VIPER CHANGES & JOB BUFFS - Patch 7.05 Notes Overview
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- Опубликовано: 20 окт 2024
- Patch Notes: na.finalfantas...
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Finally the buff MNK deserves. 1,500 potency True Strikes.
Dragonkick meta 2
no more oporot
@@pentagonofpeople MKM2: Electric Courloloo
I literally wish that wasn't a typo
The Samurai change is the PERFECT form of a reading comprehension test, holy shit.
yeah desperius missed it totally lol
Once I saw that they removed the meikyo extra effect I yelled out loud to the guys in discord about how we get to double midare every time now. Nobody understood what I was talking about and kept combing the changes over and over. I thought I was insane until I loaded in and was proven right.
This is the 3rd reading I've checked, purely because the last 2 vids I saw both didn't catch that it was a buff overall, and I was losing any hope in the community actually understanding balance changes, lol
Lmao! I'm guilty of this... I cried a little untill I logged in and realized I didn't read the patch notes properly.
@@zeeningthat doesn’t surprise me at all kekw
Hear, the song of fun's end.
Feel, the sorrow at Samurai's demise.
Think, and read the rest of the Samurai patch notes.
I laughed very loud, thank you
You will have to forgive the typo on the MNK changes. MNK changes have been overseen by chatGPT this expansion.
Lmao 😂😂😂
1500 pot on true strike? I'd say let him cook.
Ewww I hope they never ruin this game with ai
@@OilFreeFeathersof the 2 comments, only one is complaining and derogatory, you’re the one seething. And by bringing it to some vague, relaxed comment about ai, coping.
@@OilFreeFeathersGod damn, we get it, you don’t like the story or writing, move on already.
Some people play whatever the meta is. That switch class anytime someone gets the higher damage or easier to play. I'm never gonna stop playing Ninja, MCH, Viper maybe MNK. Better to master a class than hop around and flip flop with fads.
Can confirm buff cap WILL be an issue for Viper in Shades Triangle if lost actions are the same. I was getting the oGCDs off of coils culled in Delubrum Savage
Yeah, I haven't DRS since DT, but considering how it is if theirs too many bards, I could see how much the Viper debuff was gonna be cull hell.
@@IKMcGwee I had duelist buff and thank God I didn't get my pure culled LMAO
I just started leveling Samurai yesterday through the Dawntrail dungeons and now thinking of getting it to max first before starting savage, the unlimited Tsubame-Gaeshi looks SO fun
I love that it's back to the way it used to be.
Double Midare, my love, you have returned to me!
So still waking up does this mean that if we go through the combo to get to 2 or 3 (stickers), we can Iaijutsu then do it again like we had pre DT? Instead of having to do the the button that makes all the combos 1 button in order to double Iaijutsu.
@@Tairutheshogun Yup
@@Deuzen_FIN thanks. That will help me so much.
It'll be every midare, not just two stacks 1 per min. We'll be doing WAY more tsubame casts.
I'm irrationally happy about the umbral soul change. Every time I lost my buff on a zipline a small piece of me died on the inside.
Same, the pause on it made me absolutely _giggle_ with delight. I don't need to spam it every 5 seconds during trash. Or even 3 times after Transpose to get my Hearts loaded. It'll also be _incredible_ for when the boss goes into those unskippable cutscenes. Just Transpose (if needed) and Umbral Soul before the cutscene, and you'll keep generating and keep your element through it. 11/10 change.
Yeah, I was in the middle of leveling BLM when this dropped, and immediately I was like "THANK ARCEUS I don't have to spam Umbral Soul forever and a day" anymore. It's helped out so much already!
It's also fantastic for open-world like tribal quests. Umbral Soul once, mount up, keep ice the entire time.
It makes Black Mage more accessible too for open-world parties like hunt trains or FATE grinding.
@@sequences8942 My mini game of perfectly timing my umbral soul for the zipline so I could just spam it in time to upkeep it when I got off is now ruined. Dungeons just became a even more boring.
Rip Noxious Gnash, guess we had to lose something and and we fought for positionals. It'll still be a good job though Specially since we can now just spam Reawaken
Its funny reading through comments on Viper, where of those who like Noxious Gnash being removed, 1/2 say it was annoying to upkeep and theyd drop it at times, and the other 1/2 say that it was so braindead and took no effort to maintain
To some it was too hard/ annoying and so should be removed, and to others it was too easy... so should be removed? Call me Goldilocks but i thought it was juuuuust right. Oh well
It was a copy paste of how reaper's debuff worked, I thought it was dumb for that reason alone. The reasons for keeping it is just as dumb, because it felt good? Brother I'm managing mechanics, dealing with fights that actually require my brain instead of a LOT of EW fights, I don't have time to babysit a debuff. Even worse if that debuff falls off during cutscenes, because you know it will. Meanwhile now I can cut straight to coil attacks and then right into Awaken.
