Melo brings on Suhr and Kaze to discuss the 4.41 job changes.
Why were certain changes made in 4.3 you ask? Well, in a world first (not really) SE and their newfound communication with the PvP community has given us some insight into their decisions. Here is the post from SE Community Rep Zhexos on their reasoning:
In order to give each job an equal chance to win, we're making adjustments to job actions based on the win rate statistics we have collected. In addition to this, due to high defensive properties, it often became difficult to actually KO a player. This resulted matches dragging on without any majorly decisive outcome. For this reason, we will be making downward adjustments to the defensive properties to make it easier to KO an opponent when you work together with fellow team members.
In regard to tanks in high-skilled match situations, such as those between top-rated players and team matches, the importance of having a paladin on your team was quite high. With that in mind, we'll be making a downward adjustment to them.
Paladins have strong defensive properties as they have Shield Oath and Cover. This is especially apparent in team matches where it gave paladins a clear advantages over other tanks. For this reason, we have reduced their maximum HP, and also made it so that they're more vulnerable when using Cover or carrying medals.
Similar to PvE, we made Inner Release more intuitive to use. Warriors’ weakness is self-defense, and to compensate this, we will increase the duration of Inner Beast. With the changes made to Inner Release, warriors will be able to spam this action, so while the duration is short, they will be much sturdier against attacks.
Samurai and ninja were having a harder time winning matches when compared to monk and dragoon; therefore, we will be making positive adjustments to several of their actions. In addition to this, alongside the adjustments made to the defensive properties, we believe the overall effectiveness of the DPS role in a match will increase.
When looking solely at the potency of the three Ninjutsu actions available, Raiton was being used the majority of the time; therefore, we have made adjustments to the potency of Katon and Hyoton. Moreover, Bhavacakra had a longer recast time compared to other melee DPS's high damage actions, and the frequency of burst damage was lower, so we will reduce Bhavacakra's recast time.
Samurai's Sen tended to be used only to execute Midare Setsugekka; therefore, we have increased the potency of Higanbana and Tenka Goken so that these actions have a clearer purpose. Since we're making adjustments to lower the overall healing potency, this will increase the usefulness of dealing pure damage and the importance of DoTs and AoE actions.
In regard to ranged DPS, we will be making big adjustments towards caster jobs. Since the CC actions such as Sleep, Tri-bind, and Flunge are tied to the GCD, they had to be used as a trade off against other damage actions. For this reason, we had to make sure the properties of these actions were positive enough that players would use them over other actions. Furthermore, for beginners, determining when was the best timing to use these skills was difficult. We will be replacing these actions with Night Wing, Wither, and Monomachy, which are off the GCD with their own cool down timers, so players will now just need to determine when best to use them.
In our previous balancing adjustment, we decreased the potency of Foul to shorten the potency gap between it and Flare. This lead to a situation where players used Convert to use Foul. Within the ranged DPS jobs, black mages have a high winrate, so we made adjustments to increase the purpose of using Foul and Convert while making sure it isn't just a pure buff.
We have removed the GCD action Flunge, and brought back the highly requested Monomachy with a unique property.
We're reducing the potency of healer's strong healing actions. This adjustment was done to change the current defensive style gameplay into that which focuses more on offense.
The following reasons are why we reduced the potency of actions with high healing potency:
Changes made to the Bind effect
When a bind effect is applied by a PvP action, it will no longer be removed when receiving damage from an enemy. This was done to resolve an issue where bind is applied to an opponent for defensive or offensive purpose but quickly removed by your ally attacking them. For this reason, actions with the bind effect will now be more effective in both offensive and defensive situations for CC. As such, we have made adjustments to their duration.
Regarding adjustments made to Recuperate and the Decreased Damage Taken trait
When compared to the other additional actions and traits, Recuperate and Decreased Damage Taken were too strong, and were the most likely to be chosen among other available actions and traits. For this reason, we'll make adjustments to these two. These adjustments were done to better limit the amount of options that would increase defensive properties fitting with our overall policy, where it becomes easier to KO players.
We ask that our veterans and newcomers give these changes a try once Patch 4.3 lands. As always, be sure to leave feedback on how it feels before/after these changes were made as we're always listening.
SE community manager Zhexos posted a new blog entry today that outlines the upcoming PvP changes slated for 4.3.
For more details, read the blog entry here.
One of the few content creators for FFXIV PvP, Thana Rah'Thazel, was featured in this episode of The Wolves' Den. Watch the community managers play some Feast on Chaos, shoutout the top players in Feast Season 7, and interview Thana. Show Thana some love and watch the VOD below.
