They're not making these changes because of streamers. They make them because the player base is awful. Average Healers can't even keep DRK alive in a dungeon. Average tanks barely use their goddamn mit. And when(if) those players finally step into harder content, they're the reason you're wiping. How do people think Xeno has THIS much influence over the game? Like do they think he's the only person whose ever said Dark Mind sucks? The only person whose ever wanted to move under Ten Chi Jin? Like bro, they have the numbers. More stats than we could ever imagine on the backend.
not just that players are bad, i agree with that to, but drk mit was just objectively worse than the other 3 tanks by a pretty big gap and on top of that it did less damage, so it was just the bottom pick from a numbers perspective.
@@toxicnoodle3142 Outside of the magic-only, very specific niche it tried to fill? Absolutely. I don't know the math on it. Is TBN still worse than all the other tank equivalents?
@@NastyMick if you press tbn by its self you mit 5% less on a buster than paladin and gunbreaker and 5% more than warrior but tbn doesn’t have diminishing returns like the other 3 or any healing like the other 3
@@NastyMickYes. You can straight up just waste TBN, especially if you play with a WHM. If enemies don't break it for whatever reason (Holy stun, casting etc) you've lost 3000MP. The other tanks 25s CDs have effects that don't require you to have the defensive completely used up to be of use. Corundum gets a straight heal after a set time, costs no resource either. Holy Sheltron gives a HoT, costs resources but effectively still takes 25s for that resource to replenish so kinda null and void. Nascent Flash(?) gives lifesteal and doesn't cost resources (could be wrong, never used WAR 😅) TBN gives a shield that needs to be broken in order to get value, unlike the rest. If it doesn't break for whatever reason, you've lost out on damage which the other tanks don't have to worry about. Simply taking out the MP cost would make it *way* better than it is now
@NastyMick considering it costs you damage, yes. Drk is the only one that trades off damage for mit. On the other hand, spamming tbn on cd makes drk extremely tanky in single target
I was initially mad because I thought they were making it just 10% mit, making it essentially oblation but with a different name. But when I saw they added the 10% physical and kept the 20% magical as well, I was happy. It makes it a pretty flexible mit that rewards for using it and additionally rewards you more than normal if you're paying attention to damage types. Good change.
On paper and in isolation they're great changes. In the aggregate, game continues to get more simplistic, casual, and 'comfortable'. I swear if literally one person whines about something in a rotation the devs fix it. They need to stop overtuning based on feedback. Every little source of discomfort doesnt need to be removed from the game.
I feel like it's not about skill, it's more about uniqueness? Like maybe some old horror games would be more "comfortable" if the camera wasn't shit, but it's part of the vibe. QoL is not always good imo. But what do I know, I don't play anymore lmao
The intended vibe obviously has shifted, they don't want, their game to have these issues. As things are, fights have become more and more complex recently, even dungeons require you to think at some point. They're obviously pivoting away from job difficulty, making them more accessible, and instead increasing the difficulty of the content as the game's lifetime progresses. That is a good approach in my opinion, as it allows players to choose how they approach fights more. In the past certain jobs have been excluded from content because they simply weren't good enough. Now the plan is to take the opposite approach, make the jobs easier and the general content harder. Not only that but they're also focusing on pvp balance and changes that are genuinely worth looking into and taking part in. And at launch they discussed future plans to expand on jobs in full force.
@@Grimnoire There is no consistent evidence to suggest that the game is better off with these changes. It's really low level thinking. These raiders were playing the game consistently through ARR/HW/STB before they started making the game more comfortable. So why are we pretending that the old design didn't work? There's a happy medium. You don't need to decide between making the game overly comfy or gimmicky/annoying. You can split the baby.
@lushen952 There is consistent evidence. I don't feel like listing the entire history of FFXIV so ill cut to the chase. It's simple really. In the past raiding was held back heavily by mechanics that were too difficult and inaccessible. Today those mechanics don't exist and the raiding scene is more alive than it was then. There's a clear trend, even a monkey could see that.
I don't understand people taking skills that are bad/feel bad to use and equating that to skill expression. That's like taking a square peg forcing into a round hole and saying "Yeah, that felt good to do." Losing TCJ due to lag or pressing it too fast after stopping movement felt like shit. And now DRK can help with mitigation during M3S for instance. I'm glad these changes happened.
These are the same people who absolutely lose their mind if a drop rate of a rare item that they grinded for gets increased. They will actually throw entire fits over it. Absolute weirdos who put pride on the most irrelevant video game "achievements" and then base their entire self worth on it.
making stuff easier to get over time is good. I just think jobs should have designed flaws that you have to play around because that's what makes them fun and interesting
Shoutout to the Odin Meister figure which is still the sole way to get Zantetsuken's emote despite coming out in 2017 in *stormblood's patches at the same time as Eureka*
@@shadowdragon8168 WoW "Class X gets nerfed by 1%" WoW players: " WOW THIS IS UNPLAYABLE FUCK BLIZZARD AND ALL THEIR (insert random familie member)" I dont miss it honestly
0:40 As a ninja who has done TOP and the entire tier this expac on Ninja, the people who dislike this change are not ninja players and/or have not experienced difficult content. Like, ah yes, I absolutely HATE IT when I can move during a mechanic and my 2 minute is up. Trying to fit TCJ into Run: Omega was the worst example of this. Literally could not do TCJ without issues.
B-b-but my job fantasy of becoming a BLM for 4,5 as the most mobile job in the game! It was unique because it was like a cast which no other melee in history of FF14 ever had! (/s if not obvious enough).
Omg bro, the 2 min window right before omega was super cancer, what I did was like visualize the safe spot and shukuchi to it, then immediately TCJ, it was so annoying and rough, I wish I could move during that lol
Preach brother, I fucking love this change as a ninja main, now they just need to give me another stack of phantom so I can disengage as well as a viper and I'll be sitting pretty lol
hell yeah NIN main fellow. timing P5 Run omega TCJ is scuffed af. I had to do it early at the beginning of p5 so we dont drift it on Omega. welp, we managed it somehow lol.
It doesnt even make sense that some gang signs you can do with your hands while moving your feet but not other handsigns. There is really no reason to have TJC be cancelled if you move other than making the job less mobile. And its a ninja. The job known for its rigid movements and inflexibility....what
I swear, I will never understand why there's so many people that want their games to be a pain in the ass on purpose. FromSoft turned an entire generation of gamers into a bunch of self flagellating masochists. "Mmmmmph! I can't move during TCJ!! (takes an AoE to the face) IT HURTS SOOOOOO GOOOOOOOD!!!"
Aside from the DRK potency increases the changes been rly needed,changes to Mind and 500 cure on carve rly are welcomed and a good direction for now. But why even add potency increases to drk kit, I don’t get it x)
As a ninja player, moving during ten chi jin is amazing and you’re right, whoever thinks the change is dumb is just trying to pretend they’re the best because the job is hard and not because of their actual skill.
The Ten Chi Jin change needed to happen because it had a weird interaction with the game's controls. Standard Controls lets you rotate your character in place which can let you turn away for gaze mechanics without breaking it, however Legacy Controls would break it because your character turning around counted as moving. The original design of the ability was flawed out of the gate in a way that only optimizers would notice. I pretty much agree with everything that you said about DRK.
I'll admit I was annoyed as a GNB main about the DD change, but mostly because I have to change my muscle memory. Overall the change has been nice now that I'm used to it
@@Itachiflameamaterasu Most probably are like me and are used to the muscle memory of it. It took me a day or 2 to not overcap myself. Unlike me, some people don't want change
I'm not upset over the changes, it's just relearning my rotation. So I figured...you know what, let's go all out, go fastbreaker 2.4 gcd and figure out this new rotation with the potential of that, and I'm having a blast. Rin's guide for it with the new changes is really helpful.
Jesus... like Xeems, Ill forever not like dumbing down TBN without at least gaining more interesting identity - but people hating on you for Dark Mind and Dark Missionary? Bruh. It's not even like your own idea, like I've been on the forums and we were talking about this for months even without your input. But I guess haters need their scapegoat lol. Dark Mind/Missionary is still "unique" as they like to call it, it's just not 0% when stuff isnt magical. It's still excelling at magic damage. These guys are coping. Also Lv66 Dark Missionary didn't need to happen in a vacuum, but in a world where Heart of Light exists at Lv64 and GNB hits like a truck in UCOB/UWU; it's only fair.
Definitely, for a time dark missionary was considered better than veil because we had a lot of magical raidwide, but they released harrowing hell and for that, having the DRK + GNB was totally useless Dark mind was either extremely strong or totally shit with no in between, at least now the devs will not really pay attention if it's magical or physical damage and more of the damage themselves
I'm a ninja main, that Ten Chi Jin change was needed. It feels so much better, especially when you accidentally would move during your ten chi jin causing it to fall off.
A change I would like to see for TBN, is that instead of getting a charge for your magic slice, it is a explosion after the shield breaks. It would be at a weaker potency but the explosion still happens if the shield just wears off
Now we need changes to TBN and a new combo for DRK. Carve and spit heal is good but no one will save it for the heal we need new skill for survival or give TBN heal effect
Literally the only change with TBN that needs to happen is for the proc to happen "At End of Effect" Whether that be the shield breaking, OR the timer running out. It's a really big difference, with a minor change.