Before you had to: 2 GCDs for debuff and weaponskill speed increase. Coil into damage buff increase then weaponskill speed increase again. Then Awaken. Now I can juts skip to step 2.
I'm very tired of people picking weak arguments against what they like when they themselves make shitty points as well. So there, refute that.
@@AkantorzOk buddy, I didnt mean to be so antagonistic? Im just saying I find it funny that some people agree for literally opposite reasons. I didnt mean to invalidate your opinion at all or anything, i guess? Deep breaths.
To me, that complication was interesting and fun. Yes, even in these complicated fights, having the slightest upkeep was interesting outside of Hit The Glowy Button. I also feel that removing these wrinkles, while individually understandable, en masse leads to the simplification and homogenization that players often complain about. These are not separate issues in my mind, but building blocks to the greater design decisions.
Making things quicker or easier, to me, is not always a good thing. Many a game has streamlined themselves into boredom. If you prefer that (streamlined jobs and for complication to be from fights), more power to ya! I mean no insult whatsoever. Just to me, that slightest wrinkle in an otherwise extremely straight forward design was the tiniest crumb of remembering and paying attention, and Im sad to see it go
No need to "rEfUtE tHaT" or whatever lmao
@@Alwayz114
Your comment implied that you felt the arguments were weak that were for the change, not laughing at SOME random comments. Regardless, I'll definitely apologize for coming on strong.
However, homogenization also works both ways, yes, simplifying classes across the board can lead to homogenization, but complicating classes can lead to fights being homogenized to account for the difficulty of just playing the class.
I will ALWAYS prefer the fight to be more fun and engaging than the class because even games with simple mechanics can be complicated because of bosses, but fights that feel complicated BECAUSE of mechanics can feel awful.
Example: Imagine a Mario boss that you thought had good mechanics. Now imagine trying to fight a simple boss like that, but with the controls from QWOP. Could people manage it? Sure, but only those people would find it fun, everyone else would drop the content immediately.
We live and die by how much subs this game has, so making shit needlessly complicated for slight fun gains for a few people is not necessary. Sometimes the complaints are nothing like the story loopholes that aren't loopholes or the people who constantly want more positionals.
So weeding out what is necessary and what isn't is the job of the Devs to find ways to fix.
So leaving in things that might complicate the rotation isn't always going to make it feel better for everyone and you have to ask yourself if it is necessary or not. I might not like playing certain spellcasters, but if something is not helping the way they like to play and seems unreasonable, I'm more than willing to support that.
But keeping up buffs is something that multiple melees already do, so wouldn't that just be another form of homogenization?
People keep throwing that word around like they know what it means. All anyone wants is for classes to be different enough to stand out, but not to crazy so that they can jump from one class to another.
Sorry for the long spiel, but felt I had to make myself very clear.
My confusion is I feel like the simple response was just not even considered. I feel like making it a 30/60 stacking would smooth over everything people seemed to have issues with with basically no changes. Now the filler is a mandatory swap between button 1 and button 2.
It was so easy to keep up
Ayyyy drk is back to being the worst tank, just how I like it.
Always has been since its rework in Shb. Has played the same since then. DRK is a shade of how great it used to be.
DRK was peak when it was released in HW. And little by little, they took away everything that made the job great.
@@VentusLionheart you mean the Dark Arts spam? That shit sucked.
I'm glad Happy always does these patch note videos because I was not about to read a whole essay about the job changes and attempt to understand it. Thank you Mr Happy.
yes, dont think for yourself, just consume
The potency buffs to viper actually have an unintended side effect. Mathematically it was meant to make up for the loss of the debuff. But in practice the higher potencies make crits and direct crits massive on the class. I’ve been hitting 100k on multiple hits of awaken now.
That's intended vpr was far behind on dps considering it's a selfish dps. It needed fairly large potency buffs.
The changes are really dumb though and remove literally all elements of the skill ceiling.
PLD bros, we are so back!
Hell yea brother
We never left... we just couldnt do them numbers, and now we're in the running!
