NA FRC finalists and community veterans decided to hold a roundtable discussion on changes they would like to see implemented.
This weekend, Amp, bUrself, Synergy Sixx, and Trash Tears will face off to see who is the best Light Party team in North America.
The Feast Regional Championship 2018 North American Finals 10:30 a.m. – 12:30 p.m. (PT)
PvP teams from Aether and Primal fought fang and claw from the prelims to the semifinals, and it all comes down to this! The top teams will battle it out live on stage with commentary from community shoutcasters +One and Frosty. Cheer your favorite team on with vigor as Aether and Primal finally go head to head for the title of our very first Feast Regional Champions!
Clément "Kaposhipi" Ruggeri, of the FFXIV EU Community Team, replied in the Summoner Feedback post with information explaining why SMN, MNK, and RDM changes were made.
First of all, the main objective of the PvP action adjustments made in Patch 4.45 was to buff jobs with which it's relatively difficult to win, when compared to other jobs of the same role.
The difficulty of winning as a Summoner is the lack of burst and survivability. As such, it has been decided to adjust the potency of Energy Drain to improve both burst and self-heal.
We are aware that some of you are requesting Tri-bind or any kind of CC ability to be (re-)added, as well as some changes to Bahamut, but for the moment we would like to see how this change to Energy Drain feels. Please try it out and do let us know what you think!
Summoners might not be too happy with these changes as Bahamut bugs do not help the players be consistent with burst. However, the feedback in the OT has been passed on to devs and they can evaluate for a future update.
Wind tackle is the only mobility skill for Monks and although it can be used twice in a row, it has a rather long cooldown. For this reason, it was shortened so that it could be used for both offensive and defensive purposes.
Monk mains will welcome the mobility buff, but the community is unsure if this change will be enough to put them on par with DRG and SAM due to the frequency MNKs can burst. Also, monks are not as durable as their counterparts.
Shorter cast time for Vercure will enable a more usable emergency heal.
Since Red mages have to dive in melee range for their physical/burst combo, its potency has been increased to balance out that risk.
More burst is nice and the shorter cast time helps the red mage support the healer, but a reduced GCD on certain actions and TP reduction on Corps-a-corps and Displacement would be welcome. (See this post)
Here is the compilation of the jobs played by the Top 10 Players for Season 10! Players are given labeled jobs that they gained substantial rating with. Special thanks to JoeG and everyone who helped collect the information. If you have any questions or concerns feel free to reach out to me! - Brian Ricardo
PLD and WAR ended up being even in terms of carry potential in solo Q. WAR offering an aggressive playstyle to the team, and PLD offering a defensive one that many players in solo Q struggle fighting against. DRK had very little representation for the top 10 players this season.
8 players used PLD, 2 players used DRK, 7 players used WAR.
WHM was by far the most common healer to see. Due to the buffs this patch WHM is better in all forms of healing(Raw healing, DOT Healing and Defensive Cooldowns). The only place where AST shines over WHM is DPS contribution and mobility.
5 players used AST, 0 players used SCH, 22 players used WHM.
DRG players had the easiest time climbing the ladders over the other melee DPS. Thanks to it's high pressure and ability to burst very often. While SAM is also a strong melee DPS, the strong suit of being a defensive melee does not offer as much carry potential as raw damage.
2 players used SAM, 9 players used DRG, 2 players used NIN, 2 players used MNK.
BLM and MCH players were the domintant range DPS this season. Those jobs have strong abilities to carry with nightwing and stun gun/blank respectively.
5 players used BLM, 5 players used MCH, 1 player used BRD, 1 player used RDM and 0 used SMN.
Season 10 wrapped up yesterday and the results are in. Here are the 6 players who took the top spot on their respective datacenters.
Countess Bathory (Primal) 3020
Panke Cake (Elemental) 2729
Suhr Zarek (Aether) 2680
Black Kagerou (Gaia) 2584
Benediction Come'back (Mana) 2575
Reeka Teeks (Chaos) 2503
Also, congratulations to everyone who hit new personal goals! Good luck in Season 11.
There were a few PvP changes made ahead of the FRC event that will be taking place at Fan Festival 2018. Season 11 is also going to begin when the servers come back online. We hope you had a productive season 10.
|Wind Tackle||Recast time has been reduced from 30 to 20 seconds.|
|Energy Drain||Potency has been increased from 750 to 1,000.|
|Vercure||Cast time has been reduced from 1.8 to 1.3 seconds.|
|Enchanted Riposte||Potency has been increased from 1,500 to 1,750.|
|Enchanted Zwerchhau||Potency has been increased from 1,750 to 2,000.|
|Enchanted Redoublement||Potency has been increased from 2,000 to 2,250.|
A hotfix was applied on the 16th of October, 2018, which affects White Mages in PvP.
The cooldown time for the PvP action “Divine Benison” has been increased from 20 to 30 seconds.
Update (19/10/2018): SE Community Manager Clem has made an update in the PvP forums and clarified the reasoning for the change:
With the addition of Tetragrammaton and the change to Assize, it appeared that white mages had become a bit too strong, so it's been decided that Divine Benison should be nerfed to balance it all.
With the North-American FRC Finals around the corner, we thought it was crucial to make such a major adjustment as soon as possible, hence the hotfix.
Please do keep us updated regarding white mage and the overall job balance. While balance changes take time and might not be implemented, your feedback is always extremely helpful and appreciated.
Clem over and out.
The highlight from this clarification is that SE has the NA FRC event in-mind when trying to balacne the Feast game mode.