Seems like some players like to eat shit. The changes are good, but seems like they like to keep pretending that DRK is "unique" because the magic defenses
The weird part is you still have that magic defence niche it’s just that the magic defence is 20% than the physical defence is 10% so it’s still more useful in those types of situations and not completely useless outside of them So I don’t understand why they are complaining
I honestly always feel a bit conflicted about this. I 100% get what Xenos is saying, and I think the people who look at unique mechanics as a point of skill expression and gatekeeping is kinda weird. I was pretty vocal when Dawntrail came out, and I saw them making Black mage more open for people to play as a massive positive change as I think it sucks for the people who love the fantasy of Black mage to feel as if they're unable to really participate in the class because they don't want to study Transpose lines and get pluggins to track mana ticks and shit. However, I personally really enjoy unique, quirky mechanics in class design. For me, I just love when you have an element of a character that has unique interactions with a given situation, and it opens up a new perspective on how to "solve" a situation. My favorite ability in all of WoW when I played that was Touch of Karma. It was, insanely unhealthy for the game for a lot of reasons, but I thought it was by far the most unique and interesting ability. You marked a target, and gained a shield equal to your total HP pool, and damage you took with the shield would be mirrored to the marked target. So basically, the gameplay loop was looking at a fight kind of backwards and asking "how do I take lethal damage every 90 seconds?" You had to understand what mechanics you could facetank safely without causing problems for your group, without fucking up future mechanics, without taking so much damage that it would kill you even through the shield, and I think its a really cool way to look at boss fights. It lead to a lot of really silly strategies, like I remember during MOTHER in Uldir, she had a wind blast mechanic people had to run against or get pushed into a fire pit, and as a monk, I'd put my teleport clone on the boss, and run -with- the wind directly into the wall to melt my shield off in a GCD then snap instantly back to the boss and keep dpsing as if nothing happened, or running into Tank buster cones to dip in and sneak a quick shield pop. I absolutely loved Touch of Karma and had so much fun figuring out how to use it effectively. However, a lot of people would just taunt the boss as a DPS to pop their shield and hope they didnt get crit causing a lot of issues if they didnt' communicate well, the scaling on the ability was impossible to balance as HP and Damage scaled differently, it was OP at the start of an Xpac and insanely weak by the end. Based off the damage profile of the boss, it could be super easy or really difficult to break the shield...Just to name a few of the problems the design of the skill introduced. They nerfed the HP threshold down by 50%, making it much easier to balance, less impactful, easier to use, etc, but when all I had to do was throw it up and a raid wide would break it, it kind of removed what I found really fun about the ability in the first place. I've always loved quirky mechanics like this though. Not going to keep paragraphing to explain it, but Ramlathal is another recent example of this for me in Guilty gear. Her infinite loops and sword mechanics were obviously not great for the game for a lot of reasons, but it did give her a fun playstyle that stood out from the rest of the cast. She's insanely buffed after the changes, but I just don't enjoy playing her anymore even if she went from a pretty average character to arguably one of the best in the game. I had this with a lot of league characters after their reworks as well, Galio was a dogshit character, but god I loved playing his original version. I 100% accept the new one is way better, but the old one was so dumb and goofy that I just had a lot of fun playing it even if I knew he was awful. I personally don't care about most of the changes. Despair being instant cast is a massive QoL and I'm 100% here for it. The mit changes, with how the game work I think are all a massive change, and I dont' care that much about Ten-chi-jin, but that one does bug me a little. I do think it did introduce some fun question marks in the Ninja's burst window, like I remember during Golbez EX when I was playing Ninja, his Exoflare mechanic was during the burst window and you had to pivot Ten-chi to later in your cycle or you couldn't make it safely to the corner in time to dodge the flares. (Maybe a skill issue on my part, idk.) but I personally enjoy that level of problem solving. But I also know, FFXIV is an extremely rigid game, and drifting things off your 2 min burst window due to quirky mechanics is just annoying for the majority of players, so its really tricky. Fun is ultimately subjective, and it sucks for the people who don't really care about being the best, or ego parsing or w/e and just enjoy when the game throws a wrench in their gameplay they need to figure out, and I think Ten-chi was a really good ability for that style of feedback, but overall it just helps remove a lot of friction in the overwhelming majority of situations, and helps the people who don't care or have a negative opinion of those situations. I'll stop yappin' in a sec, but I do want to say, I think the Leyline changes are a 10/10 middle ground for this. I was confused by the changes at first, but allowing Leylines to maintain their identity and goal, while having a second charge so if you do need to delay them by 20 seconds, you can resync up on the next burst window, or make a choice on when to use an extra stack if you don't have sync issues is a really cool change to me, and I hope we get more flexible ability designs like that in the future. \o/
Was thinking about writing something like this too. I get what he is saying about it being good for the health of the game. However like you, I like quirks in my class mechanics. I enjoy having some semblance of even minimal challenge to play well. Sadly that's slowly eroding away in pretty much every MMO to appeal to a broader audience and make more money. That is fine, I just personally find it sad that the kind of game I enjoy tends to be sacrificed for it. Also have to say, not a huge fan of the generalization that 'anyone that didn't like the TCJ change is braindead idiot'. Some are, for sure. There are braindead idiots everywhere on all sides. Just hating on a general mass without some kind of direction is irksome. I know I'm not part of who Xeno is talking about here, it still feels bad. To end, I no longer play FF14 as I'm no longer the target demographic, which is why I don't really care. I know it'll happen in the future to other games that start out with some complexity, get popular, then erode it to draw a larger audience. Rinse and repeat. Hope everyone still playing loves it.
@@troll5262 Here's the thing. The game didn't get less complex. You just have 5k-10k hours into it and so you THINK it is not complex. You have spent the real world equivalent time to mastering any skill from zero, and you wonder why it just doesn't hit the way it does. A person spending 10k hours on playing piano will now perform concerts, when they could barely plink plink plonk at first. That's how mastery of skills works. You mastered the game. You know how the mechanics work intuitively. You know what's optimal at just a glance. Vast majority of players DO NOT. People new to MMOs have difficulty to perform their basic role, let alone class intricacies, and every MMO is EXTREMELY complex to anyone that hasn't been playing them for a decade.
@@thesunthrone Its not really that, some people just enjoy really obtuse mechanics that others fine overwhelming or intimidating. My first time playing Path of Exile, knowing the game was already extremely hard to break into without like 50 hours of research and experience to understand the basics, I just kinda sent it, and I saw the Elemental Equilibrium skill, where any time you hit an enemy with X element, they gain resistance to that element, but lose resistance to other elements, and I instantly fell in love with the sheer idea of that skill and started to explore ideas of how I could provide some kind of meaningless tick of some elemental damage to keep the debuff state running for every major hit I did. Did it work? No. Absolutely not, that character was an absolute fiesta, but I had a lot of fun just engaging with a really interesting mechanic that sparked my imagination of how the puzzle pieces of the game fit together. Speaking for myself, that's the kind of feeling I get with something like Touch of Karma that I mentioned, or Ten-Chi-Jin to some level, where it forces me to work outside of the standard path of the game and gets me thinking to solve problems or think outside the box, and some players just enjoy that general experience regardless of if they're new or not. I don't think anyone who feels that way disagrees that the change isn't healthy, but its just a level of constant disappointment that MMOs trend away from those mechanics, or limit the quirky, goofy, creative elements to not be intimidating for the majority. We understand why they do it, but it still is a feelsbad on our end to lose the toys that we found cool or interesting. I honestly don't care too much about any of this patches changes specifically, and I really am just hoping next Xpac the class design changes do introduce some more cool/unique elements that might really grab and inspire me.
@@thesunthroneAnother cringe 14 enjoyer out trying to gaslight people for their feelings and thoughts about the game. Newsflash, the gutted job design doesn't appeal to a lot of people. Some find it boring, and unengaging, and it's why we no longer play. I have far more than 10k hours in WoW and still find it enjoyable. Why? Because they still invest in it's gameplay and actually know what their players want. If FF14 still had Stormblood job design, I'd still be playing that.
@@Quix32 Rich to talk about gaslighting and gutted class design and mention WoW at all, let alone as a FAVORABLE EXAMPLE. Do you know how many times my favorite specs were irreversibly destroyed during the 15 years I played that game? How many distinct flavors of Elemental Shaman, how many completely different flavors of Retribution, how many starkly different iterations of Rogue specs... I could harp on about the good ol' days forever, and how Blizzard took it away from me, but what's the point? They don't even know themselves what they're doing, never have - just that they have to keep changing things. Play whatever you want, but don't start this shit about gaslighting others. I remember the days when Rogue's Mutilate was changed from being back positional-only to just a regular button you mash, THAT was removal of flavor, and that happened back in BURNING CRUSADE. All the Bring the Player not the Class BS in Wrath, all the passive buffs BS of later expansions, then the complete reinvention of every spec into its own class identity with Legion with big winners and big losers... With these changes to FF14, there's at least a good reason for it - they are all tied to the more faster game, where it's more imperative to be mobile because the boss mechanics give you less and less time to move, and more and more cognitive load with so many of them being memory games. You just can't afford jank mechanics in there that you have to think about, it trips people up. But hey, if you want that cool flavorful jank, WoW is absolutely your game.
2:15 I wouldnt mind diffrenciating physical and magic defensives if this game made it more obvious what was magic and what was physical. A boss can attack you with a sword and it could be counted as magical, or a boss can use a spell and it counts as physical damage. It is so odd. 3:50: Dark Knight needs more combos. 5:40 DKs have been lacking sustain for a while which is odd because DK was the self sustain class in ff11. 8:25 I think as SE creates more mechanically challenging encounters for trials and raids they take away some of the skill gap from the jobs so that they can design encounters without pandering to specific jobs.
yeah, i've always been told "it's obvious" meanwhile Kefka's tankbuster, dropping literal pots and pans ontop of your head was ... magical instead of physical. but also Drk's in past FF games (not just 11) was always a job that uses it's own HP to strengthen it's own attack power, obviously that's less viable in FF14 since that would make Drk be a standard off tank.
