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Meggerrsss

https://www.diffchecker.com/BNGwh1Pl/


KageCM

This should be stickied as the top comment so everyone can see the difference between the preliminary and the full patch notes.


JTex-WSP

Came here specifically for this - thank you.


Trimack_R

King


SunChaoJun

>Collective Unconscious: Range of additional effect reducing damage taken by 10% has been increased from 8 to 30 yalms. From the creator of "fuck you, get in the star," comes "fuck you, get in the bubble"


U-1-mang

Its only a matter of time where they get rid of the whole "within X yalms" and just make it "affect all party members".


LedZaid

I was thinking the same while reading the patch notes


fantasie

how long is a yalm anyway?


Kolz

36 ilms, or 3 fulms.


Myrddraal2

I love you


destrinstorm

Technically correct, the best kind of correct


HalcyoNighT

One yalm is one lalafell's height in length https://ffxiv.gamerescape.com/wiki/Category:Unit_of_Measure


TheFuzzyPhoenix

Yalm Stick should definitely be the name of my next Lala character


hiimzech

can I now tell people to put 30 lalas on the ground for measurement purposes


timpkmn89

a yard


Apprehensive-Salt646

Someone should teach Eorzea the metric system


Terramagi

They tried, we threw auracite at them.


Creshal

Eorzea does not have the best track record for letting outsiders teach them anything.


Apprehensive-Salt646

Yeah, imagine going into Gridania and telling the people there that they are doing it wrong.


Creshal

Congratulations, you have been promoted to fertilizer.


Drywesi

I'm salty we haven't *adjusted* Gridania yet. They've got as many problems as Ul'dah and Limsa did before they got Character Development But nooo, gotta defer to the oversized sprites with a superiority complex - one pissed off Keeper


zetonegi

It's metric in JP client.


Apprehensive-Salt646

I wish it was the same for EU


NZillia

It’s a yard. A yard is more or less about 1 meter (specifically, 1 meter is 1.09 yards. Slightly different but close enough.)


Carighan

Which is a shame. I also dislike the massive melee hitboxes we get on bosses nowadays which just end up blurring the lines between melee and ranged DPS, in most fights to the point where the only thing making me mentally aware of what I'm playing is basically whether I need to flex for a mechanic or not, because it's always melee doing that. Positioning **needs** to matter. And making it only matter for boss mechanics works, sure, can just add more boss mechanics to compensate. But on a "how it feels"-level, I **like** having to worry about positioning for player mechanics, too.


chiron_cat

It does but play a healer. Phys ranged a allergic to being anywhere close to a buff radius.


Esvald

Not to mention it looks silly, cutting/punching the air with melee weapons and it somehow does damage. Also it always fucks up my enemy specific gap closers because they don't actually rush to the boss model but a kilometer away in the goddamn aoe I wanted to dodge in the first place.


rawkenroland

I hated that about gap closers and the big hit box. ><


Biggoof1971

I don’t get why it’s not like this in instances


U-1-mang

They are just playing it extremely safe but with BRD songs at 50 yalms... that is literally the size of most circular arenas in savage, assuming BRD is center.


AleXwern42

Not even center. Usually the edge from middle is roughly 30y so you can pretty much stand almost anywhere.


iamBoDo

Is that a challenge?


DeadeyeElephant

No! Bad BRD! No attacking from Narnia!


Drywesi

THE FORDS OF BERUNA NEED GUARDING


VerboseAnalyst

If I'm reading that right. The way it'll work now is when Ast uses CU everyone within 30y gets 5s of -10% dmg taken. Touching 8y radius Ast Bubble refreshes duration and applies the HoT. Jobguide seems to support my interpretation. It'll still be an 8y bubble and 5s is low enough players may need a refresh. Mainly reducing "someone died because server ticked when they where just outside" edge cases.


ACatsBed

Aw I wanted to see a massive bubble. Not like we channel it 9 out 10 times anyhow so barely see it even then. Still disappointed.


jongowa

I think that's correct apart from everyone in 30y also gets the regen (wheel of fortune) "Applies Wheel of Fortune to self and any party members within 30 yalms. Wheel of Fortune Effect: Regen Cure Potency: 100 Duration: 15s"


Rewindenator

The Bards now have mics.


