1. FFXIV Reset Timers
    Last daily reset was 5 hours, 10 minutes ago / Next daily reset is in 18 hours, 49 minutes
    Last weekly reset was 1 days, 22 hours, 10 minutes ago / Next weekly reset is in 4 days, 11 hours, 49 minutes
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  1. #121
    Strider/Doom/Cyclops
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    Quote Originally Posted by Lucavi View Post
    The difference here is that I cannot think of a single time SE has addressed so many consumer complaints/concerns within a single game of theirs at once. Can you?

    Can anyone?
    TAU.

    But that's not what this thread is about, so carry on.

  2. #122
    Ridill
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    Job and battle system changes are cool. Now I'll add some salt and ask when they're going to address the issue of the game being boring content-wise

  3. #123
    Ridill
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    Quote Originally Posted by Lucavi View Post
    Like every other MMO in existence. The difference here is that I cannot think of a single time SE has addressed so many consumer complaints/concerns within a single game of theirs at once. Can you?

    Can anyone?

    Hope springs anew when one's prayers feel as if they have a chance of being answered. That isn't simply with gaming... >_>
    Heck just compare this to Heavensward. They surely didn't change things this much back then and some additions were obviously rushed and incomplete (see Bard).

  4. #124
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    Quote Originally Posted by Takiwaki View Post
    Defiance
    Basics are the same (25% more HP, increased healing received, cooldowns etc)
    Using certain actions will raise Inner Beast gauge, in Defiance this raises parry rate by up to 10%
    Upon removing Defiance, Inner Beast gauge disappears
    Upon switching to Deliverance, Inner Beast gauge is halved

    Deliverance
    Basics are the same (5% more damage dealt, cooldowns etc)
    Using certain actions will raise Inner Beast gauge, in Deliverance this raises crit rate by up to 10%
    Upon removing Deliverance, Inner Beast gauge disappears
    Upon switching to Defiance, Inner Beast gauge is halved

    Onslaught
    Ranged physical attack that brings you to the target
    Additional effect: Increased enmity
    Costs 20 IB // Cooldown 15s // Range 20y

    原初の解放 (Release the Inner Beast)
    Halves IB consumption while active
    Makes you immune to stun/sleep/bind/heavy/knockback while active
    Only usable in Deliverance, shares cooldown with Unchained
    Costs 20 IB // Duration 20s // Cooldown 120s

    Fell Cleave/Decimate
    Potencies unchanged
    Costs 50 IB

    Berserk
    Increases physical attack power by 30% [Reduced from current 50%]
    Duration 20s // Cooldown 60s [Shortened from current 90s]

    Infuriate

    Increases IB gauge by 50
    Now Maim giving the Slash debuff, and Eye giving some kind of selfbuff not sure what it does.

  5. #125
    Relic Horn
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    Did anyone else notice the Storm's Path changes?

    https://www.twitch.tv/videos/146267937?t=01h34m00s

    The WS gives Yoshida 20IB (Maim/Butcher's/Eye give him 10IB) + self heal, but no debuff is applied to the mob. On one hand this means you can do one Fell Cleave every 2 combos as long as one of them is Path, on the other hand RIP damage down.

  6. #126
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    was checking it seem its damage same as eye, wonder how rotation will be since it give 20IB but no buff at all also we dont know whats eye doing, maybe while you on Defiance Path would give a certain buff/debuff? dunno

  7. #127
    Impossiblu
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    Quote Originally Posted by solracht View Post
    Did anyone else notice the Storm's Path changes?

    https://www.twitch.tv/videos/146267937?t=01h34m00s

    The WS gives Yoshida 20IB (Maim/Butcher's/Eye give him 10IB) + self heal, but no debuff is applied to the mob. On one hand this means you can do one Fell Cleave every 2 combos as long as one of them is Path, on the other hand RIP damage down.
    Maim doesn't apply Damage+20% anymore either, instead it gives Slashing debuff (Eye potentially doing +20% instead now, but don't know yet). Berserk nerfed too. They're really trying to stomp out Warrior it would seem. Hoping there's something here that we can't see that makes this all better than it seems.

  8. #128
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    30% buff instead of 50% but you get a 30sec less on the CD of zerk, in the long run maybe its gona be better

  9. #129
    Impossiblu
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    Already mathed it out with what we know about how damage buffs/debuffs interact.