@DarkDyllon Yeah. I think that they moved a lot of the old DK stuff to reaper. I just feel like DK was once the mitigation class, but ever since Endealker it's identity was given to other tanks. Another example for odd tank busters is the frog fencer dude (I forgot his name) literally stabs his rapier into you, but it is a completely magic attack.
@lux0k628 Yeah. I agree with him at that point. In a perfect world I would like unique jobs within a role with encounters tested heavily with each job, however, this would take much more time to develop and we wouldn't be getting patches or expansions as quickly as we do now.
Idk, my thoughts about a potential TBN change is that it bad a drastically reduced or removed mp cost but also has a much shorter duration. DRK’s equivalent to SAM’s single hit mitigation that rewards proper timing.
i hate Xeno as much as all my other uwu bois do. i get mad every time i see one of his videos in my feed. i sit down and get mad before i hit play. I get mad cus I realize i havent gotten kissies
On the "Ultimate in PF" topic, WoW actually does not want people doing Mythic raids in pugs so they specifically make their lockout extremely punishing to prevent it. If you go in with a group you are saved to that group. You CANNOT kill one boss, leave, then join another group for the next boss. You have to continue with that original group. It essentially makes doing any Mythic boss past the first couple completely impossible without an organized raid team. So you are 100% correct, if they didnt want people to do Ultimates in PF they wouldnt let you.
As both a Ninja player and a previous DRK player, I could do with or without the QoL for TCJ but it's because I've gotten so used to not moving but it's extremely helpful to be able to move. The buffs to the DRK mit is extremely nice to have but I agree that DRK having a second combo would bring me back to try it at least.
The old Dark Mind is the type of ability that would fit into a game where you swap out abilities depenting on the encounter. Wich is obviously just not something you can do in FFXIV.
-dark mind good -dark missionary good -carve and spit good -abyssal drain what is still the damn point. Add some actually interactivity like having abyssal drain reset if TBN breaks or it has a chance to reset its cooldown when using AOE combo. The buff is nice but its still locked on a 60cd AND still connected to carve n spit. Plus these changes should've happened in freaking shadowbringers.
@@Jiffles I mean the reason was to reduce weaving. They just added the potencies together and put them on the same CD instead of having to press them both. Going into Endwalker if you had a burst window with 50+ blood and 8000+ mana and a TBN proc you're doing something like Syphon Strike Delirium Salted Earth Souleater Living Shadow Blood Weapon Bloodspiller EoS CNS Bloodspiller EoS Shadowbringer Bloodspiller EoS Plunge Bloodspiller EoS Salt and Darkness Bloodspiller EoS Shadowbringer Hard Slash Plunge So you're already double weaving for 7 GCDs (almost your entire burst window) and then you have a fight like DSR P7 where Akh Morn 3 you need to find room to weave in your pot and 7 mits: Rampart, Shadow Wall, Dark Mind, Oblation, TBN, Reprisal, Dark Missionary. You're just double weaving for 12 GCDs / 30 seconds straight. Weaving definitely was a problem and on separate CDs it would have been even worse.
@@SujiMoraENFrom what I understand it makes the job less busy and a lot of people like that. Personally I felt it had too many ogcds but I think nastrond wasn’t the right choice Instead it should’ve been life surge and mirage since it literally has no purpose anymore. There is also the issue with damage variants (you know no crit no dh shit like that)
@@SujiMoraENA lot of people who liked playing Dragoon enjoyed having a burst window filled with double weaves. SE removing weaves from Dragoon is just another thing they have removed from the job. They already removed having to upkeep Blood of the Dragon, they removed having to build gauge to enter your burst phase, we have less jumps during our burst window than before since they removed Spineshatter Dive, and now they are coming for the amount of stuff we have to do during our burst window. Whether or not you think any of these changes are good or bad, the fact of the matter is that SE keep making the job more and more simple. The job is like a skeleton of what it used to have to do. I for one enjoyed having the blue aura from Blood of the Dragon for the whole fight, I have mixed feelings on the eye gauge because while I enjoy being able to use my burst phase at the start of a fight, I also miss being able to enter it early to try and kill something sooner. I also enjoy how the burst window was filled entirely with double weaves, other than Stardiver which can't be double weaved without clipping. The job was never really that difficult to play even when it had all the maintenance with Blood of the Dragon. What I am upset about is that it just feels less satisfying to play with less jumps and less weaves and I am concerned that they might go even further with the pruning of OGCDs on the job.
Gonna use a healer as an example of why I believe decision making is a good thing: For Scholar, many people complain that Energy Drain being tied to Aetherflow is a bad thing because it competes with their healing kit. This is actually a good thing to have because it enables decision making of the Scholar player and gives them more autonomy. For example, if the Scholar's team knows what they are doing, they can lean more into Energy Drain to eek out more damage. If their team is misplaying then they can hold those stacks for more healing down the line. It's that level of nuance that makes the mechanic actually healthy for the game.
i like the drk changes. would c&s heal be better if the potency was x3 more and instead of an instant heal, you can pocket the heal and use it at will by pressing the c&s button again within it's 60s cd?
kinda mind blowing that there are actually someone who looks at things that is bad and call them "unique" then loves it it's true it's unique however it's bad, a good unique should be something that is different but doesn't makes it bad compare to other stuffs
To be absolutely fair. You’d use dark arts dark passenger in tandem with dark arts dark dance. This would make your evasion rate absolutely insane BUT was absolutely useless in raid. Honestly it never got old seeing “dodge” pop up on my screen over and over again in dungeons and I was so sad when they took this away.
This is correct. It was great for dungeons that weren't level capped where mobs were not immune to status. This allowed you to turn off Tank Stance. Do high damage and everything would just miss you. Then you'd turn stance back on and Blood Price back up to full. Of course most content that matters made it useless. And with the current Tank design Tank stances don't matter for damage anymore(unless it's BLU in parties lol). Oh boy the Heavensward days were something else. Very few will remember that Blood Weapon made you attack faster. You got to dump your MP for situational big mitigation and it was cool. DRK now though has been very gutted and over time lost everything that made it "unique" and gave most of it's toys to other Tanks. Gone are the days of the fast paced MP teeter totter resource management as well as the niche of dodge tank.
I find it funny that this community can't decide whether they want job identity or healthy balance. I just know already that everyone who wants TBD to change will whine after they change it that "identity is dead" (personally idgaf)
People were complaining about the dark Knight changes? Are they stupid? These changes were great. Maybe not exactly what the job needed, but I'm not expecting a complete redesign until 8.0... And even then, I don't think it necessarily needs it.
based on previous job tunings, i kinda relate these changes to upcoming new raid contents, specially the Ultimate raid. Still, im glad DRK can have physical mitigation with Darkmind, I just wish they add extra effect on Oblation like maybe healing boost, or maybe they can just add secondary effects on DRK and GNBs AOE mit like PLD and War has.
Whta's so funny is the dude thinks that one popular streamer has the ability to change an entire class's mechanics. Like, what insecurities does this Jason guy have? I bet he thinks anyone who doesn't play savage or ultimate just shouldn't be allowed to play the game. I bet he also complains about student loan forgiveness because "He had to pay off his loans so why to others get a free pass." You know, that is what it sounds like actually, he's jealous that they made the job easier when he had to learn it while it was harder. He is jealous that it wasn't easy for him so other people need to suffer so his ego can feel okay. What a tool this Jason guy is.
Anyone that thinks FF14 devs make changes based on what Xeno says is insane. The reason what he is saying happens is because he just understands the game enough to know what changes need to be made and is just predicting what the devs are going to do and not influencing what they are going to do.
What changes do we want for TBN? Could it proc the damage when the timer expires? Make it not benefit from mitigation so it pops easier? 2 charges of Edge of Darkness?
@rickmel-q7m but if it doesn't cost mana why wouldn't we want it to give a free edge? Like, the cool part of the ability is that you use defense and turn it into offense. I like removing the mana cost because it streamlines the job, so your not choosing between tbn and edge. But if we do that, I still want the free edge because that means we use edge more, which is cool.
@@rickmel-q7m Yes, I understand that, but getting the free edge is the aspect that makes people enjoy pressing the button. So take away the mana cost, keep the free edge, and balance it with cooldown time.
Only thing I’ll argue was the dodge strat would work ONLY if DA Dark Passenger AND DA Dark dance were used together. It was a large mana dump but old blood weapon let you refill mama in a few aoe hits unlike now. Useless outside of dungeons tho.
In fairness, I liked standing still for the Ninja Ability because it made me feel badass depending on the risk. But I'll never say no to free movement 👌
Dark Mind is STILL a unique defensive Cooldown after this change unless I got amnesia and forgot another Tank who has a defensive cooldown that works exactly like Dark Mind...
Just got back into the game since I stopped playing just after endwalker release. I enjoy tank, and main warrior, dancer, and primarily white mage. I really like the changes, as they give you a little more freedom in play from what I am seeing. For me, these ease of use changes that make classes less busy is super nice, considering that I have muscle damage in my hands that make it difficult to play, especially with controller on ps5. I have been wanting to learn dark knight, and hopefully these changes make it easier for me.
Stay tuned, when Xeno hits TBN, and officially makes Dark Knight literally like all the other tanks in the game, completely destroying any sense of job individualism
The same person said "PLD should focus on Physical tanking" .....like umm.... that was Heavensward PLD Ask PLD players during HW how it went.....when almost everything in the savage tier was magical damage. Answer: HW PLD was excluded for being very bad as MT and OT, in dungeon didn't had any AoE damage beside Flash which made the dungeon go way longer than it should.
I forgot to mention TCJ in Stormblood.... you needed to stand still to press 7 buttons and Ninjutsu was off-gcd so if you had any latency.... NIN was impossible to play at high lvl. TCJ > Mudra > Activation button > Mudra > Activation > Mudra > Activation
It’s an interesting idea, wrong game for it though. If a magical/physical only tank existed right now, the only identity it would have is that it’s garbage compared to a tank that simply does both. If raids were designed with that in mind however, it would be fun. But that isn’t happening. Just look at m3s and how drk raid mitigation is useless for most of the big hits.