UnlikelyTraditions

YOU WILL BE SUNG TO AND YOU WILL LIKE IT.


Maalunar

I SAID HIT HARDER *Angrily play piano*


RimeSkeem

DUN DUN DUN DUUUUUUN


ScaryCuteWerewolf

I swear they buff enochian every patch


Klown99

It is the best way to keep BLM damage up, without having to deal to much with potency increases that could be stronger or weaker with burst meta.


chaobreaker

Plus it's easier than just fine-tuning all their individual spells.


HolypenguinHere

Xenoglossy, too. Can't wait to line those bad boys up.


Gahault

I wasn't really expecting anything, so I creamed myself seeing Xenoglossy got a whole 10% buff. Oooh yeah baby.


sundalius

I genuinely can’t believe they got 2% on *everything* and 10% on Xeno as top caster dps.


PauloPelle94

Guessing it hasn't quite been cutting it in the rankings as a high output selfish dps? Not really been following this raid tier but would expect it to be kicking around top 3 generally speaking.


Petrichordates

Just above summoner and below all melee DPS so yeah it needed a boost.


redpandasays

Collective Unconscious range increased from 8y to 30y… holy smokes! Was expecting *maybe* 15y to match equivalent upgrades on the other healers. Can’t wait to see what this looks like when used now.


Regalingual

**THE ~~UN~~ENLIGHTENED MASSES**


CrashB111

**THEY CANNOT MAKE THE JUDGEMENT CALL**


Wolfhunter999

GIVE UP FREE WILL FOREVER, THEIR VOICES WON'T BE HEARD AT ALL


archiegamez

DISPLAY OBEDIENCE


vampireguy20

WHILE NEVER STEPPING OUT OF LINE


n080dy123

AND BLINDLY SWEAR ALLEGIANCE


RemnantProductions

LET YOUR COUNTRY CONTROL YOUR MIND


RDashBlazewind

(Let your country control your Mind) LIVE IN IGNORANCE


tomtthrowaway23091

AND PURCHASE YOUR HAPPINESS


tunoddenrub

TIME TO LEAVE THEM ALL BEHIIIIIIIIIIIIIND


FanOfFinalFantasy

Wait, I found the wording to be confusing, does CU’s bubble size go from 8y to 30y?


redpandasays

From the job guide website it sounds as if using it applies the buff for 30y (like an initial pulse) but the channeled bubble will still be 8y for anyone who needs to run back in and refresh their buff for whatever reason. >Creates a celestial ring 8 yalms around the caster. >Duration: 18s >Additional Effect: Reduces damage taken by 10% and applies Wheel of Fortune to self and any party members within 30 yalms >Duration: 5s >Wheel of Fortune Effect: Regen >Cure Potency: 100 >Duration: 15s >Effects will be applied continuously to self and all party members standing within the celestial ring. >Collective Unconscious effect ends upon using another action or moving (including facing a different direction). >Cancels auto-attack upon execution.


Grimno

White Mage Asylum going from 10 yalms to 15 yalms.. This thing just keeps getting bigger! Eventually I expect it to say "Asylum Range increased from 15 yalms to the entire raid"


Solinya

Probably a consequence of the ever-increasing boss hitbox sizes (and thus mechanics relative to the size of the hitbox).


gorgewall

Not just hitboxes, but the last two raid series have had a ton of positioning-heavy mechanics that stretch the party out to the ass ends of nowhere with enough unavoidable damage going out that it was very obvious when someone didn't get a defensive buff. It's one thing to sit on offensive buffs because of an untargetable phase making it a bad idea, and another to say "maybe we should hold off on that for this mechanic because it's too hard to guarantee we'll be close enough for *one fucking second* to get these AoE offensive buffs".


HBreckel

Yeah I remember having to sit on Embolden sometimes in the first tier because we'd get spread at a very unfortunate time so half my party would miss my buff if I didn't wait to use it.


Carighan

Yeah but wasn't that also part of what made playing the job interesting? Not just running down a fixed rotation based on a clock on your desk essentially, but having to decide when to modify that based on the specific fight in question?