If they'd just reduce the cooldown of Hallowed Ground by about two minutes, we'd be golden. But even without that, we're in really good shape again.
@@VideoHostSite yeah, I've never understood the need to have varying CDs on the invulnerable abilities.
Aw Yeah, we doin some numbas!
The Truest of Strikes!
I haven’t seen one of your videos in a while.
You received one of the best buffs I’ve seen on this game. Looking good.
viper was just buffed 5-10% depending on skills.
some potency increases are ~15%, some are 20%, to make up for a 10% dps loss on the debuff. odd choice
When the Drk rework happens, I hope....
Salted Earth would change to function like it’s PvP counterpart somewhat where it mitigates dmg (with still dealing dmg) while the Dark Knight is standing in it and it’s follow up (Salt and Darkness) giving a potent regen/flat heal to Drk once executed.
Abyssal Drain reverted back to being a global and made part of the aoe combo
TBN should ALWAYS give you Dark Arts up front along with giving you the shield
Dark Arts should be buffed to having a 3rd/4th option of being able to enhance Abyssal Drain and/or reducing recast of Carve and Spit if it’s on cooldown (that’s to go along with Abyssal Drain being back on the gcd-like old times). Along with already giving a free use of Edge/Flood.
All of the TBN shield breaking.... changed to reset a charge of Oblation or reduce its cooldown by 30 secs
Shadowstride getting a 3rd charge and made to function like Mnk's Thunderclap. So, you can target either a target or party member.
Delirium combo…should be extended to a 5 hitter like Drg. Come up with 2 additional hits or re-introduce some older animations for the job that it had in earlier xpacs. Also...maybe halving the recast to 30 secs to be used as frequent like the gun combo on GNB. Soul Eater combo for a min straight, every min, for any non pvp content....is old.
Dark Mind…either reworked to either being a temporary self-buff.
Or give it the additional effect of being able to self-cleanse the Walking Dead debuff if it’s triggered when using their invuln. With the bonus of restoring significant hp if a cleanse of Walking Dead is registered.
Too bad you don't actually work on this game.
Honestly I wish the new delium combo was the new base combo and we got a trait that gives you a regen standing in salted earth 😔
I hate the Viper change so much for the following reasons:
1. They gave us no notice they'd remove Noxious Gnash and force you to start only following the glowing buttons making it more braindead autopilot, catering to the lowest common denominator of people who aren't willing to learn the job properly,
2. Removing NG disconnects Dreadwinder- no, sorry, Vicewinder (eugh) and Vicepit from the rest of the kit and even to some degree Reawaken,
3. Making it an endless combo changes it from 2 buttons to watch to now constantly watching the hotbar to make sure you don't misinput also getting you trapped in a neverending combo that also is easy to lose your place thanks to transforming buttons or shifting your mental focus elsewhere like Vicewinder or a boss encounter,
4. There was expression on when and how you apply NG, like do you double up at the start or do you continue alternating? Do you start Reawaken or go for an Uncoiled Fury depending on your time? Did you set yourself up in advance with enough time and/or a Dreadwinder? That kinda stuff.
5. It wasn't replaced with anything, it was just taken out and given a band-aid solution to keep the general rotation going without thinking about the ripple effect it would have,
6. Noxious Gnash served as a better visual queue for whether you needed to start on 1 or not, and then you got to choose when to start on 2. That was fully in your control before, now it's not, which leads to my last point:
7. A lot of the "free-flow" identity of the job got destroyed and replaced with something spammier and more monotonous and clunky to play. There was more emphasis on setup and payoff (properly managing NG timing) that required some actual skill that paid off in heavier-hitting Reawakens and Uncoiled Fury's if you knew what you were doing. The nuance was in the fine details and how controlling your NG buff and timing let you control that freeflow of your own accord, but now it's literally only follow-the-buttons. Dumbed down yet smaller margin of error. It sucks.
Change it back to 7.01.
Now Samurai will unironically cast at least three times more often than Summoner, the "caster".
And do much more DPS despite still being a braindead melee. No summoner players asked to lose cast times in a rework and go from top 2 dps to shit tier bottom 2-3 DPS.
@@Necrostrike Sam is not exactly rocket science but it is when we're comparing it to Summoner lmao. A fucking bonobo could play Summoner, the job almost literally plays itself.
Also, "No summoner players asked to lose cast times in a rework and go from top 2 dps to shit tier bottom 2-3 DPS." Except, umm.. it's quite literally the most played job in the game. You can look it up.