@@THETHC123 Yeah is indeed interesting idea to have physical tank and magical tank but as you said the game isn't made around that, they will need rethink how they design fight to make it work and way more toward ultimates, it'll be a mess. They need to rework all roles and jobs for next expansion especially that they are avoiding button bloats and running out of idea what to add for every 10 lvls
All the changes that were made are actually really great and these DRKs complaining about them are ridiculous. HOWEVER, I'll never agree with you suggestions for TBN with DRKs current design. That little dopamine rush when TBN pops and you get the "free" Edge/Flood is FUN. But I'm a Dark Arts defender, so what the hell do I know.
I think TBN should be Changed and Oblation should be combined to The Darkest Midnight. Add a Small shield but with the same properties as other tanks. But instead of the heal of heart, and healing potency of bloodwetting, give that augmented bloodspiller when the shield cracks.
There's a big difference between Ten Chi Jin letting you move and losing the Nastrond stacks for Dragoon... One is removing jank, the latter is having less to do. I think the reason anyone, myself included admittedly, is wary of TBN losing the risk-reward mp cost is because frankly it's one of the very few things that makes for any tension or feels like an "important" decision when it has very little else going on especially with so much of their apm reduced. I'd gladly take a QOL upgrade to TBN if it came with a more interesting dps rotation.
@rickmel-q7m "is there any tension though? You just use kaiten on every midare". You could use this logic on any one change over the years that has sanded down a lot of jobs and is now leaving more and more people frustrated and bored. If it was replaced with something else I'd be potentially ok with removing the cost on TBN, but right now drk is so basic that even the tiny speck of cognitive attention TBN can offer ("can I throw this on the dps with low hp and still be ready for an upcoming tank buster?") is one of the only remaining things that keep my brain on as far as the job's design is concerned.
I think that having restrictions like TCJ planting you or Dark Mind being niche means that you have to be more creative. Not all restrictions are good, but too much QoL makes the game boring.
I know the damage loss if used incorrectly makes TBN objectively worse then the other counterparts and that it should change but at the same time it is far more satisfying to save someone else with TBN and get an attack out of it then it is to save someone else with say... Heart of Corundum. So when they do change it i just hope it will still function in a way where there is still that feeling of satisfaction that comes with TBN right now.
@rickmel-q7m I know that, that's why I agree TBN should be changed. But what I'm saying is that still FEELS better than using heart of conundrum. I am hoping that whatever TBN becomes it still comes with that feeling of satisfaction and isnt just the dark knight variant of the tank cooldown.
As a warrior main, my 2 braincells feel elated when I manage to nascent flash someone and keep them toeing the line between life and death long enough for a healer to take over the rest, same with HoC. So I disagree on the HoC not feeling as good, cause seeing their health shoot up and only narrowly survive cause of you still feels just as good. TBN just gets a random attack proc as well to go with it. Edit: Point stands if you swap out HoC for intervention though... that one doesn't really save someone in the same way.
@@Jiffles I kind of find nascent flash to be the least effective of the 3, though I do agree it feels good when it helps people. And I don't dislike heart of Corundum at all, but it's definitely the sound effect when the TBN shield breaks and the extra attack (though not really extra) proc you get from it that makes TBN feel better to use. Perhaps if it's just the mp being lowered that would make it better? Let's say it costs only 1k mp for a TBN. That way it isnt an entire attack lost if the shield doesn't break and is a dps gain if it does. I think that would be fantastic for it and should satisfy everyone.
Holy shit! I loved you and your content anyway Xeno but when you started singing The Midnight!!!. They are my Wife and I's favourite band and we've been priveleged to see them here in the UK 3 times now! :D
Jesus, that reminds me of when Stormblood came out and some people were mad about the Cleric Stance changes. Sure, it felt satisfying to be able to master its use in high end content, I personally enjoyed it too during ARR and HW when that's was all we knew. But holy shit why would you actually want to keep something so restrictive in the game?
i'd like to see oblation get merged into TBN, TBN get moved to a 0MP cost and a 20-25s cd. and just make it so Souleater also restores MP so you get slightly more MP for Edge of Shadows. the biggest reason TBN isn't as powerful as some of the other tanks is TBN is approximately a 1,200 potency heal that can't crit. PLD Holy Sheltron is 30% mit reduced to 15% mit with a 1,000 potency HoT that can crit, and if you count the autos for oath gauge as its cd, its 22 seconds.
Ok so let me take my nerd glasses "So aktually" you're right if we consider only the skill by themselves, but you need to consider also the CD for the use. If you consider the time of use per minute, TBN will be stronger since people forget 25% every 15s = 100% every minutes. Does TBN need a change? I can agree, but not on the CD PLD is the only one that can beat him on a minute scenario, but unfortunately that's only at the beginning of the fight and stupidly enough PLD doesn't get gauge from skills, but from his autos making not being in melee range while still doing cast hurting his mitigation. So at the end does TBN need some changes? Yes why not. Should oblation get merged? It would be a good addition. Is TBN weaker than other tanks mits? Only if used once, per minute it's still the best
wanting to keep ninja the way it was before is some special kind of brain rot. the amount of times ive had to lose dmg because there was always moving that needed to be done at the same time and having your rotation drift cause of it SUCKS
lets be honest ... any streamer might influence such changes but in the end its a massive amount of data we dont see that has the most impact. From what i've seen so far is that if you got a good DK you wont notice it but if you got a bad or average player you will instantly notice it because their healthbar is binary .. and if that impacts the fun of all people in the group its expected to change at some point
DRK/GB not having additional mit for physical damage was awful on fights like M3 where literally everything that matters is physical. I was in a group with BOTH present and it was rougher than it ever needed to be compared to having a PLD hit Divine Veil.
@GEMINIVice1 "everything that matters" The towers straight up don't do damage. My Kerachole basically outpaces the damage and even IF we exit the mechanic at half health somehow the boss literally goes afk for like 30 seconds which means I can Ixchole for free since I need to spend Addersgall anyway.
@@amethonys2798…may not be something that matter to you but it does matter Especially on the instances where someone makes a mistake on positioning, gets knocked at a bad angle, and misses one or two towers.
I will say….I do like that TBN can be used as frequently as it can be. In its current state. The mp cost on Flood/Edge needs to be reduced. Maybe by a 1000. And I’d like to see TBN grant Dark Arts up front….regardless of the shield being fully broken. If it’s recast is increased to be in line with the other tank equivalents. And Abyssal Drain….TAKE IT OFF THE SAME CD AS CARVE AND SPIT AND PUT IT BACK ON THE GCD AND MAKE IT PART OF ITS AOE COMBO. Salted Earth giving regen when the DRK is standing in it would be nice too.
I dont think people understand that if its easier for players to move, developers have more freedom to design mechanics. How many mechanics have been reworked because it was required for BLM to move a lot?
Unironically, I don't mind how TBN is currently, I know how to use it correctly. However, I'm not so stupid as to believe that it cant be improved upon and made better. And, frankly, what you suggest is objectively better for the game. lmao. You're right about it being a matter of pride for these dorks. Revel in the salt they pour out lol
tbh adding physical mit to both magic mit wasn't an interesting choice and now i just feel like the other tanks. I would prefer them remaking or buff TBN in a certain unique way over this, but i will take what i can get because I know the team is creatively bankrupt at this point and that might never happen.
Also frankly if their goal is making tank all perfectly equal, they didn't do enough. A heal off of carve and spit, a 1m cooldown is nothing and 5% mitigation on missionary and 10% on dark mind still makes them just worse at physical damage than the other tanks and thus still ""unviable"". Its a placebo buff at best to make people think its fine while still clinging on to the identity it has.
General disagreement overall - It's not really pride thing so much as it can be fun for there to be friction in the job's design itself working against the player while they try to juggle the pain points of their job versus the fight design. Some people like thinking about mobility tools and when they're forced to stand still. Some people like more quirky parts of their job, which have slowly been sandblasted away over time because ffxiv isn't really a game that allows for quirky design anymore. 14 is a boss arena sim where you play different flavors of the same thing, which is fine, but it's understandable to be sad when your job loses something you thought was fun about it even if other people think it wasn't. Was DRK getting phys mit objectively a good change for what xiv is going for nowadays? Yeah, it brings it into parody with the other tanks - but if you liked that your job was a bit quirky, well now it's less so. If you liked having specific tools to bring to the table that were _actually_ impactful while having meaningful downsides instead of just a raidwide rdps buff that half the jobs have that all function the same, those have all gone the way of the dinosaur. A discussion on if those tools exist or not imo died out post heavenward and stormblood. The game moved in such a way that it wasn't really acceptable to have those kinds of tools - people didn't want to be excluded because of their job in PF, which I completely understand and agree with. With the direction 14 moved in, all jobs should be generally the same thing in different flavors. The issue is that some old hold outs and even newer players still found some weirdness in their class that they enjoyed which lingered for longer then it should have. Most of this weirdness came from the 1.0 and 2.0 kits and gameplay looking back at 11 which was and is very much an _actual_ old final fantasy game. Healing undead kills them. Actual beastmaster. Redmage learns every fucking spell. Dark Knight's attacks kill themselves. Thief had all the usual 'steals ur shit' skills. Stuff that made jobs genuinely unique. Issue being that obviously you wouldn't always want to have a particular one in your party depending on what you were doing. 11 was also certainly not a boss arena game. It was weird and jank and full of cheese. Yet a lot of early 14 took some of their job design from this and it just didn't work. For reference I'm an old MCH enjoyer and that class fucking bombed you if you somehow overheated early. I thought it was great, really enjoyed it - it was the last time we had actual gauge _management_ (read, actively genuinely managed because it had to be at specific places that weren't 'hold for burst'). A byproduct of needing actual management though meant that screwing it up had major downsides, which made it awkward to pick up and learn. Still fun though. Xeno has no input on job design though, no streamer really does. Usual discord schizoids.