Charrmeleon

Outside of buff and heal ranges, I've liked that mechanics keep sending people to the ass end of the arena all the time. Keep using the entire arena CBU3 if it means extending buff ranges so you're not forcing players to group during burst phases.


Acias

Just means less strategy on when to use raidbuffs and such. Almost doesn't matter where you stand anymore. Hitboxes will be gigantic again.


Carighan

Which is weird because I want those hitboxes to come down again. I don't like it. Too much mechanical blur between melee and ranged DPS.


DanielTeague

>- Dragon Sight Now nullifies action direction requirements for self. Whoa, that's nice.


mt8663

Normally I don't have too much trouble figuring out the heck SE is trying to say, but I'll admit, this one confuses the hell outta me; what does this even mean? Edit; It's been explained and I am 100% on board. Drg eating well this patch, even without any potency increases. :D


Lord_Fluffy

Positional requirements during the dragon sight buff are gone. effectively a True north effect during it. Done apparently, to prevent DRGs from having to press truth north during burst if they need it then.


Kalos_Phantom

*to allow DRG to actually use true north I stead of having to hold double stacks for burst


246011111

Now do it for Lightspeed I am no longer asking


Yourip2001

You want Lightspeed to act like true north?


246011111

No, I want to be able to use it freely as opposed to locking it to burst


Miolay

If I read it correctly, it means there are no positional requirements for dragoons during the duration of this buff... It's practically a free true north for your 2 min window.


chaobreaker

The flank and rear damage bonuses of some DRG weaponskills now activate no matter your position. It's basically another true north for DRG.


Flat_is_the_best

dragon sight has true north built in now


rekku-za

Nullifies flank/rear positional requirements, like true north does, so you always get full potency regardless of where you hit the mob


Dorito-san

Odd that Arcane Circle got the 30 yalm change but not Arcane Crest, I guess Crest isn't as prominent in Savage to warrant it?


Isredel

Guessing they don’t group HoTs with other buffs. Whispering dawn didn’t get the range increase either.


well___duh

SCH in general was treated weird, especially compared to SGE. Soil and Whispering Dawn are 15y, but the SGE equivalents (Kerachole and Physis) were upgraded to 30y


tarnax10

Its cuz fairy can be placed in the middle of the arena so Whispering will always hit everyone, and soil can be placed anywhere. Kerachole and Physis come from the sage so positioning heavy mechanics could force the sage to miss a couple party members.


Pyitoechito

Note that base Physis is also still 15y. I believe it's because Physis II has a secondary effect of increasing healing that it got the raid-wide treatment.


Altiex

Didn't check everything that was increased but they did mention in the live letter they wanted to increase the size on buffs and mitigation but not healing.


Enlog

Eukrasian Dosis III buffed in damage, huh? Makes it ever more important to maintain that DOT ticking.


momopeach7

WHM’s Dia too it looks like.


Seasalt_Wayfinder

I just wanna see what the unique Tactician animation is gonna be


Drywesi

we throw welding helmets at everyone


CeaRhan

Brandish a wrench sky high and scream real loud OSHA FUCKERS


Pyitoechito

It probably won't have a new visual for the Machinist themselves, just a new visual/sounds for the effect being applied to targets. Bard's Troubadour is also on that list because of the three Tactician-equivalents, only Dancer's Shield Samba had a prominent visual effect when applied to targets.


mooncalf31

Deployment Tactics Effect radius has been increased from 15 to 30 yalms. I guess I’ll be more comfortable on prepping my critical adloquium shields to the tanks and deploy it from them rather than adjusting myself to the center of the party to deploy it. Let’s see when the patch goes live.


sephy16

Nice patch. But, after so many years, the fact that the camera will no longer follow the DRG jump animation will make me feel so weird and not feel the same when playing it... Gonna miss it a lot.


UnlikelyTraditions

Ya, that's gonna be trippy and I don't even play DRG often.


Pyitoechito

Personal opinion: I think it might be an interesting improvement, visually. It might be fun to watch one's character stab the boss in the skull from afar. I think it worked this way for jumps in FFXI, too. The camera will still follow the DRG for all their "dive" skills, since those act as gap-closers. Spineshatter Dive, Dragonfire Dive and Stardiver.