@@michielmanders9766 They mean no pre-rework summoners asked for it. Plenty of non-summoners appear to have loved it and strapped on the horn.
@@michielmanders9766 It is the most played caster job because the rest of the casters are shit to play in modern encounter design with a shit ton of forced movement. You play black mage or red mage for a day and have the nerve to suggest they are fine compared to the effort melee takes to perform in difficult content.
No, that's pretty ironic actually.
Ironic:
Happening in the opposite way to what is expected, and typically causing wry amusement because of this.
Holy hell! WHERE ARE MY DIAMOND AND WARRIOR OF LIGHT WEAPONS!!!!!
Aw shiiit, I actually really liked managing that little Viper buff.
It was a lot more fun than similar debuffs on other jobs because there was two different buttons that applied it, which gave you a bit more actual decision making with your button presses instead of "just press dots button"
Idk why they didn't just make it a 60 second buff like the other ones if they wanted to make it easier...
Now it's just Bootshine....damn...
I really wish the Reaper debuff was like Vipers, guess that was too hard for ff14 players tho.
same im gutted
It was close to impossible not to keep it up so I don't really care tbh
Its weird, like all people asked for is to make it 30/60, not even because 20/40 was hard but just because it was weird.
@@CanadianYeti69 If you weren't paying attention you could overcap it pretty easily, though.
They forgot to give Scholar back the Miasma 2 they gave Sage. 🤨
I can’t fathom why sch got zero attention they really hate this job
Why would you make SCH and SGE even MORE alike? They're finally starting to branch a tad apart. Yes yes, I know some people want SB SCH back (unlikely to ever happen, but I get it), but in this PARTICULAR aspect, it doesn't make sense. One of the biggest EW complaints was that SCH and SGE were all over each other's identity. They still largely ARE, but they're branching apart in these tiny ways. I think we should encourage them to cook, not harass them to turn around and re-homogenize SCH to SGE.
Hell, making Energy Drain have the Bane effect would make more sense. That would at least be distinct. "Energy Drain now also spreads your Bio damage over time effect on the target to all enemies within 8 yalms of the target. Duration: Remaining duration of the target's debuff." Would give you that AF spendy thing while giving you a reason to space Energy Drains instead of blow them all at once before refreshing AF, even if it's mostly an AOE/trash thing, but that's no different than SGE's AOE one being a DPS loss in single target anyway, and it would at least be a distinct way of going about it, making SCH's work more like Deployment Tactics.
I can't believe I'm using this reference, but something the developers of Overwatch do with their patch notes that would work well here is to have a 'Developer's Comments' which is a brief summary of their decision for the changes. With Viper the notes at the top would be something like 'To encourage VPR players to use both openers more often we have removed Noxious Gnash and buffed the potency of all weaponskills to compensate'.
They have that, its behind the job guide link at the start of job changes, as it says.
I'm happy that Ice paradox is back, but it's still not enough to make the job as good as it was in Endwalker.
It's hard to think of a solution that isn't just "revert every change" because it was so tightly designed that everything just worked together.
Fire Paradox needs it's hard cast back. Give us the Sharpcast system, including old Thundercloud and the Firestarter procs not being guaranteed.
Maybe put the MP regen on ice Paradox just to make it feel like Blizzard 4 isn't doing absolutely everything for you.
Sharpcast it was clunky. It's the same design choice as dark arts from the drk back then. Blm was for dots and on-hit effects, Drk was to empower 1 skill for one use only.
@@Yokai_Yuri it was clunky back when it had a 60 second cooldown and one charge. making it 30 seconds with two charges was what made the skill actually good, and by extension, it made Thundercloud procs actually good.
And the fact that you use one skill for only one use isn't a bad thing on the face of it. Just look at combo actions. The only point of Fast Blade is to allow you to cast Riot Blade. And the only point of that is to let you use Royal Authority. This is just how classes are designed.
It encouraged you to find a weaving opportunity, or make one so you're not just spamming the same standard rotation and nothing else for the fight.
Oh boy as a red mage I’m excited to see 20 potency across the board. And I’m pretty sure it was enchanted not enchanged.
The legendary gust slash nerf back in storm blood has finally been reverted ....
I thought the updated Umbral Soul's freeze (ha!) of the Enochian timer was only out of combat. But no, *it also works in battle* . No more Enochian dropping between phase changes because you stopped spamming Umbral Soul or was stuck in a cutscene (or "Preoccupied"). Also, umbral Paradox being back is great!