I think TBN has two major issues. First being the lack of a secondary like all the other tanks and the second that it has to break for it to be damage neutral. None of the other tanks suffer a dps lose for not getting the most out of a defensive cool down. I think an ideal TBN would gain a Regen since we already get excog on shadow vigil now and reduce the mp cost down to 2000 so it becomes a dps gain to break TBN this way using it "properly" rewards you in stead of only punishing you if it doesn't break. May also need to nerf the shield amount as 25% max HP is a ton of mit and is way higher value than the 20% for 4sec fall off mit of other jobs. I would also like to see abyssal drain not tied to carve and spit but become the third part of our aoe rotation. The self healing from it every third GCD isn't any more broken then a warrior's bloodwetting. Particularly since it's heal is every third GCD. If people want to add more "identity" to the job add a small shield to oblation to make drk more like a barrier tank that can also use it's shields and heals(TBN Regen) on the party or co-tank.
I hope that Abyssal drain and carve & spit get separated soon. As for TBN, if they just make it cost no mp I could never complain about it. I mean other than clemency, the other tanks don't really have to "pay" to heal themselves
Honestly i miss the power slash combo for DRK, I just recently picked DRK up again after YEARS of it sitting lvl 60 from HW days, I’ve been loving it again, but i do miss OG HW DRK lol 😂
with things like dark mind or tcj or tbn the fundamental misunderstanding is that, yes, it is okay for abilities to have built in restrictions and limitations and conditions to make them more interesting. but the problem is, the game is designed in a way that wants you to play each class one way and thus the true means of demonstrating one's abilities as a player is through efficiency. we do not have a myriad of diverse options that allow you to solve and play to these limitations, we have options that you either execute on well, or waste as your cds roll. tcj preventing movement was a great restriction and it fit the job well! back when ninjutsu was ocgd and the job was more open-ended. dark mind only blocking magic damage is a cool idea! but when the game handles damage and mitigation the way it does, having a button like that goes from defining personality to a cheapened novelty. compare what xeno says about tbn to what he says about missionary going to lv66. like yes it's a good change, yes it's added value but where's the line between a free tshirt and that uggo itchy sweater your auntie got you? whm having an entire suite of instant ogcd heals is beyond a sweater, that's an entire turtleneck and i wish the job was moreso oriented around mindfully planned out regen as opposed to throwing ogcds at anything with a booboo. but with drk- a lot of the issues around nu dark arts would be solved by going back to older concepts around it but giving a button like that a individual failstate is cool and it's very possible to design in a way that retains that edge without becoming a stifling issue that doesn't feel good to engage with
Yeah idk about that lmao, I've been in the trenches of pf long enough to know that is not true at all, most ff players have just been playing for so long they think everything is piss easy, but the reality is that the average player can't actually do their rotation perfectly while they fight a boss, otherwise everyone would be purple+
@@henriquerodrigues7795 that's not an issue of skill tho that's an issue of trying and effort. You can obviously go below skill floor if you're not even trying to learn the game
The issue is that classes don't do things differently, paladin is the only tank that has a bit of flavor in cover and wings. however in wow many classes have unique things that only they can do. Death Knight has grip to pull adds, Shaman has aoe stuns/shields/movement speed buffs as a melee. Rogue has aoe shroud to make everyone invisible so they can skip certain packs in mythic+. Warlocks create healthstones that players can use to heal themselves during combat, mages can create portals to really any destination they want to go, the list goes on and on and on. The point is they have stripped so many jobs down until they're all effectively the same. you have a main combo followed by a button you unlock given certain conditions that is funneled into a 1m window then if you're lucky your 2m window is different. There is none of this in wow, cooldowns are sometimes 45/1m/90s/2m/3m ect the pacing is better because of 1.5 gcd speed, ogcds pop off instantly as there is no .5ms lockout on pressing a button after a gcd or between ogcds. Everything is buttery smooth. The entire point of FFs combat system in my opinion is that it was much more execution heavy than wows and only through repetition will you master it, there is some of this in wow but many jobs are proc based so things arent really on rails all the time? If that even makes sense so for example, BLM was the closest thing we had to a WoW like job considering how many procs it had, BLM however was much more complex. I think the way tanks handle mitigation in the game is incredibly boring, let's take brewmaster monk in wow. Brewmasters entire concept is that it is the stagger damage tank, so what is that? Essentially Brewmaster has the ability to stagger the damage it takes and applies a dot it to itself and it's entire rotation revolves around working off this debt. In the wrong hands this can be bad, especially for new players who dont know what theyre doing but in the right hands the job is insane. The raid design has also stagnated in my opinion, I like that the savage tier isnt necessarily as insane as E8S dps check, however mechanically it's kind of boring? They wanted to introduce downtime to fights but the only downtime that felt good to me was the platform break in m4s, That sort of downtime is fine because samurai can finesse full uptime which is fun. The last time a savage tier had a real add phase was p3s, the last time we had a interrupt order in savage was in E8S. Why do they not do this more often? Add phases can be fun especially the one E7S. In wow theres adds, you have to move around and up vertically to platforms to go kill an add or something which makes it feel like an actual game instead it's just full uptime the entire time while doing mechanics which would be fine but now jobs are just....boring? Mained monk for many years and it just feels bad that demolish is gone which was fun to upkeep on 2 target scenarios. So now all the minmax for TEA/UCoB add phase/DSR P4/DSr P6 is all gone? It is now also the same for dragoon with the removal of 3 nastronds, that was something unique that only dragoon could do was cleave from very far. Idk man sorry for writing a book I just think with how these servers operate (they feel like im walking in mud all the time or thats how the game feels to me?) that if we get to the point of being as simplified as wow combat in terms of actual rotation then why am I even playing the game? That was what was fun to me anyways. Oh yeah the DRK mit changes are good as they bring it inline with everything but definitely should look into making mitigation more interesting
I agree almost everything you said except for add phases. Add phases are boring and uncool. Name a fight whose add phase was better than the boss. There are some neat ideas in them like golem feed in T9 or Valigarmanda’s nails but they are always accessory to the main thing.
dark night from stormblood, i drop the game after ruby weapon release, removing dark arts and removing the free bloodsplitter on tbn was a deal breaker for me. i cant understand why dark passenger got so much shit cus i used it and abysall drain to pull just fine in dungeons.
It's like blind people hating other blind people for wanting to see.
This is a great analogy
That's pretty accurate
You'd be surprised how weird the deaf supremacist community is.
They're not making these changes because of streamers. They make them because the player base is awful. Average Healers can't even keep DRK alive in a dungeon. Average tanks barely use their goddamn mit. And when(if) those players finally step into harder content, they're the reason you're wiping.
How do people think Xeno has THIS much influence over the game? Like do they think he's the only person whose ever said Dark Mind sucks? The only person whose ever wanted to move under Ten Chi Jin? Like bro, they have the numbers. More stats than we could ever imagine on the backend.
not just that players are bad, i agree with that to, but drk mit was just objectively worse than the other 3 tanks by a pretty big gap and on top of that it did less damage, so it was just the bottom pick from a numbers perspective.
@@toxicnoodle3142 Outside of the magic-only, very specific niche it tried to fill? Absolutely. I don't know the math on it. Is TBN still worse than all the other tank equivalents?
@@NastyMick if you press tbn by its self you mit 5% less on a buster than paladin and gunbreaker and 5% more than warrior but tbn doesn’t have diminishing returns like the other 3 or any healing like the other 3
@@NastyMickYes. You can straight up just waste TBN, especially if you play with a WHM. If enemies don't break it for whatever reason (Holy stun, casting etc) you've lost 3000MP. The other tanks 25s CDs have effects that don't require you to have the defensive completely used up to be of use.
Corundum gets a straight heal after a set time, costs no resource either.
Holy Sheltron gives a HoT, costs resources but effectively still takes 25s for that resource to replenish so kinda null and void.
Nascent Flash(?) gives lifesteal and doesn't cost resources (could be wrong, never used WAR 😅)
TBN gives a shield that needs to be broken in order to get value, unlike the rest. If it doesn't break for whatever reason, you've lost out on damage which the other tanks don't have to worry about.
Simply taking out the MP cost would make it *way* better than it is now
@NastyMick considering it costs you damage, yes. Drk is the only one that trades off damage for mit. On the other hand, spamming tbn on cd makes drk extremely tanky in single target
People getting mad over Dark Knight getting free mitigation: *Cope, Seethe, Mald*
Cope seethe BALD
Until they eventually forget why they were mad to begin with, because the changes are good anyway
I was initially mad because I thought they were making it just 10% mit, making it essentially oblation but with a different name.
But when I saw they added the 10% physical and kept the 20% magical as well, I was happy. It makes it a pretty flexible mit that rewards for using it and additionally rewards you more than normal if you're paying attention to damage types. Good change.
The only place this is really going to make a major difference is in dungeon pulls.
@@1337penguinmanthis. I don’t feel like I’m griefing bringing it to the dungeon.
Remember folks. Just because you are unique doesn't mean you are useful.
All of the changes r good wtf seriously can't stand some of these players in 14 community
On paper and in isolation they're great changes. In the aggregate, game continues to get more simplistic, casual, and 'comfortable'.
I swear if literally one person whines about something in a rotation the devs fix it. They need to stop overtuning based on feedback. Every little source of discomfort doesnt need to be removed from the game.