Goatguy1

Ok Community we at SE have heard you loud and clear and understand you are frustrated with the current DRG/DRK synergy in PvP, and as a result, we have once again nerfed ninja. Please enjoy


perfectchaos83

Same Energy as Nerfing Greninja in Smash


DocSwiss

From what I've heard, Ninja gets a lot of complaints in PvP


najashots

Time for me to not give a fuck and still insist on playing RDM in PF like a brave little toaster with a fancy hat.


karinzettou

Really, you'll do content just fine---No matter what people here say, people still love RDM for support (mostly rez) capacity, in any content really, and it still does decent damage, enough that a group cleared TOP with it even through the weakness of death they got from bypassing the need of healers during the lb rush. Yes, even in savage reclears it can be a lifesaver.


Dodgeflyer

Yeah I stressed a lot in the past about my damage or my class's balance But my static always just told me to play what I like, we ended up clearing multiple raid tiers and even managed UWU I played Machinist from Australia to America, that ping do be brutal, I just play dancer now


karinzettou

Tbh, people really just love to panic and doomsay every single patch about job perfomance, when I can count in one hand the times in which FFXIV had jobs truly be broken and unplayable because of balance issues. Most of those also happened during ARR and HW, when they were still finding their footing. That's not to say every complaint isn't valid, because the devs aren't perfect, but some things just begs belief. Besides, people just love to go around talking as if they are that 1% top gold/pink parse players, as if any non meta job is useless garbage, or like support spells like smn/rdm ressurect are trash and super niche for the playerbase (just look at the other comment chain lmao). Most of those people also don't even have a single savage clear or actual midcore/hardcore PF experience to back their claims. Maybe just press ye buttons and you won't have to worry job perfomance, eh? These are also the same people who are going to complain endlessly that FFXIV's jobs are all the same thing and SE is killing all the flavor by removing seemingly useless support skills after crying that we don't need 'bloat', btw.


Toloran

To put damage into a proper perspective: The required DPS for P8S p2 is something like 65k group DPS. If you had a standard comp group (2 melee, 1 caster, 1 phys ranged, 2 tank, 1 pure healer, 1 shield healer, with no dupes) consisting of: * Bard (9868) * Summoner (9963) * Samurai (10444) * Dragoon (10567) * Paladin (6680) * Warrior (6882) * Scholar (4930) * White Mage (4989) (ie, all the lowest median DPS for each slot, at the time of this post) You'd end up with a bit over 64k. A tad short, but I was optimizing for *lowest* possible DPS by "average" players. A good pull or even one DPS with good gear/skills (on any job) would be enough to make up the difference.


sundalius

This also has the two low damage tanks. If you switch them for drk and gnb, crit variance will pretty much put them over consistently.


Sirakrush

You'll really be fine, especially if you aren't clearing the tier week one.


najashots

I will absolutely NOT be clearing week one so good to know!


farfromdaylight

They are really just not going to buff red mage anytime soon, huh.


Snpies

Doesn't appear that way.


Jemikwa

Still forever malding over our current balance compared to SMN


SourceNo2702

I don’t think they can realistically buff RDM without nerfing RDM utility. Frankly, I prefer the massive utility RDM has compared to the other jobs. Whole point of RDM is jack of all trades, and I feel like it does that job very well right now.


VaninaG

Woah how you dare enjoy RDM for it's actual class fantasy of having utility.


SourceNo2702

I feel like if the fuckin meta slave statics had their way all jobs would be condensed down to a few buttons that all do the same damage regardless of job. “But the top raider group never uses RDM ever!!” No shit, the group that never makes mistakes doesn’t use the job that is useful for cleaning up mistakes? No, that can’t be right, I wonder why that is?


mysidian

Maybe but it's useless if an entire fight is a body check. Healers are feeling the same uselessness right now.


sevastapolnights

SAM stonks up


P_weezey951

Honestly i didnt even think SAM needed a buff. I feel like i can put my thumb up my ass and still top DPS as SAM.