With chat having been removed for many seasons now, the community has had to get creative and come up with our own systems to communicate with our teammates. Originating from the Japanese Data Center, the current communication methods involve the following: Understanding the role meta, communicating you are ready to burst, using a countdown macro, and other advanced tactics when comfortable.
If you are the melee player, by default, you’re in charge of marking an enemy target and calling for burst. Try your best to build up your mini bursts every 30-45 seconds to keep pressure on the enemy. Take into account that your ranged teammate will have to be in range for the best outcome (ie, do not mark targets too far away).
As a ranged player, do your best to be ready for the countdown by building up your burst and then looking for positioning where you are safe to attack from. Black Mages can also look to help crowd control the support players just before firing off their burst.
During the burst countdown, as the tank, you can either look to help burst with the dps, or you can crowd control the enemy support players. Also, if you feel the situation is right, try and time a stun on the marked target so they cannot escape your team’s focus fire.
As a team, syncing your damage with your teammates will be your best chance for scoring a kill. In PvP, burst damage is everything. Burst will force out cooldowns and relieve pressure from your team.
The PvP chat “Hello” message, when used during battle, is used to communicate that you are ready to burst a target.
If you are the shot caller in the group (defaulted to melee) and your teammate tells you “Hello”, that means they are ready for your countdown.
/mk attack1 /mk attack5 <t> <wait.1> /mk attack4 <attack5> <wait.1> /mk attack3 <attack4> <wait.1> /mk attack2 <attack3> <wait.1> /mk attack1 <attack2> <wait.1>
Note: Before you use this macro, to give your team an audible queue, we highly suggest using the “Everybody attack!” PvP quick chat command.
What does the macro do?
Add a simple 5-4-3-2-1 countdown to your target, it will also remove the 1 from whoever is marked previously when its used. After using the macro on the burst target, you can actually switch off the target, and it will still countdown. Use this often to continue to apply pressure with coordination.*
- Wolf Pups Den: Useful Macros for Feast 4v4 PvP
Note: If you use ANY other macro during the countdown, it will cause the countdown to stop.
Some casters prefer to do the shot calling (countdowns and marking focus targets). Study your allies habits and start to adapt your playstyle to mesh with individuals you have played with before. Pre-communicating via Discord (or a linkshell etc) can prevent any confusing communication issues you might run into during a match. Post game communication will also work for the next time you are paired.
If no one takes charge of shot calling, it will be an uphill battle for your team. Even making questionable calls is better than making no calls. The current version of the game requires the dps to work together to score kills.
If you are in charge of marking targets, the tactic of a ‘hot swap’ can throw off the enemy support players:
As an example, start by attacking the tank a bit while the countdown is marked on the melee. As the countdown nears <1>, swap to the melee with enough time to land your burst as the <1> appears over your focus target. It might catch the enemy off guard as they support the tank.
The best way to improve is to work as a team and communicate. Figure out how to incorporate “Hello”, “Everybody attack!” and a countdown macro into your current keyboard binds.
After you get the hang of it, you can perform more advanced countdowns that catch the enemy off guard. You also may wish to create a cancel burst macro and tell your team to “Fall back!” in a situation in which the target is no longer a proper target. Then quickly choose a new target to focus down.
The PvP community was not sure if the new season would start with the 4.25 patch, however today it was confirmed by Zhexos:
Season 7 will commence on Tuesday, March 13, with Patch 4.25 and will introduce several action adjustments.
They also have the top 100 rewards to share with us before the season starts!
Good luck to everyone this next week! We will be updating content here as soon as the changes are announced. In the mean time, be sure to join the Team Tryhard and Wolf Pups' Den Discords.
The EU community team is going to broadcast their third episode of the European PvP Stream "The Wolves’ Den" on Thursday, February 15, 2018 at 10:00 (PST).
Ragnarok, Chaos Data Centre
View the official announcement here!
Rinrin has been one of the many players trying to help educate new players who wish to get into PvP. She also has been working on collecting feedback to share with SE. Check out the feedback thread here
If you were unable to watch the Aether League Finals or wish to rewatch the event, we have created a few vods for you.
Match 1: DEEP vs Practice casted by Dan and Spooked
Match 2: Forfeit
Match 7: DEEP vs Practice casted by Dan and Hurp
Match 8: ECF vs Embrava casted by Hurp and King Stefan
Match 9: Embrava vs Practice casted by Kaze and King Stefan
ECF vs Embrava casted by Dan and Hurp
Hopefully you enjoyed the event!
2017 League Champions