I feel like it's not about skill, it's more about uniqueness? Like maybe some old horror games would be more "comfortable" if the camera wasn't shit, but it's part of the vibe. QoL is not always good imo. But what do I know, I don't play anymore lmao
The intended vibe obviously has shifted, they don't want, their game to have these issues.
As things are, fights have become more and more complex recently, even dungeons require you to think at some point.
They're obviously pivoting away from job difficulty, making them more accessible, and instead increasing the difficulty of the content as the game's lifetime progresses.
That is a good approach in my opinion, as it allows players to choose how they approach fights more.
In the past certain jobs have been excluded from content because they simply weren't good enough.
Now the plan is to take the opposite approach, make the jobs easier and the general content harder.
Not only that but they're also focusing on pvp balance and changes that are genuinely worth looking into and taking part in.
And at launch they discussed future plans to expand on jobs in full force.
@@Grimnoire There is no consistent evidence to suggest that the game is better off with these changes. It's really low level thinking.
These raiders were playing the game consistently through ARR/HW/STB before they started making the game more comfortable. So why are we pretending that the old design didn't work?
There's a happy medium. You don't need to decide between making the game overly comfy or gimmicky/annoying. You can split the baby.
@lushen952 There is consistent evidence.
I don't feel like listing the entire history of FFXIV so ill cut to the chase. It's simple really.
In the past raiding was held back heavily by mechanics that were too difficult and inaccessible.
Today those mechanics don't exist and the raiding scene is more alive than it was then.
There's a clear trend, even a monkey could see that.
I don't understand people taking skills that are bad/feel bad to use and equating that to skill expression. That's like taking a square peg forcing into a round hole and saying "Yeah, that felt good to do."
Losing TCJ due to lag or pressing it too fast after stopping movement felt like shit. And now DRK can help with mitigation during M3S for instance. I'm glad these changes happened.
These are the same people who absolutely lose their mind if a drop rate of a rare item that they grinded for gets increased. They will actually throw entire fits over it. Absolute weirdos who put pride on the most irrelevant video game "achievements" and then base their entire self worth on it.
@@DaShikuXI Bet they would get mad when the drop rates of the Dawntrail Extreme mounts eventually get increased.
making stuff easier to get over time is good. I just think jobs should have designed flaws that you have to play around because that's what makes them fun and interesting
This is wow's community in a nutshell, I'm convinced at this point that people that are like this are just wow refugees who can't break old habits.
Shoutout to the Odin Meister figure which is still the sole way to get Zantetsuken's emote despite coming out in 2017 in *stormblood's patches at the same time as Eureka*
@@shadowdragon8168 WoW "Class X gets nerfed by 1%"
WoW players: " WOW THIS IS UNPLAYABLE FUCK BLIZZARD AND ALL THEIR (insert random familie member)"
I dont miss it honestly
0:40 As a ninja who has done TOP and the entire tier this expac on Ninja, the people who dislike this change are not ninja players and/or have not experienced difficult content.
Like, ah yes, I absolutely HATE IT when I can move during a mechanic and my 2 minute is up.
Trying to fit TCJ into Run: Omega was the worst example of this. Literally could not do TCJ without issues.
your right my friend was very happy with the changes
B-b-but my job fantasy of becoming a BLM for 4,5 as the most mobile job in the game! It was unique because it was like a cast which no other melee in history of FF14 ever had! (/s if not obvious enough).
Omg bro, the 2 min window right before omega was super cancer, what I did was like visualize the safe spot and shukuchi to it, then immediately TCJ, it was so annoying and rough, I wish I could move during that lol
Preach brother, I fucking love this change as a ninja main, now they just need to give me another stack of phantom so I can disengage as well as a viper and I'll be sitting pretty lol
hell yeah NIN main fellow. timing P5 Run omega TCJ is scuffed af. I had to do it early at the beginning of p5 so we dont drift it on Omega. welp, we managed it somehow lol.
Dark Passenger didn't even cross my mind and I thought about Flash, which was just as bad as a concept back in the day.
It doesnt even make sense that some gang signs you can do with your hands while moving your feet but not other handsigns. There is really no reason to have TJC be cancelled if you move other than making the job less mobile. And its a ninja. The job known for its rigid movements and inflexibility....what
I swear, I will never understand why there's so many people that want their games to be a pain in the ass on purpose. FromSoft turned an entire generation of gamers into a bunch of self flagellating masochists. "Mmmmmph! I can't move during TCJ!! (takes an AoE to the face) IT HURTS SOOOOOO GOOOOOOOD!!!"
Aside from the DRK potency increases the changes been rly needed,changes to Mind and 500 cure on carve rly are welcomed and a good direction for now.
But why even add potency increases to drk kit, I don’t get it x)
sometimes not = completly useless where other defensives like the WAR/PLD Mit is always usefull.. holy shit.. sorry but this is just dumb for me.
Me when I join a M3 group and my tanks are GB and DRK. Well, guess it's going to be harder to heal for literally no reason.
Some people wants to make their ego issues everyone else's problem. Playing a tank with a clunky design doesn't make you a better player.
please tell Yoshi P to give Dragoons their Nastrond charges back and don't touch the job again for the rest the expansion
Or at least remove life surge and give back the nastrond. Nastrond is so fun to press.
Yeh, i dont why life surge is still on the game, worthless button ever
@@brandoneroza4725 screw it, remove life surge, add back nastronds, rebalance the life surge effect and give it to the nastronds.
No, fuck Nastrond
Unfathomably based, I miss my Nastrondes.
I was dancing when I saw the tcj change I can't count how many invun down I have had to eat because of that skill.
As a ninja player, moving during ten chi jin is amazing and you’re right, whoever thinks the change is dumb is just trying to pretend they’re the best because the job is hard and not because of their actual skill.
The Ten Chi Jin change needed to happen because it had a weird interaction with the game's controls. Standard Controls lets you rotate your character in place which can let you turn away for gaze mechanics without breaking it, however Legacy Controls would break it because your character turning around counted as moving.
The original design of the ability was flawed out of the gate in a way that only optimizers would notice.
I pretty much agree with everything that you said about DRK.
It's not "oh sometimes defensives are good and sometimes they're bad" it's that drk was the only tank to have these downsides
I'll admit I was annoyed as a GNB main about the DD change, but mostly because I have to change my muscle memory. Overall the change has been nice now that I'm used to it
this patch made me main gnb its so good now
I jumped out of my bed when I read the DD change, why would someone ever be upset about it?
@@Itachiflameamaterasu Most probably are like me and are used to the muscle memory of it. It took me a day or 2 to not overcap myself. Unlike me, some people don't want change
the real saddening GNB is superbolide
How will I make whms regret hitting benediction now?
jk 😂
I'm not upset over the changes, it's just relearning my rotation. So I figured...you know what, let's go all out, go fastbreaker 2.4 gcd and figure out this new rotation with the potential of that, and I'm having a blast. Rin's guide for it with the new changes is really helpful.
One of the most insufferable XIV accounts I have seen on Twitter, seeing you dress him down is a treat
Jesus... like Xeems, Ill forever not like dumbing down TBN without at least gaining more interesting identity - but people hating on you for Dark Mind and Dark Missionary? Bruh. It's not even like your own idea, like I've been on the forums and we were talking about this for months even without your input. But I guess haters need their scapegoat lol.
Dark Mind/Missionary is still "unique" as they like to call it, it's just not 0% when stuff isnt magical. It's still excelling at magic damage. These guys are coping. Also Lv66 Dark Missionary didn't need to happen in a vacuum, but in a world where Heart of Light exists at Lv64 and GNB hits like a truck in UCOB/UWU; it's only fair.
Definitely, for a time dark missionary was considered better than veil because we had a lot of magical raidwide, but they released harrowing hell and for that, having the DRK + GNB was totally useless
Dark mind was either extremely strong or totally shit with no in between, at least now the devs will not really pay attention if it's magical or physical damage and more of the damage themselves
I'm a ninja main, that Ten Chi Jin change was needed. It feels so much better, especially when you accidentally would move during your ten chi jin causing it to fall off.
What you mean, it was unique hehe
They should've just made it so it locks you in place until you're finished
Should just change like dnc
@@Envinyon Or.. just let you move during it. Locking you in place is a terrible suggestion.
@@kellevichy I'm fairly certain it was a joke... probably.
A change I would like to see for TBN, is that instead of getting a charge for your magic slice, it is a explosion after the shield breaks. It would be at a weaker potency but the explosion still happens if the shield just wears off
Now we need changes to TBN and a new combo for DRK. Carve and spit heal is good but no one will save it for the heal we need new skill for survival or give TBN heal effect
Literally the only change with TBN that needs to happen is for the proc to happen "At End of Effect" Whether that be the shield breaking, OR the timer running out. It's a really big difference, with a minor change.
Seems like some players like to eat shit.
The changes are good, but seems like they like to keep pretending that DRK is "unique" because the magic defenses
The weird part is you still have that magic defence niche it’s just that the magic defence is 20% than the physical defence is 10% so it’s still more useful in those types of situations and not completely useless outside of them
So I don’t understand why they are complaining
I honestly always feel a bit conflicted about this.
I 100% get what Xenos is saying, and I think the people who look at unique mechanics as a point of skill expression and gatekeeping is kinda weird. I was pretty vocal when Dawntrail came out, and I saw them making Black mage more open for people to play as a massive positive change as I think it sucks for the people who love the fantasy of Black mage to feel as if they're unable to really participate in the class because they don't want to study Transpose lines and get pluggins to track mana ticks and shit.