    Current Scenario:
    0s: Berserk (50%) + Trick Attack (10%) + Hypercharge (10%) = 70%; 1.875x
    60s: Trick Attack (10%) = 10%; 1.11x
    90s: Berserk (50%) = 50%; 1.5x
    120s: Trick Attack (10%) + Hypercharge (10%) = 20%; 1.25x
    180s: Berserk (50%) + Trick Attack (10%) = 60%; 1.67x
    240s: Trick Attack (10%) + Hypercharge (10%) = 20%; 1.25x
    270s: Berserk (50%) = 50%; 1.5x
    300s: Trick Attack (10%) = 10%; 1.11x
    360s: Berserk (50%) + Trick Attack (10%) + Hypercharge (10%) = 70%; 1.875x

    Total after 360s: 13.14x


    New Scenario:
    0s: Berserk (30%) + Trick Attack (10%) + Hypercharge (10%) = 50%; 1.625x
    60s: Berserk (30%) + Trick Attack (10%) = 40%; 1.44x
    120s: Berserk (30%) + Trick Attack (10%) + Hypercharge (10%) = 50%; 1.625x
    180s: Berserk (30%) + Trick Attack (10%) = 40%; 1.44x
    240s: Berserk (30%) + Trick Attack (10%) + Hypercharge (10%) = 50%; 1.625x
    300s: Berserk (30%) + Trick Attack (10%) = 40%; 1.44x
    360s: Berserk (30%) + Trick Attack (10%) + Hypercharge (10%) = 50%; 1.625x


    Total after 360s: 10.82x


    This is, of course, making the assumption that you have a NIN and MCN and everyone is flawlessly timing their shit, but removing things doesn't change the disparity very much unless you don't have either debuff. This is also working with the average damage bonus gained over time, which isn't really how we use Berserk to begin with.

  10. #130
    Chram
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    Quote Originally Posted by Black View Post
    30% buff instead of 50% but you get a 30sec less on the CD of zerk, in the long run maybe its gona be better
    It's a slight nerf overall (11% vs. 10.2% in terms of uptime:Attack Power+%). It's basically just Fight-or-Flight now.

    Edit: Proth offers a better example + scenario.

  11. #131
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    My one concern (more of a question than a concern I guess) is that they took like half of PLD's cooldowns and put them in the Tank actions, so what are those all being replaced with?

  12. #132
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    Yeah, annoyingly it looks like Provoke is job role only (?); so tanks are perpetually shafted with 1 slot taken up.

  13. #133
    Chram
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    They're going to have two slots taken by default. Provoke plus whatever the AoE Provoke is. It gets worse when you realize that, if this stands, tanks have no real offensive abilities aside from Fight-or-Flight, Berserk, and Blood Weapon as the only means of increasing DPS without being the active tank (for counters, assuming these weren't also gutted entirely). lol

  14. #134
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    That AOE Provoke better be TERA-level/quality lol



    Hope the cooldown is reasonable, otherwise this is what will happen:

    Good Player: sees all mobs running for healer > runs near healer once mobs are grouped > aoe provoke > flash/rend/etc
    Bad Player: sees all mobs running for healer > aoe provokes anyway > lands on 2/6 target > shield lob > types in chat HEALER U SUK DIK

  15. #135
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    Well this pretty much sums up summoner with 4.0....


  16. #136
    Ridill
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    Remember how excited summoners got about death flare?

    And then they became bottom tier.

    Again.

  17. #137

    Quote Originally Posted by The Stig View Post
    Yeah, annoyingly it looks like Provoke is job role only (?); so tanks are perpetually shafted with 1 slot taken up.
    Be thankful its only 1 slot. Healers are left with some really rough decisions.

  18. #138
    Ridill
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    Are we complaining about Bahamut now? Seriously?

  19. #139

    What skill takes the place of old IB on war? Cus it's not there anymore

  20. #140
    Strider/Doom/Cyclops
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    I'm not sure how much point there is in gameplanning damage output before we see the rest of the skills. Maybe I'm biased because I'm a MCH main, but looking at that video, this isn't going to quite be 1.23->2.0, but it's going to be somewhere in the range of the 1.17-1.18 change. It's a pretty major rework and we're just assuming potencies and rotations will stay the same. I didn't even see a turret for MCH at all, and we're calculating Hypercharge impact?

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