Also, the Viper Sight now glows yellow to tell you which of the two moves to followup with. So other than when you start battle, Viper Sight will *always* tell you which of two weaponskill to use.
I kinda miss old-school Summoner having an emphasis on DoTs. I think that's one thing FFXIV is lacking in job diversity. It'd be cool to have one like an Affliction Warlock from WoW. Incredibly DoT heavy.
My only problem and confusion is that i don't get the need of losing noxious gnash when I got into viper It was pretty much like playing reaper I always applied it twice just to get the timer up to max and reapply it to max when it got half way
But I won't say no to the potency buffs
Me not bothering to read the SAM patch-notes and noticing *mid-M1S* that my rotation is different.
Still wondering if the interaction between Seraphism and Recite is intended.
You can't Recite Manifestation or Accession.
The skill description specifically designates what it can be used on. It’s intentional. Even if it would be cool. They didn’t want us to do that.
@@SH1NK1R01 just feels bad that it offers an equal potency to dissipation boosted adlo/concite, but we can Recite those.
Monk changes are wild. No idea what they were thinking there. (this is sarcasm)
Really wish Starcross was a ranged attack like other jumps. Guess I should be glad that it doesn't affect movement at all, but that'd be a nice change.
Real glad about the tsubame change. Makes way more sense than tying it to meikyo shisui.
VPR changes are good. I prefer swapping back and forth to keeping up the buff. Glad they didn't actually remove any positionals.
Love the changes to BLM. Umbral soul is sick. Ice Paradox is sick. Still no thundercloud or sharpcast or enhanced flare, sadge.
27:29 Me when seeing the mount: Oh good, they added Jack Atlus' motorcycle from Yu-Gi-Oh 5D's.
I am so glad I'm not the only one who thought the same thing.
I legit showed my friends a picture of Jack Atlus when i saw it going "ITS TIME TO DUEL!"
@@jingo4754 And then his theme song kicks in! it's on now, fam!
CARD GAMES ON MOTORCYCLES!
All I saw when I saw it was Mr. Garrison's IT bicycle invention from South Park. Lol
Personally, Im a BLM main, and the suggested change of maintaining flare star charges must never be implemented.
Not all classes should be forgiving and braindead to play, I stuff like these force players to play the class perfectly and the player should be punished for missing a cast or not playing perfectly in movement.
TLDR, if youre not skilled at BLM, dont touch it, because that will lead to in the future is endless complaints. Then the devs will shit on the class’s playstyle. The same way they shat on my previous main SMN, where it became a snoozefest to play.
Yoshi-P apready gave you the ez option (the garbage project called SMN). Go play it and leave my BLM alone. The class is too enjoyable rn. Let Yoshi-P cook
Oh my god viper got a MASSIVE buff at level 90 now. They increased each burst GCD by 10% effectively
Meanwhile DRK dead in a ditch somewhere
Wdym we got enough potency on a few skills to maybe not fall behind PLD in dps output.
Isn't that great, Isn't that what the job needed.
Maybe we should do a DRK boycott, since it went so well for the healers lmao.
@backslash4141 it's still the lowest damage tank by a fair margin. There's no trade off for the lack of self sustain.
@Phryguye Clearly the sarcasm in my comment didn't come out very well
@@backslash4141 Be real. If we did a DRK boycott their response would be to change it to a limited job like blue and move on lol.
True, but they're happier that way. ;)
On the video true strike is Phantom Rush, snap punch is winds reply, and twin snakes was fires reply
for heads up happs, DRK since beginning of DT actually is kinda suffering in resources because when the devs merged blood weapon and delirium and reduced the stacks from 5 to 3 they did not adjust the mp and gauge gains, so DRK lost out on 1200 mp and 20 gauge every minute
I was a dark Knight secondary since heavensward, but the changes made in endwalker made me quit the job. It became so unfun to play and lost basically its entire identity.
@@Manslayer-eo1nh I thought the changes in ShB and EW were fine, tho it’s not like I’m ever looking at the numbers. I just like the job, so it’s fun for me :p
I kinda wish they’d do like a 3 sentence explanation of the changes, especially for moments like Samurai doing more Tsubame’s in exchange for slight potency decreases elsewhere and stuff
30:22 i see, the job guide eh? Never really even bothered looking at that. Guess I’ll have to!
DRK's buffs are nice and DO help make up for the loss of Plunge & the lower MP gain per minute damage-wise.
But all that does is bring us back to where the Job was BEFORE Dawntrail.