However, I personally really enjoy unique, quirky mechanics in class design. For me, I just love when you have an element of a character that has unique interactions with a given situation, and it opens up a new perspective on how to "solve" a situation. My favorite ability in all of WoW when I played that was Touch of Karma. It was, insanely unhealthy for the game for a lot of reasons, but I thought it was by far the most unique and interesting ability. You marked a target, and gained a shield equal to your total HP pool, and damage you took with the shield would be mirrored to the marked target. So basically, the gameplay loop was looking at a fight kind of backwards and asking "how do I take lethal damage every 90 seconds?" You had to understand what mechanics you could facetank safely without causing problems for your group, without fucking up future mechanics, without taking so much damage that it would kill you even through the shield, and I think its a really cool way to look at boss fights. It lead to a lot of really silly strategies, like I remember during MOTHER in Uldir, she had a wind blast mechanic people had to run against or get pushed into a fire pit, and as a monk, I'd put my teleport clone on the boss, and run -with- the wind directly into the wall to melt my shield off in a GCD then snap instantly back to the boss and keep dpsing as if nothing happened, or running into Tank buster cones to dip in and sneak a quick shield pop. I absolutely loved Touch of Karma and had so much fun figuring out how to use it effectively.
However, a lot of people would just taunt the boss as a DPS to pop their shield and hope they didnt get crit causing a lot of issues if they didnt' communicate well, the scaling on the ability was impossible to balance as HP and Damage scaled differently, it was OP at the start of an Xpac and insanely weak by the end. Based off the damage profile of the boss, it could be super easy or really difficult to break the shield...Just to name a few of the problems the design of the skill introduced.
They nerfed the HP threshold down by 50%, making it much easier to balance, less impactful, easier to use, etc, but when all I had to do was throw it up and a raid wide would break it, it kind of removed what I found really fun about the ability in the first place.
I've always loved quirky mechanics like this though. Not going to keep paragraphing to explain it, but Ramlathal is another recent example of this for me in Guilty gear. Her infinite loops and sword mechanics were obviously not great for the game for a lot of reasons, but it did give her a fun playstyle that stood out from the rest of the cast. She's insanely buffed after the changes, but I just don't enjoy playing her anymore even if she went from a pretty average character to arguably one of the best in the game.
I had this with a lot of league characters after their reworks as well, Galio was a dogshit character, but god I loved playing his original version. I 100% accept the new one is way better, but the old one was so dumb and goofy that I just had a lot of fun playing it even if I knew he was awful.
I personally don't care about most of the changes. Despair being instant cast is a massive QoL and I'm 100% here for it. The mit changes, with how the game work I think are all a massive change, and I dont' care that much about Ten-chi-jin, but that one does bug me a little. I do think it did introduce some fun question marks in the Ninja's burst window, like I remember during Golbez EX when I was playing Ninja, his Exoflare mechanic was during the burst window and you had to pivot Ten-chi to later in your cycle or you couldn't make it safely to the corner in time to dodge the flares. (Maybe a skill issue on my part, idk.) but I personally enjoy that level of problem solving. But I also know, FFXIV is an extremely rigid game, and drifting things off your 2 min burst window due to quirky mechanics is just annoying for the majority of players, so its really tricky.
Fun is ultimately subjective, and it sucks for the people who don't really care about being the best, or ego parsing or w/e and just enjoy when the game throws a wrench in their gameplay they need to figure out, and I think Ten-chi was a really good ability for that style of feedback, but overall it just helps remove a lot of friction in the overwhelming majority of situations, and helps the people who don't care or have a negative opinion of those situations.
I'll stop yappin' in a sec, but I do want to say, I think the Leyline changes are a 10/10 middle ground for this. I was confused by the changes at first, but allowing Leylines to maintain their identity and goal, while having a second charge so if you do need to delay them by 20 seconds, you can resync up on the next burst window, or make a choice on when to use an extra stack if you don't have sync issues is a really cool change to me, and I hope we get more flexible ability designs like that in the future. \o/
Was thinking about writing something like this too. I get what he is saying about it being good for the health of the game. However like you, I like quirks in my class mechanics. I enjoy having some semblance of even minimal challenge to play well.
Sadly that's slowly eroding away in pretty much every MMO to appeal to a broader audience and make more money. That is fine, I just personally find it sad that the kind of game I enjoy tends to be sacrificed for it.
Also have to say, not a huge fan of the generalization that 'anyone that didn't like the TCJ change is braindead idiot'. Some are, for sure. There are braindead idiots everywhere on all sides. Just hating on a general mass without some kind of direction is irksome. I know I'm not part of who Xeno is talking about here, it still feels bad.
To end, I no longer play FF14 as I'm no longer the target demographic, which is why I don't really care. I know it'll happen in the future to other games that start out with some complexity, get popular, then erode it to draw a larger audience. Rinse and repeat.
Hope everyone still playing loves it.
@@troll5262 Here's the thing. The game didn't get less complex. You just have 5k-10k hours into it and so you THINK it is not complex. You have spent the real world equivalent time to mastering any skill from zero, and you wonder why it just doesn't hit the way it does. A person spending 10k hours on playing piano will now perform concerts, when they could barely plink plink plonk at first. That's how mastery of skills works.
You mastered the game. You know how the mechanics work intuitively. You know what's optimal at just a glance. Vast majority of players DO NOT. People new to MMOs have difficulty to perform their basic role, let alone class intricacies, and every MMO is EXTREMELY complex to anyone that hasn't been playing them for a decade.
@@thesunthrone Its not really that, some people just enjoy really obtuse mechanics that others fine overwhelming or intimidating.
My first time playing Path of Exile, knowing the game was already extremely hard to break into without like 50 hours of research and experience to understand the basics, I just kinda sent it, and I saw the Elemental Equilibrium skill, where any time you hit an enemy with X element, they gain resistance to that element, but lose resistance to other elements, and I instantly fell in love with the sheer idea of that skill and started to explore ideas of how I could provide some kind of meaningless tick of some elemental damage to keep the debuff state running for every major hit I did.
Did it work? No. Absolutely not, that character was an absolute fiesta, but I had a lot of fun just engaging with a really interesting mechanic that sparked my imagination of how the puzzle pieces of the game fit together.
Speaking for myself, that's the kind of feeling I get with something like Touch of Karma that I mentioned, or Ten-Chi-Jin to some level, where it forces me to work outside of the standard path of the game and gets me thinking to solve problems or think outside the box, and some players just enjoy that general experience regardless of if they're new or not. I don't think anyone who feels that way disagrees that the change isn't healthy, but its just a level of constant disappointment that MMOs trend away from those mechanics, or limit the quirky, goofy, creative elements to not be intimidating for the majority. We understand why they do it, but it still is a feelsbad on our end to lose the toys that we found cool or interesting.
I honestly don't care too much about any of this patches changes specifically, and I really am just hoping next Xpac the class design changes do introduce some more cool/unique elements that might really grab and inspire me.
@@thesunthroneAnother cringe 14 enjoyer out trying to gaslight people for their feelings and thoughts about the game.
Newsflash, the gutted job design doesn't appeal to a lot of people. Some find it boring, and unengaging, and it's why we no longer play.
I have far more than 10k hours in WoW and still find it enjoyable. Why? Because they still invest in it's gameplay and actually know what their players want. If FF14 still had Stormblood job design, I'd still be playing that.
@@Quix32 Rich to talk about gaslighting and gutted class design and mention WoW at all, let alone as a FAVORABLE EXAMPLE.
Do you know how many times my favorite specs were irreversibly destroyed during the 15 years I played that game? How many distinct flavors of Elemental Shaman, how many completely different flavors of Retribution, how many starkly different iterations of Rogue specs... I could harp on about the good ol' days forever, and how Blizzard took it away from me, but what's the point? They don't even know themselves what they're doing, never have - just that they have to keep changing things.
Play whatever you want, but don't start this shit about gaslighting others. I remember the days when Rogue's Mutilate was changed from being back positional-only to just a regular button you mash, THAT was removal of flavor, and that happened back in BURNING CRUSADE. All the Bring the Player not the Class BS in Wrath, all the passive buffs BS of later expansions, then the complete reinvention of every spec into its own class identity with Legion with big winners and big losers...
With these changes to FF14, there's at least a good reason for it - they are all tied to the more faster game, where it's more imperative to be mobile because the boss mechanics give you less and less time to move, and more and more cognitive load with so many of them being memory games. You just can't afford jank mechanics in there that you have to think about, it trips people up.
But hey, if you want that cool flavorful jank, WoW is absolutely your game.
2:15 I wouldnt mind diffrenciating physical and magic defensives if this game made it more obvious what was magic and what was physical. A boss can attack you with a sword and it could be counted as magical, or a boss can use a spell and it counts as physical damage. It is so odd.
3:50: Dark Knight needs more combos.
5:40 DKs have been lacking sustain for a while which is odd because DK was the self sustain class in ff11.
8:25 I think as SE creates more mechanically challenging encounters for trials and raids they take away some of the skill gap from the jobs so that they can design encounters without pandering to specific jobs.
I mean, your opnion on 8 minutes is Xeno's opinion too, he ranted all about it in the video reaction to the "stand and let thing resolve" guy
yeah, i've always been told "it's obvious" meanwhile Kefka's tankbuster, dropping literal pots and pans ontop of your head was ... magical instead of physical.
but also Drk's in past FF games (not just 11) was always a job that uses it's own HP to strengthen it's own attack power, obviously that's less viable in FF14 since that would make Drk be a standard off tank.
@DarkDyllon Yeah. I think that they moved a lot of the old DK stuff to reaper. I just feel like DK was once the mitigation class, but ever since Endealker it's identity was given to other tanks. Another example for odd tank busters is the frog fencer dude (I forgot his name) literally stabs his rapier into you, but it is a completely magic attack.
@lux0k628 Yeah. I agree with him at that point. In a perfect world I would like unique jobs within a role with encounters tested heavily with each job, however, this would take much more time to develop and we wouldn't be getting patches or expansions as quickly as we do now.
people getting mad over balance changes should drink water, take a shower, eat a salad, and maybe talk to someone at the grocery store.
