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
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.
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
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.
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
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.
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?
Yeah, annoyingly it looks like Provoke is job role only (?); so tanks are perpetually shafted with 1 slot taken up.
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
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
Well this pretty much sums up summoner with 4.0....
Remember how excited summoners got about death flare?
And then they became bottom tier.
Again.
Are we complaining about Bahamut now? Seriously?
What skill takes the place of old IB on war? Cus it's not there anymore
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?