DRK has too many obsolete restrictions & design decisions for it to really fix anything. The class doesn't need a rework, but it does need a major overhaul with how much its missing
I'm spoiled by Guild Wars 2's patch notes, every time they do a balance pass on their classes, there's usually a big paragraph explaining what they changed and why, and then they start listing out the changes and number tweaks. FFXIV not doing that is so funny because then you can get jumpscared by Samurai having a dozen nerfs and not see that it's because they have infinite Tsubame-Gaeshi uses now, or me trying to decode whether Paradox giving Umbral Ice means Ice Paradox is back or if it does something else. Or having to read an absolute novel's worth of text to find out that Noxious Gnash is gone and replaced with a new alternating combo buff.
The explanations are in the Job Guide, which they link to at the start of the job changes section. Should it be in the patch notes? Probably.
All detailed changes are in job guides, they used to post that information on the patch notes but it cluttered the page and made it obnoxiously long. This was a few years back now. Job guides give really good explanations based on each jobs,
That said this patch they opted to give most explanation in the all roles section due to most jobs being brought up to pictomancers realm,
i think im spoiled by guild wars 2 in general lmao. gw2 is lowkey the goat. but yeah i had to triple check then turn on the game and try out sam to see the tsubame fix. it was feeling so garbage before this patch. idk why they keep trying to make jobs so inflexible. a lot of the DT release changes outright handicapped certain jobs and they already doubled back on almost all of those changes. so bizarre
The implications of noxious gnash being removed are WAY more impactful than i think youre expecting. It completely disconnected all elements of the class from one another. You dont need to make sure you have enough time for double reawaken anymore. You just do it whenever - you can be anywhere in your rotation and used your CDs in any order and its fine. The CDs dont extend the duration anymore so just spam them randomly whenver you want - you cant use them in a 2m either. Your base rotation is now fully follow the glowly buttons....theres no longer even a single moment where you have to not just do what it tells you.
The class has gone full training wheels mode with zero failure states. The only thing adding to the skill ceiling is positionals...it actually just feels like a level synced 50 class if the boss is a wall boss.
IMO the class is actually not fun anymore. And this is coming from someone that hated deaths design. The difference here is that with RPR it was a silly gimmick that had no interaction with the rest of the class - you just pushed a button every 30-45s and it was fine. It was basically a forgiving version of a healer dot. With VPR, it was the cornerstone of the class. Its removal has completely disconected all elements of the class and made it insanely flexible - its two minute is double reawaken which is essentially a 1-2-3-4-5 rotation with ogcds between. Between two minutes just do whatever you want it doesnt matter.
Your reaction to reading these live cracked me up lmao looking at the samurai changes like "....what?"
Tbh, Viper still fees the same to me, tho i was a bit confused at first with understanding the changes.
I was already practicing triple awakening, and now it's just easier to do so.
I will say, not having to worry about the debuff is nice for mechanic awareness.
Less upkeep, focus on staying alive and consistent dmg, which i think is the Goal they were going for? I could be wrong.
Alternatively, if the kept Gnashing, just differentiate it from Death Design. Add in an increase for the rest of the parties damage or just add the application to Uncoiled Fury. One of those. Either way tho, I still love the job
Tsubame gaeshi change is huge, surprised they didn't lead with that. Probably will revitalize the job.
Hey Mr. Happy; glad to see you in your thumb nails. You’re looking great man. Keep up the good work. -Mike
Me: Reads Viper changes. Is confused. Comes to Mr. Happy to see breakdown. Mr Happy: Reads Viper changes. Is confused. Me: Feels better about my reading comprehension.
What is the deal with changing the name of every ability with the name including the word "Dread"?
Might be something with the action names in Japanese being more related to the debuff so they just re-wrote em all.
@@itsty-ler That makes sense. It definitely could be translation confusion.
@@25xxfrostxx “Dread” was the word used to associate the action to Noxious Gnash, so I guess because NG doesn’t exist, the connection is meaningless, so there’s no reason to have the actions share the word Dread when they don’t do the same thing anymore.
Rest in peace Noxious Gnash, you died for our sins. It doesn’t kill Viper for me losing the debuff, I still love the feel of playing said job, but I thought it was a neat piece of identity. But it is what it is, as they say.
it wasnt a DoT
@@zombiegodsireTypo on my end there, I just treated it like a dot even when it did no damage. Apologies.
@@VashimuXIVreaper also does that so it’s not unique in that aspect. I’m glad they removed it.