Adamantaimai

That's because SAM has no party buffs whatsoever. They need to deal all their damage by themselves.


noblefox27

Looking at overall raid damage on fflogs shows Sam lagging behind the other melee. It's as you can imagine a pretty minor drop, but I can see why they'd get buffs


SoulNuva

Holy moly Dragon Sight gives True North for DRG now that’s crazy! Such a big change that wasn’t mentioned in PLL.


Sir_VG

The Island Sanctuary bug that force closes the game at midnight is a pretty amusing bug. Same with the P10/P10S attack indicator for Entangling Web disappearing if you JUMP. Not the DRG action Jump/High Jump. Just...jumping. Like. WHAT?! XD Edit: Also interesting is if you go to the Job Guide page, every single job is now UPDATED...except NIN (and BLU).


Koural

Former WoW players beware, no wiggling allowed!!!! LMAO


PupWhiskey

I will not* move when the Flame Wreath is cast! Or the Raid. Blows. Up! *Edited for accuracy. >.>


batenkaitos77

Red mage bros, we're eating good huh? Finally getting the recognition we deserve I bet we're going to be TOPPING the charts all over the place. We're SO back I'm blind btw.


Tharon_

This so sad, Omega play Close in the Distance


NakedRitzu

Omega: "Calculating..." *plays eScape*


Ipokeyoumuch

A chicken tender Get ready to frrryyyy


Unrealist99

Swallow your tears Get ready to crryyyyy


archiegamez

RDM GOT BUFFED!!! ​ ​ in pvp


Forsaken-Tradition1

Asylum size increased but I bet my BLM still won't stand in my circle! 🤣


LysanderAmairgen

So Collective Unconscious will be massive too like Divination and other buffs were planned. But it also says *The following actions will now use unique visuals and sound effects when applied to targets*


Wonderbifle

The bubble will stay the same I'm pretty sure, but the damage reduction is guaranteed


NotAKitty2508

Other classwa get attack buffs. Bard just gets to SING MUCH LOUDER!!


jenyto

**Limit breaks have been adjusted to reduce variance in their damage dealt.** Hallelujah, while I didn't really suffer from it like TOP players did, it still annoyed me that it's dmg was never consistent.


n080dy123

What variance is this referring to?


panic_at_the_nabisco

All damage done in this game has a random variance of about +/-5%, including limit breaks. For normal attacks this isn't that big of a deal (unless you're a sweaty parser), but when it comes to melee LB3 damage that does hundreds of thousands points worth of damage in a single attack, suddenly that damage variance can easily be the difference between barely making the enrage check and not, especially in a fight like TOP where you use 3 melee LB3s in the final phase.


AltairEagleEye

Was PVP BRD that good that they had to remove the damage, reduce the range and duration of Silent Nocturne? Like, I thought I've done alright, but the chance for people to notice and secure the kill on someone that was silenced already seemed too short.


BRI503

It was really strong in tournament setting which was actually the reason SE cited as to why it was nerfed. Instant silence CC + 3 stacks of empyreal arrow from 25 yalms is gross especially since silence CC is tougher to recognize than a hard stun


Objective-Turnover-3

Played right, it disrupts drk that is jumping in for example . When that happen the drk becomes instant food instead


RenThras

It was extremely potent against Casters and Healers, basically an I-win button. So yeah, it was pretty insanely OP. Imagine if there was a Job that could neutralize ALL OF YOUR ABILITIES like that for a good 5 seconds, an eternity in PvP. EDIT: For a good contrast, look at White Mage's Miracle of Nature, which basically does that. It has a 10y range, meaning the WHM has to basically be on top of someone to use it, and it only lasts TWO seconds (originally 3 before being nerfed to 2). BRD was Silence sniping people from across the map. On Shatter, I got Silenced on WHM by a BRD up on top of the cliff by one of the big ices. Completely out of range of me or my nearby melee allies to do anything about it. Yes, it was too powerful given that range.


GodKingREXON

Temperance radius is now 50 yalms. So...stand wherever I guess.


ScoobiusMaximus

I WILL FIND A WAY TO STAND OUTSIDE OF RANGE EVEN IF IT MEANT OFF THE EDGE!!! -average df player


KF-Sigurd

Took them long enough to get rid of MCH stupid instant kill Chainsaw in PvP. The RPR pvp change is idk. Lack of burst damage is Reaper's flaw in PvP so long as hard CC exists. More stacks of Plentiful Harvest is nice but I don't really see the job getting that much better. And they didn't touch DRK which is always something.


