but Xeno argues it is still not enough to put their DPS in line with Dark Knight and Gunbreaker. Also, the final boss of Pandaemonium Abyssos got nerfed quite significantly it terms of DPS check.

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29 thoughts on “Patch 6.21 Balance Changes: Tank Buffs But STILL Not Enough | Xeno FFXIV Patch Notes Review”

  1. Difficulty of a job SHOULD NOT determine their placement in DPS output capabilities. Ideally, the raid DPS of all jobs within a certain role should be as close to one another as possible. How they accomplish that raid DPS can vary wildly, but ultimately, if you're on a super easy melee job, your DPS capability should be within 1% as the hardest melee job, and likewise for all other roles.

    Furthermore, other aspects of a job should not have bearing on raid DPS capability. An example being BLM not having a raise. RDM and SMN should still be within 1% DPS of BLM (raid DPS, not personal). Let differences exist outside of balance. Balance should be present.

    Reply
  2. PLD needs a complete rework, either double down on the 'Uptime DPS' aspect and buff PLD dot damage. And turn Atonement into a oGCD so you can weave it into magic combo. Or even weave it when reapplying Goring.

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  3. Can't wait for the req window to still be a 1 min but they add a button on a 2 min cooldown that let's you use 3 powerful royal authorities…buff the basic combo a tiny bit for the loss of 5 royals every minute…and call it a day.

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  4. Long time PLD main here and I love the job as is and I will probably learn to love what it looks like later… but still I'm concerned.

    The real issue is my MCH boys out there, the rework was arguably a failure?

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  5. If they really want to make every class have a 2m burst window, a thought I was having for PLD would be something like this
    Make Req their 2m CD, replace their main combo abilities (like Fast Blade, Riot Blade, Goring Blade/Royal Authority) to be magic abilities. This would give them the option to give Paladin an actual magic rotation that isn't holy spirit 4x into Confiteor. I'd also keep Confiteor and the Blade combo after the same of it capping off your Req window. Also i'd like to change FoF for this to be all damage instead of just physical so that you actually can put out some good damage during your big 2m cooldown. I love the job dearly as it was the one I started the game with when I picked it up last expac but this tier being forced away from it to gunbreaker just to help with DPS checks just feels rough.

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  6. Yoshi-P used to hate baldo. Then he saw a cringecomp and noticed Xeems rings when he was clapping. He then gained huge respect and is now implementing most of baldo's changes. I'm telling you, Xeems… You're one claw ring away from having him in your pocket.

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  7. Honestly with every single fight being full uptime due to boss circle sizes being "Literally the size of the whole arena" there's really no excuse for ranged and casters to be doing so much less rDPS than Melee now as well.

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  8. Balancing should be based on a group that has completed the encounter as close as possible to the time limit with:
    "The lowest dps TANK" x2, "The lowest dps HEALER" x2, "The lowest Rphysical dps", "The lowest Rmagical dps", The lowest Melee dps", and "the DPS job with the lowest dps".
    There is no excuse to have it harder than this!
    Unless you make it so you don't want players to choose ANY jobs, but make it decide by the community (which is toxic af and reminds of WoW).

    Reply
  9. I already said this in EW when the first savage tier released that I don't like 2 minute bursts. Then they changed trick attack and that made me hate ninja.
    I want my class to be relatively medium-busy over the entire fight. Not have to panic faceroll my keyboard for 15 seconds every 2 minutes and then do nothing inbetween.

    This is especially true when fights are designed to do big mechs during the 2 minute bursts that really punishes dps mistakes

    Reply
  10. The Paladin will be a better job when they decide to rework Intervention, Divine Veil, Clemency, Cover, Passage Of Arms, banish Shield Lob from existence and rework/buff Hallowed Ground. So in 7.0 i guess? But considering they haven't fixed anything in Endwalker, i don't have much hope.

    Reply
  11. They need to stop trying to rework fight design and then make the classes fight the fight design.

    Make classes, and design fights around the classes. Dont design classes around the fights.

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  12. I really hope they dont give pld the drk treatment and make it a warrior clone. I can see it now
    – Removed Atonement
    – Removed Fight or Flight
    – Goring Blade becomes a defence debuff for 30 sec up to 60 sec
    – Cover, Holy Sheltron and Intervention no longer consume gauge
    – Holy Sheltron and Intervention are 25 sec CDs
    – Holy spirit costs 50 gauge
    – Requiescat gives 3 Holy Spirits and a Confiteor combo

    Reply
  13. How much more do you want. They nerfed the main fight with a dps check and buffed the tanks. The tanks are now within 300 dps of each other. Look at dps, some are 1000 plus dps different. And ive seen warrior and paladins clear p8s with no issues before the nerfs. Are you sure its not you just being ass with warrior and palaidin. You bitch alot for a guy that doesn't control the game. Maybe create your own game or apply at SE

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  14. I really like and mostly agree with the argument that harder jobs should deal more damage to the extent that their role in the party should allow them. I think melee is in a good place right now because monk is at the top with an extremely high skill ceiling while reaper is on bottom last time I checked. Personally after playing both jobs I find monk to be the most difficult to consistently play while reaper being a bit easier. The difference in difficulty is apparent with the skill ceilings on the forbidden website. I also feel like samurai, ninja, and dragoon are in a good place because samurai is a selfish dps that is difficult to play flexibly, and also has difficulty aligning with raid buffs in certain situations. Ninja, while I’m still learning it, I’ve heard is decently difficult, and dragoon provides excellent utility while having more oGCDs. I think, for samurai, ninja, and dragoon especially, difficulty is mostly subjective, but I also think most people would agree that monk is a difficult job to learn and optimize.

    Reply

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