@@balderswag Oh my god I completely forgot about Death’s Design. Oh man I feel real silly now lol
Its good they removed it, keeping this shit up in dungeons was a nightmare with how strict your rotation is, you cant reapply this effect without breaking your combo like reaper
I could have saved them a lot of text space with the Viper change. All that needed to be said gnoxious fangs remove, we put the potency on everything else. We Viper players would have understood perfectly. Instead I spent 5 minutes reading that just to get confused, then went in game and understood in 5 seconds.
I just went to the job guide and looked at the developer notes at the bottom of the page (under 7.05 changes) and it made way more sense to me.
Two major misses with BLM - Flare Star not saveable (and no potency buff), and no potency increase for High Fire/Blizz II is just baffling. Do they mean for these spells to only be used at the 90 cap? How do you miss something so huge?
OMG, SAM! I'll admit, I glanced through and was immediately contemplating which melee i should play beside my main. *DOOM*
"tron vibes" excuse me that is the general grievous wheelbike thank you very much
Limsa also sometimes drops you out of range of the Aetherite.
Really surprised they didn't nerf Picto. Blm still needs a buff. Drk really needs more sustain or damage increased. Also I enjoyed Viper just the was. Idk. Unimpressed with this patch.
Monk Changes:
PHANTOM RUSH: 1400-1500
ELIXER BURST AND RISING PHOENIX went from 800-900.
FIRES REPLY went from 1100-1200
idk how they fuck up that bad
Elixir Burst and Rising Phoenix already did 900p; Wind’s Reply is what went from 800p to 900p.
It is Wind's Reply that went to 900, if it was Rising Phoenix and Elixir Burst, there would have been two different entries. Also, the job guide still shows 800 for Wind's Reply, but it is 900 in game.
No. We spamming true strike brothers!
Crappy MSQ and crappy balancing, this expansion certainly has been interesting so far.
@@jackjohnson8305yea were cooked
For the love of god Mr happy: it’s SEH-PULL-KERR
ngl I 'm happy with the viper stuff even though I see why some people aren't a fan. Managing the debuff just felt way too busy in raids and I wasn't really having fun. Heck I kept overcapping on Reawaken because of it
SAM changes are good at SHB content onwards but for Stormblood and below content this is a massive nerf. Job is basically useless relative to other melees in UCOB UWU, Eureka, POTD HOH and Ivalice Raids.
Brother.... That's how it's always been...
Hehe, Wind's reply, and Fire's reply got buffs, then so did the upgrade for tornado kick, I can't remember the name for it.
The RDM change to Enchanted Reprise is just. Cool its less punishing for something that puts you behind on your MASSIVE burst that sometimes makes it worth not using it if it throws you off of it. Like I'll take the buffs elsewhere but... Enchanted Reprise is such a bad button rn
Let them cook on those monk changes Happy! I want my 1500 potency true strike!
You get Tron vibes from the mount, I get Southpark vibes from it
I get borderlands 3 vibes
I'm always PLD main. Regardless of where it falls in people's minds for tiers or anything. Lol.
Enjoyable changes but the main thing I'm looking for is for Death's Design on RPR to just be baked into their combos instead of an awkward button they have to press every now and again for the sake of a debuff. Just kinda feels bad and interrupts the flow of the rest of the job.
They gave us Mr Garrison's IT vehicle as a mount.
Did they rename some stuff for viper lol? Im confused
Yeah
Yeah, they removed Noxious Gnash debuff on viper so they renamed the skills that applied it so people don't relate the name to applying the debuff
@@NargiKyradFester on SMN still acting like you're poisoning people to the point its replacement does too.
@@NargiKyrad I still cannot comprehend the name changes. Their name had nothing to do with Noxious-ness or Gnash-making. It's driving me nuts trying to comprehend where the new names come from because they also don't really relate to what they do now.
They removed everything with dread in the name lol
23:06 Same energy as "Ron's Ron shirt"
Ngl, viper got a lot stronger after nauxous nash died my normal attacks do crazy direct crit and crit dmg
The worst part of SMN is our 4 minute rotation... I enter Phoenix so little when learning fights I forget it exists
Red mage buffs I'll take it!
I'm good with the Viper changes. See ya noxious gnash!
As a Paladin main since ARR, i am a happy man :)
*When your reading comprehension levels are godlike*
Does anyone have any recommendations on a site calculator or something that can help explain the significance of potency increases? I see 60 potency buff but am not sure what that translation point is for damage etc. I have basically just been calculating the percentage increase to say whoa or eh! Lol
@@pavfeira thank you!