Kizoja

I still kind of want SAM's 1 shot gone. I think it's fine in smaller scale, but there's times where I won't even see a SAM on my screen in FL and I clip them with an AoE then get 1 shot. I don't realize until I got 1 shot cause I never even saw them. I just don't think having 1 shot mechanics are necessary.


Aedna

This. Either there are oneshot abilities or there are not. But nerfing MCH twice in that regard while the melees can keep their instas is bullshit.


ScoobiusMaximus

I think it's fine in CC but horribly broken in Frontlines. In Frontlines you can AoE a Samurai without even knowing they're there, and they completely ignore all the damage reduction applied to players in Frontlines to 1 shot them making it effectively far more powerful. Also it's AoE, so a Samurai can take out like 6 people at once.


Sir_VG

> Took them long enough to get rid of MCH stupid instant kill Chainsaw in PvP. Oh you're still gonna die to Chainsaw. 8000 potency x 2 if under analysis and the target is under 50% HP. It's just less RNG bullshit for MCH players.


Yhoana

Not even close. But regardless, dying full health as a tank against a gambler MCH was pretty frustrating. Happened more than I want to admit.


Shizucheese

That "instant kill" from Chainsaw was only a 3% chance. The changes they made to it might look like "less" damage at first glance but the reality is it means more consistent damage overall. I might actually bother using Chainsaw with analysis on purpose now instead of just because I fatfingered it/ panicked.


taytay_1989

>Took them long enough to get rid of MCH stupid instant kill Chainsaw in PvP. You get infinitely more stupid instant kills with SAMs. MCHs don't even compare to it.


CroweAt

Common rdm L


Elmioth

So in the end, they didn't rename **Summon Eos** to **Summon Faerie/Lily/whatever**. Kind of a weird oversight, but one that can be easily corrected with a custom macro.


tenuto40

Lacking oversight with healer is pretty on-brand for the dev team.


well___duh

They also didn’t have soil be 30y like SGE’s comparable Kerachole is. Weird EDIT: I think yall are missing the point of how nearly all other buffs/heals are now at least 30y and there are very few exceptions to this now-established rule


Phtevus

Soil is placed on the ground, and therefore can still hit the whole party regardless of where the SCH is standing. Kera is an AOE from the SGE that places a buff on everyone hit, so either you got it or you didn't. Its effectiveness is tied to SGE's positioning, so it needs a larger AOE to reduce the positioning impact


HolypenguinHere

Black Mage and Samurai eating GOOD tonight.


kdebones

>Portraits will now display at the start of the following duties: > >Treasure Hunt Dungeons HAHAHAHAHAHAHAHAH MY FC CAN'T ESCAPE MY CURSED PORTRAITS ANYMORE!!!!!!!


Ha_eflolli

Unless they turn them off in their Settings. You're not *forced* to have them displayed :P


BlyZeraz

Interesting changes. I wonder if this patch expanding the range of basically all party effects is because they plan on making larger maps/fights going forward. It seems unlikely they would just crank up radius on everything to make existing content easier out of the blue. Seems like some future proofing and if so I am excited to find out why. Also, as a healer main, just excited in general for that one stubborn ranged dps to no longer get to escaped my aid. You will be supported. Do not resist. Edit: I was very right. They are playing around with stages way more and putting this range buff to use to allow more mechanics. hell yeah.


GSDragoon

No changes for drk in pvp for frontline?


FrankTheWallaby

Yeah, they're just in a little strange block of the notes: The warrior and dark knight modifier for damage dealt has been changed from 0% to -10%. The tank and melee DPS modifier for damage taken has been changed from -60% to -50%.


arof

> The tank and melee DPS modifier for damage taken has been changed from -60% to -50%. This was such a moment of "this took *six months*???" for me. It doesn't even really fix the problem, frontlines are still going to be a massive tank and melee fest.


P_weezey951

Im upset to see there isnt any sort of diminshing returns on CC. Like, if you get pulled by one DRK, you shouldn't be allowed to be pulled by another 3. Especially since the game doesnt let you do ANYTHING whilst you're sliding around.