Tuesday we received patch 4.41, which included job changes as well as it marking the start of season 10. The patch's intent is to encourage "more kills". With that in mind, let us go over the changes.
|Power Slash||Reduction to target's HP recovered by healing magic has been increased from 10% to 15%.|
|The Blackest Night||Recast time has been increased from 10 to 15 seconds.|
|Holmgang||Recast time has been reduced from 60 to 45 seconds.|
|Essential Dignity||Recast time has been increased from 10 to 15 seconds.|
|Adloquium||Effect duration has been reduced from 15 to 10 seconds.|
|Chaos Thrust||Increase to damage dealt has been changed from 10% to 15%.|
|Demolish||Increase to damage dealt has been changed from 10% to 15%.|
|Shadow Fang||Increase to damage dealt has been changed from 10% to 15%.|
|Yukikaze||Increase to damage dealt has been changed from 10% to 15%.|
|Hissatsu: Soten||Recast time has been increased from 5 to 10 seconds.|
|Wither||Recast time has been reduced from 60 to 45 seconds.|
|Aegis Boon||Effect duration has been reduced from 15 to 10 seconds.|
|Raw Destruction||Potency has been increased from 8,000 to 9,000.|
Melo is one of the top PvPers in the NA region and has high level experience on every role. On top of that, he is very helpful in the Wolf Pups Den Discord server.
On Monday night he had a nice discussion with Kaze and Suhr about the 4.41 patch changes. Give it a listen here.
The changes, as we predicted in our last article, Patch 4.41 Brings 'Speedier Tempo' to Feast, seem to come from the JP Region's FRC performance.
The JP meta of waiting until Culling... err Danger Time, also most likely inspired this paradigm shift.
The NA and EU regions both try and burst as frequently as possible to reduce the RNG of Culling Time into LB deciding the fate of a match. Expect NA and EU to have a lot of 600 medal games.
Read the full patch notes here.
Neha "Ridrina" Nair, from the Community Team, has given us an update on what direction the development team wishes to take The Feast gameplay in.
The dev. team is interested in speeding up the overall tempo of the Feast, thus changes coming forward in Patch 4.4 focus on encouraging more kills to happen throughout a match.
The want for more kills taking place could be a reason that Dragoon was given a buff in the 4.4 patch. There might be more changes coming with the 4.41 patch with buffs to dps in mind.
The JP meta of waiting until Culling... err Danger Time, also most likely inspired this paradigm shift.
The FRC Semifinals shown a spotlight on the popularity on specific jobs, and the dev. team is interested in bringing more of a balance across the board as a result. You will see some more job adjustments in Patch 4.41 so please look forward to it!
As you may have read in Brian & JoeG's article, there are possible job imbalances for certain roles, ie. AST for healers and SAM for the melee role.
The Feast game mode's systems are in a good place, but job balance could use some tweaks. We are looking forward to it!
White Mage in particular has been under-utilized for a few seasons now. The dev. team added Tetragrammaton and removed Benediction in order to align White Mage with the current tempo of the game. They will be especially working on skills and abilities that benefit from the Lily system. Their goal with White Mage is to allow players to manage cooldowns efficiently, without feeling stress of their cooldown system.
With AST being such a dominant healer as of late, the WHM changes have come at a great time to address a possible imbalance.
The Lily system being looked at will appease a lot of White Mage players.
More updates to the under represented jobs will be welcomed by the community. More action will be appreciated by people observing.
Until 4.41 is released and Season 10 begins!
Here is the compilation of the jobs played by the Top 10 Players for Season 9! This time we have included all jobs the player used to gain substatial rating with. Special thanks to JoeG, Tee and everyone who helped me make the list. If you have any questions or concerns feel free to reach out to me! - Brian Ricardo
PLD ended up being the most dominant tank for top 10 players. Due to the lack of coordination in Solo Queue the potential to carry a game with cover is powerful.
8 players used PLD, 4 players used DRK, 3 players used WAR.
AST ended up being the most dominant healer for top 10 players even with the mass usage of SCH in Japanese Datacenters. One of the main reasons is because SCH is a little more reliant on tank support over AST. WHM has the least usage due to it's lack of tools to help, and the relative easy to get overwhelmed if outplayed and over pressured. As per usual healers were the most used role for top 10.
17 players used AST, 13 players used SCH, 4 players used WHM.
SAM was the most used melee this season by far for top 10 players. SAM was also the most used job for top 10 players to alternate to. Many tank and healer plays used SAM this season. SAM has the most carry potential due to amazing defense options but also having high damage. DRG was second with its great pressure. MNK has several weaknesses compared to the other two melee and NIN is one of the least played jobs in the feast overall is why it doesn't see much representation.
12 players used SAM, 5 players used DRG, 2 players used NIN, 2 Players used MNK.
BLM was by far the most dominant ranged job played for top 10 players.BLM high pressure and large amounts of defensive and offensive tools allows it to work well with all party compositions.
9 players used BLM, 2 players used MCH, 1 player used BRD, 1 player used RDM and 0 used SMN.
Season 9 results were posted this morning. Congrats to the 6 players who took the top spot on their respective datacenters.
Faye Previn (Elemental) 3152
Aster Sion (Gaia) 2807
Accelerator Xiv (Mana) 2746
White White (Chaos) 2742
Uncle Acid (Primal) 2727
Suhr Zarek (Aether) 2605
Also, congratulations to the beta wolves, hunter wolves, and those who hit new personal goals!
2017 League Champions