I'm SO glad that I never bought into the "Pallies are the worst tank in the game" nonsense. This buff puts us right back on top for Boss tanking. Warriors will, of course, always be Kings of the Trash Pulls, as they're simply unkillable against three or more enemies. But Pallies already had the best combination of Mitigation/Barrier/Self-Heal, and now we're finally doing decent damage. It's disappointing that Hallowed Ground still has such a ridiculous cool-down, but for some reason the Devs feel like the universe would crumble if Pallies used it more than once per Raid.
Ice paradox is back baby, the game is finally good now!
Thank you mr happy. ❤
Is that 240 pixel gear picture in the patch notes for Savage Raid or Tomes?
UPDATE THE SABOTENDER WEAPONS IN THE GOLDEN SAUCER ALREADY
The problem with managing noxious gnash that made it annyoing was the the debuff was only 20 seconds long .
Needed to be at least 30 seconds
Considering I have to fight the Subway employees for ANY pickles on my sandwich, I’d love a sandwich with that many pickles! :p
*Reads Viper changes* Viper go brrrr 😂
*Reads Samurai changes* Let's....go? 😅
Why change viper atk names?
I was really hoping to get a new version of my voidcast greatsword.
Flare star is 400, and Ice Paradox is back!
they fixed the 90s level exp thing. with the earring
Samurai change is INSANE.
People thought PCT would be nerfed, haha!
They are just pissy picto is easy to use and outdps their classes. As a main DRG, I don't mind since our class is a true balanced one and we are always at the middle in the dps department
Wow people complained about Viper too much. It really wasn't that hard. They didn't have to go this hard on the changes.
wouldn't mind a bit more move speed for monk, but ehhh I'll take more damage xD
i still dont understand why they didnt nerf picto tho
picto sits ontop with top dps's has insane utility,very good mobility etc.
why would you play any other caster over picto? so sad to see it didnt get potency nerf, im super fine with the utility is brings but it shouldnt out dps majority of the jobs with a braindead rotation
I’d like to think we’re getting to a point now where we’re seeing less and less Pictos and everyone going back to their main jobs. Still doesn’t excuse the sheer damage though.
Yeah I was thinking this too. There's no reason it should be doing Samurai level damage while also having a 5% raid buff, crazy mobility, and a party mit
@@JMP7656 exactly, Samurai is fine-ish (maybe some tiny tweaks if no one played other melee, but they do so its not an issue) because it has no other buffs, just raw dps, but picto just feels like samurai on crack for usability
the ONLY part of the entire viper job that you had to manage is gone.. what?
I think they dont want to allow saving flare star, so that blackmage cant enter buffs with and extra one.
Well, they didn't change the one thing in VPR that actually bothers me, and removed something I liked, so I guess that's that lol fair enough
These viper changes are just so unnecessary I don’t understand why they did this 😢
Because upkeeping a debuff is too big brain for some people
yea thats so brain dead they made the job even more simple nolonger my favorite job, gnoshis gas was fun to keep up now whats the point of the red attack opener or 123 that appplyed it, the aoe and single target
Don't really understand why Noxious Gnash was removed when we're essentially going from Reaper's upkeep to Monk's. It was already easy to keep up Noxious Gnash and now it's the same with alternating between two starters just like the finishers.
It's a big change, but not really a good nor a bad one, only thing that will differ is when you alternate.
It wasn't really until it was gone that I realized how bad noxious gnash felt, imo. Viper feels so buttery smooth now, and I kinda love it. Nothing really changes honestly, but it just kinda feels better for some reason. Not quite sure why tbh.
Its literally just follow the dotted line now. Its impossible to drop the personal buff unless you're hitting nonbuffed abilities. Its even more braindead now than it was before.
@skal-tel8077 that's what the class was before this change why complain now?
@@barryward2128
You had a debuff to manage on the target before the change, like what Reaper has. It was still pretty easy though. Only real decision you had to make was whether or not to reapply that debuff before making another cycle or doing double Reawaken.
Now it doesnt matter because the personal buff lasts 60 seconds instead of the max 30 that Noxious Gnash lasted so you can really do whatever you want as long as you're hitting the dotted abilities and following your positionals.
@@skal-tel8077 ooh such complex game play prepatch. No wonder everyone is up in arms over it getting removed 🙄
Nice one.
RIP Noxious Gnash.
I thought the Monk changes looked weird. No way True Strike is doing 1500 potency.