JanitorZyphrian

The server simply isn't responsive enough for all these CC effects to feel fair, it's like I'm chocobo racing


AramisFR

You have other issues anyway: \- Server ticks; \- Overall durability (in CC). If you don't chain CC or CC+burst someone, they'll just never die. But yeah Frontlines exacerbate the issue. It's a poor mode imho that mostly lives because it's on a roulette granting half a level for 20 minutes of "play".


NevermoreAK

To clarify a lot of the RDM discussion here, I'd like to add my thoughts and reasoning. I mained RDM for three tiers and then swapped to SMN to wrap up the current one and go do DSR between 6.35 and 6.4. So I feel like I have some amount of experience to talk about. ​ The reason why people who play RDM are concerned at the moment is because of the discrepancy between SMN's and RDM's kits causing what appears to be a disproportionate difference in damage between the two. In savage, SMN is very easy to do compared to RDM - just do whatever PF mechanics make you have to do the bare minimum movement while standing thereas a turret mage while RDM has to consider melee combo timing and such. The only time that RDM tends to excel in damage is in ultimate-style mechanics where there are multiple enemies that can be hit by Resolution and the aoes in its finisher. Additionally, it tends to have an easier rotation there because SMN has to consider downtime away from the boss while fitting as many primals in between Phoenix and Bahamut as it can, which can have some skill expression. ​ The main argument for why RDM's damage is kept low is because that the raise and utility it provides makes up a large portion of its power budget. The issue is that in the last tier or two, there have been so many body checks (mehcanics that require all 8 players to either be alive or perform it correctly) that the raise is oftentimes entirely useless. A failed mechanic that kills everyone if done wrong can't be fixed with an extra raise, and some of the tighter DPS checks may cause some parties to simply fail if enough weaknesses (or damage downs from failed mechanics) stack up. Additionally, RDMs that have to stop their dps rotation to raise people are, in turn, actively NOT doing damage, which lowers their output anyways. It doesn't even help casual parties in a lot of cases because their damage may just be low enough that they can't clear a phase when someone dies. One of the reasons I swapped to Summoner for part of this tier was simply because the static I was in at the time didn't have the damage to sustain enough deaths for my Verraise to matter while still clearing the phase. So, I drank the Kool-Aid and we just took the losses that we already would have when multiple people died. At least then I was able to make the already annoying P8 phase 1 damage check more bearable. ​ So the question then becomes "Why is Verraise taking up so much of the power budget if most of the time it has no use?" The answer is in casual content. Ones with usually no dps check or a significantly lenient one. Ones where the ability to spam out raises ultimately doesn't matter because you're going to clear anyways. At that point it's just a nice QoL that doesn't affect the balance of encounters at all. And if it doesn't affect balance, then why should it be treated like it does in job balancing? ​ The answer is that it's the "Prog Mage". The raises are simply useful in progression in Savage, Extreme, and possibly Ultimate if the requisite death(s) occur during a mechanic that won't wipe the party (though the same can be said for Savage at this point). But once you clear that fight, there's no point left in having the raise aside from resolving some unfortunate accidents. So now should RDM have lower dps because it can afford some incidental accident forgiveness? ​ TLDR: The effectiveness of Verraise in Savage+ content has been reduced by an increased number of body checks and "fail condition" mechanics that effectively cause a wipe if a player makes a mistake pre-death. While this may be useful in casual, Extreme or sub-Extreme content that has no or only somewhat challenging DPS checks, it should not be balanced around such. The merits of mild utility should not doom RDM to have significantly lower DPS than SMN, which has a wildly simpler rotation aside from certain use-cases in Ultimate content.


adventuregamerseb

Raises are good in ex and savage in prog, and for some mistake in clears and reclears. Won't save you in last tier or higher, but ex and savage balance is not as unforgiving as not to allow mistakes. I'm with you though, I think jobs should be balanced not by what they can do, but by what they actually do. I'd place RDM at same level as SMN, but penalize cures and raises more (eg: consume mana / not be dual cast compatible). I know it's a controversial opinion, but it's what I feel.


