Ultimate Is Here & PVP Changes – FFXIV Patch 6.11 Notes



Source: https://na.finalfantasyxiv.com/lodestone/topics/detail/6a3e8bf216810babcbe07b2842488577ec22cb54

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23 thoughts on “Ultimate Is Here & PVP Changes – FFXIV Patch 6.11 Notes”

  1. MNK's Riddle of Earth should be their personal "Purify" that gives them some benefit to pop, akin to SAM's Chiten being their personal "Guard". But that's just imo because I'd like to see MNK focus on being a counter/grappler

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  2. I'm surprised they didn't change summoner at all. You can crimson cyclone into a wall on certain maps and get the damage without the leap in. In certain situations that 20k aoe damage from relative safety with the full combo.

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  3. Cool PvP changes! No big overarching changes, which is expected. I’m pleasantly surprised they did this much PvP balancing. Sure they didn’t really fix anything, but it shows they’re paying close attention to have SO many changes.

    But they BUFFED ninja?!?! REALLY?!?!

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  4. The PvP changes are step in the right direction (with the exception of the "bug fixes" to MCH that are pretty much direct nerfs to the job), I doubt it will change the meta too much though. I imagine still seeing the same powerhouse jobs every game, but the changes are at least something, and the non-MCH related bug fixes are very much welcomed.

    I just got to Diamond from Platinum last night as SCH before the update so I'm looking forward to trying the SCH buffs, as well as testing out BLM as those changes look quite promising on paper. In the end, more adjustments will have to be done but I'm glad they at least started to address some of the issues and problematic jobs so soon. I wasn't expecting a balance patch until the end of the Season, but that might be because I'm so used to other games releasing balance changes at a much slower rate.

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  5. Need Kardia to get that same Junction change. Don't have it drop the half on me when my party member dies. Just leave it their til I put it up on another target.
    Edit: Woops, they did do it, but just called it a Bug Fix I guess…

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  6. GNB certainly hits harder but unfortunately the changes still don't address the job's primary problem in that the benefits the stances bring are just too passive in a mode thats all about hard hitting buttons. It's certainly a solid dps now though and I am feeling the healing stance's benefits a lot more, heal stance GNB is quite hard to kill unless its really focused down on, and dps stance hits real hard now and I'm feeling the speed increase (even though I still think the dps button should be a stun) so at least its on the right track.

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  7. What ninja really needed was for this LB to snapshot when you start the animation and not at the end. I’ve had so many lb’s wasted by people healing 90% through the animation. Also hide being broken by single target gcd abilities is an issue also.. if you use hide for some reason range attacks snapshot on you mid animation and knock you out your hide. Beside that the bunshin was nice since you normally need to pair bunshin with hide and try to sneak around aoe to hit your bunshin assassinate but besides that I think they are good

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  8. Pleasantly surprised with those speedy and on-point PvP nerfs and buffs. Gunbreaker still needs a defensive cooldown outside of Draw & Junction and an AoE attack (probably just replace those TWO tacky Draw & Junction buttons, really) Would also like a distinction to be made between stun and silence. White mage not disrupting people's ground effects is huge

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  9. Nebula being 10 seconds is pretty good since that half the CD. 50% uptime on a 20% DR and 3k spike is pretty good to discourage people to immediately focus you down and maybe surprise people by junctioning to DPS and bursting them down. Now if only they could Draw and Junction on themselves and their allies, or at least start in Junction Tank. Still probably the worst 'Tank' or more accurately, probably the worst 'Blue DPS'.

    Reaper now basically having a 40s LB is really strong but it kinda exaggerates their issue that they just don't do much outside of Enshroud and Enshroud also really relies on your team to take advantage of it. RDM can atleast poke at range when their melee stuff is on cooldown.

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  10. DNC still feels a little weak. Even on a good team. Imo a good fix would be to make honing dance apply it's shield in layers as it goes. Getting off a full honing dance is essential.

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  11. They still didn’t really fix gnb. Healer junction is still the weakest and the 123 combo is still awkward. It’s the only tank that doesn’t heal from the 123 combo and the combo is also a 1234 combo meaning it takes an extra gcd. You can never finish before gnashing comes back up. And without the heal there is basically no reason to ever use the combo. I think that they should get the shield on continuation even if not in tank junction and the junction should just buff the shield value. Healer junction feels unsalvageable, likely the cont heal needs to be increased but even then I don’t see it ever being as good as the other two.

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  12. the Gunbreaker changes definitely make it more dangerous to just straight up fight but that was never the problem, GNB already had an incredibly high burst potential. There are still fundamental things about GNB holding it back from being as crazy as it appears on paper and really leaning into the fantasy it wants to capture.
    Honestly I wish they would lean more into Junctioning and Casting and making it more available and adding additional benefits to other skins based on junctions.
    Like maybe if you Junction Tank instead of your gap closer giving a damage increase or speed it has a 3 second Stun.
    Another thing I feel is 30 Seconds to Junction again is too long combined with Non-standard team compositions means GNB can be locked out of significant portions of its kit and are basically forced into DPS Junction rather than it being a flex choice.

    Also dont underestimate a PLD it can pressure fairly well. Its primary combo with the changes is 50,000 Potency/22,000 Healing Potency in 3 GCDs and the target cannot act during it either unless they have a Purify to spend. PLD is also a direct counter to a lot of things people complain about being too strong in PvP on top of being an wall.

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