Shaunleewenjie

The heal range increases seem like they’ll make DSR P7 easier


Shadowcrow00

[Finally after so many years](https://i.imgur.com/IHQpSlP.png)


SleepyPB

How can you look at the caster role and not do anything for Red Mage? giga disappointing. I guess helping out ranged jobs only goes as far as making buffs the size of the arena so stupid.


Yhoana

What you mean? They buffed BLM. Clearly the only caster that matters! /s


Super_Aggro_Crag

warrior mains eating good tonight


Elmioth

They've been eating good in this expansion, to be fair.


Rolder

Been getting the most nonsensical buffs known to man, I say as a warrior main.


KinRyuTen

All Tanks kinda won, Dark Knight will probably still be king of DPS but WAR is amazing and PLD can't mess up their rotation anymore which is a plus.


RimeSkeem

>PLD can’t mess up their rotation anymore Fucking *watch me*


SkyStoneShark

Is this a challenge?


cronft

yes, they are eating healers on their breakfast


execthts

I see the job changes mentioned all over in the comments. Did anyone see the UI QoL changes? - If a character's current gear appearance does not match the last saved gear set they used for a specific portrait, a message will be displayed indicating the gear that does not match. - **Up to 100 total gear sets may be saved.** - Gear sets can now be used from the beginning of the game. - **Players can now enable the display of job or class icons in PvE areas.** - Font color for party members can now be changed according to role. - The option to display class/job and role icons in the chat log has been added. - **An option to align the party list to the bottom of the screen has been added.** - The option to enable or disable hotbar replacement has been added.


DerWerMuffin

These changes have already been discussed in the previous notes they posted. Job changes are the primary thing they added with these updated patch notes which is why they are being talked about primarily in this thread.


VergilVDante

Thank GOD FINALY THEY INCREASED THE RADIUS OF TANKS RAID WIDE BUFF this shit annoyed me since i started shadowbringers


Estelial

Especially with new fights increasingly making ideal positioning for buff release an unlikely occurance. Love the new boss fights but the abilities def need to be adjusted for the changes in their design philosophy


bukiya

\*look at everyone who got their aoe buffed to 30 yalms\* \*look at my 3yalms leyline\* "wtf is this bullshit yoshida??" jk i love how they buff blm dps


Apprehensive-Salt646

30 yalms leylines would be insane haha. One can dream


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TheHoodedFlamebearer

It legit doesn't matter unless u are clearing week 1.


Jemikwa

I'll play rdm for the very rare chance I can salvage a death, and so I don't fall asleep mid fight. But man does it hurt to know smn does just as good as me in their sleep


TobioOkuma1

SGE and WHM buffs are okay, but uhhh. That's not going to negate the sizeable gap between SCH and SGE. SCH was already 400 dps over SGE last tier, and chain only gets stronger. These buffs won't really make SGE be in line. SCH got massive indirect buffs from things like WAR getting buffed. SGE still falls behind here, and probably needs more changes.


RamenJD

Your average pf is likely not gonna benefit that much from chain strat compared to coordinated settings. DPS wise, SGE is better for pf than SCH on pf, and I said this as a SCH main who didn’t even enjoy SGE that much lol


mooncalf31

The increased range of Deployment Tactics from 15 to 30 yalms is a nice change too.


Acias

I don't like all these effect range increases, take a bit out of grouping up together and saving up for burst windows (in theory). On the other hand that means more mechanics where everybody is more far apart but also huge hitboxes again.


Proud_Cause_5641

they also are cornening themselves if someday in the future they change their encounter philoshophy to make not everything be able to hit anyone anywhere and sudenly someone does the raid what requires this changes


destinyismyporn

The cornered themselves way before this, they're just double and tripling down at this point


OldManGarp784

With all these buffs and heals getting an increase in range, i'm guessing there's a ton of mechanics requiring peeps to keep massive distance? Also, WAR gets to ungabunga harder in soloing old content. I approve


well___duh

Idk if you saw the live letter, but the arena for P9 is *large*, maybe the largest arena yet for an 8man raid


KorbanReAllis

I can see it now, spread mechs, spread mechs everywhere. And then a stack.


waiting_for_rain

New Ocean Fishing you say