Idk, my thoughts about a potential TBN change is that it bad a drastically reduced or removed mp cost but also has a much shorter duration. DRK’s equivalent to SAM’s single hit mitigation that rewards proper timing.
Bad? Why would autocorrect change has?!
i hate Xeno as much as all my other uwu bois do. i get mad every time i see one of his videos in my feed. i sit down and get mad before i hit play. I get mad cus I realize i havent gotten kissies
On the "Ultimate in PF" topic, WoW actually does not want people doing Mythic raids in pugs so they specifically make their lockout extremely punishing to prevent it. If you go in with a group you are saved to that group. You CANNOT kill one boss, leave, then join another group for the next boss. You have to continue with that original group. It essentially makes doing any Mythic boss past the first couple completely impossible without an organized raid team.
So you are 100% correct, if they didnt want people to do Ultimates in PF they wouldnt let you.
As both a Ninja player and a previous DRK player, I could do with or without the QoL for TCJ but it's because I've gotten so used to not moving but it's extremely helpful to be able to move. The buffs to the DRK mit is extremely nice to have but I agree that DRK having a second combo would bring me back to try it at least.
Personally i hate the Bolide changes >:( how tf am i gonna kms in a dungeon with my friends now.
The old Dark Mind is the type of ability that would fit into a game where you swap out abilities depenting on the encounter. Wich is obviously just not something you can do in FFXIV.
-dark mind
good
-dark missionary
good
-carve and spit
good
-abyssal drain
what is still the damn point. Add some actually interactivity like having abyssal drain reset if TBN breaks or it has a chance to reset its cooldown when using AOE combo. The buff is nice but its still locked on a 60cd AND still connected to carve n spit. Plus these changes should've happened in freaking shadowbringers.
Abyssal drain is just the AoE carve and spit. It's mostly just for dungeons.
@@CompleteShift It wasn't originally though, it was entirely seperate before EnW blundered in and tied them together for no reason.
@@Jiffles I mean the reason was to reduce weaving. They just added the potencies together and put them on the same CD instead of having to press them both.
Going into Endwalker if you had a burst window with 50+ blood and 8000+ mana and a TBN proc you're doing something like
Syphon Strike Delirium Salted Earth
Souleater Living Shadow Blood Weapon
Bloodspiller EoS CNS
Bloodspiller EoS Shadowbringer
Bloodspiller EoS Plunge
Bloodspiller EoS Salt and Darkness
Bloodspiller EoS Shadowbringer
Hard Slash Plunge
So you're already double weaving for 7 GCDs (almost your entire burst window) and then you have a fight like DSR P7 where Akh Morn 3 you need to find room to weave in your pot and 7 mits:
Rampart, Shadow Wall, Dark Mind, Oblation, TBN, Reprisal, Dark Missionary.
You're just double weaving for 12 GCDs / 30 seconds straight. Weaving definitely was a problem and on separate CDs it would have been even worse.
I think 90% of ppl who aren't dragoon mains were very happy with the balance changes.
The nastrond change was extremely convenient since you only use it at the end of lotd anyway I literally don't understand why people hate it
@@SujiMoraENFrom what I understand it makes the job less busy and a lot of people like that. Personally I felt it had too many ogcds but I think nastrond wasn’t the right choice Instead it should’ve been life surge and mirage since it literally has no purpose anymore. There is also the issue with damage variants (you know no crit no dh shit like that)
@@SujiMoraENA lot of people who liked playing Dragoon enjoyed having a burst window filled with double weaves. SE removing weaves from Dragoon is just another thing they have removed from the job. They already removed having to upkeep Blood of the Dragon, they removed having to build gauge to enter your burst phase, we have less jumps during our burst window than before since they removed Spineshatter Dive, and now they are coming for the amount of stuff we have to do during our burst window. Whether or not you think any of these changes are good or bad, the fact of the matter is that SE keep making the job more and more simple. The job is like a skeleton of what it used to have to do.
I for one enjoyed having the blue aura from Blood of the Dragon for the whole fight, I have mixed feelings on the eye gauge because while I enjoy being able to use my burst phase at the start of a fight, I also miss being able to enter it early to try and kill something sooner. I also enjoy how the burst window was filled entirely with double weaves, other than Stardiver which can't be double weaved without clipping. The job was never really that difficult to play even when it had all the maintenance with Blood of the Dragon. What I am upset about is that it just feels less satisfying to play with less jumps and less weaves and I am concerned that they might go even further with the pruning of OGCDs on the job.
No. I like being able to use TN, Feint, and Bloodbath during 2 mins. Fuck Nastrond spam
@@ChampionSlayer77 I'm sorry I ain't reading all that but I understand what you mean in the first sentences
Gonna use a healer as an example of why I believe decision making is a good thing:
For Scholar, many people complain that Energy Drain being tied to Aetherflow is a bad thing because it competes with their healing kit. This is actually a good thing to have because it enables decision making of the Scholar player and gives them more autonomy. For example, if the Scholar's team knows what they are doing, they can lean more into Energy Drain to eek out more damage. If their team is misplaying then they can hold those stacks for more healing down the line. It's that level of nuance that makes the mechanic actually healthy for the game.
i like the drk changes. would c&s heal be better if the potency was x3 more and instead of an instant heal, you can pocket the heal and use it at will by pressing the c&s button again within it's 60s cd?
kinda mind blowing that there are actually someone who looks at things that is bad and call them "unique" then loves it
it's true it's unique however it's bad, a good unique should be something that is different but doesn't makes it bad compare to other stuffs
To be absolutely fair.
You’d use dark arts dark passenger in tandem with dark arts dark dance.
This would make your evasion rate absolutely insane BUT was absolutely useless in raid.
Honestly it never got old seeing “dodge” pop up on my screen over and over again in dungeons and I was so sad when they took this away.
This is correct. It was great for dungeons that weren't level capped where mobs were not immune to status. This allowed you to turn off Tank Stance. Do high damage and everything would just miss you. Then you'd turn stance back on and Blood Price back up to full. Of course most content that matters made it useless. And with the current Tank design Tank stances don't matter for damage anymore(unless it's BLU in parties lol). Oh boy the Heavensward days were something else. Very few will remember that Blood Weapon made you attack faster.
You got to dump your MP for situational big mitigation and it was cool. DRK now though has been very gutted and over time lost everything that made it "unique" and gave most of it's toys to other Tanks. Gone are the days of the fast paced MP teeter totter resource management as well as the niche of dodge tank.
I find it funny that this community can't decide whether they want job identity or healthy balance.
I just know already that everyone who wants TBD to change will whine after they change it that "identity is dead" (personally idgaf)
People were complaining about the dark Knight changes? Are they stupid? These changes were great. Maybe not exactly what the job needed, but I'm not expecting a complete redesign until 8.0... And even then, I don't think it necessarily needs it.
As a healer who dies when there's not enough mits and all of mine are already spent: Tarnation you, twitter posters.
fuck all that, i can move during ten chi jin now?! The pain of choosing life or finish my ten chi jin is over
based on previous job tunings, i kinda relate these changes to upcoming new raid contents, specially the Ultimate raid. Still, im glad DRK can have physical mitigation with Darkmind, I just wish they add extra effect on Oblation like maybe healing boost, or maybe they can just add secondary effects on DRK and GNBs AOE mit like PLD and War has.
So levelling my DRK as my last tank I have to say TBN feels counterintuitive. Just add "or upon expiration" on it.
Whta's so funny is the dude thinks that one popular streamer has the ability to change an entire class's mechanics. Like, what insecurities does this Jason guy have? I bet he thinks anyone who doesn't play savage or ultimate just shouldn't be allowed to play the game.
I bet he also complains about student loan forgiveness because "He had to pay off his loans so why to others get a free pass." You know, that is what it sounds like actually, he's jealous that they made the job easier when he had to learn it while it was harder. He is jealous that it wasn't easy for him so other people need to suffer so his ego can feel okay.
What a tool this Jason guy is.
Dark Mind is so unique that i hardly uses it before the buff XD
Anyone that thinks FF14 devs make changes based on what Xeno says is insane. The reason what he is saying happens is because he just understands the game enough to know what changes need to be made and is just predicting what the devs are going to do and not influencing what they are going to do.
"If you can get DRK another combo"
I hate you, but PLEASE SAVE DRK
Oh yeah, now that Superbolide and Hallowed are roughly equivalent, can we change the CD of HG to 6:30?
What changes do we want for TBN? Could it proc the damage when the timer expires? Make it not benefit from mitigation so it pops easier? 2 charges of Edge of Darkness?
doesn't cost mana and doesn't give the free thingy
@rickmel-q7m but if it doesn't cost mana why wouldn't we want it to give a free edge? Like, the cool part of the ability is that you use defense and turn it into offense.
I like removing the mana cost because it streamlines the job, so your not choosing between tbn and edge. But if we do that, I still want the free edge because that means we use edge more, which is cool.
@@lastdayer101 because the "free" edge is there to prevent your defensive from being a DPS loss, isn't that obvious?
@@rickmel-q7m Yes, I understand that, but getting the free edge is the aspect that makes people enjoy pressing the button.
So take away the mana cost, keep the free edge, and balance it with cooldown time.
@@lastdayer101 so DRK players hate using rampart because it doesn't give free mana? that explains a lot of my roulettes :)
Only thing I’ll argue was the dodge strat would work ONLY if DA Dark Passenger AND DA Dark dance were used together. It was a large mana dump but old blood weapon let you refill mama in a few aoe hits unlike now. Useless outside of dungeons tho.
was not expecting Xeno to start singing The Midnight lyrics. What a nice little touch LOL
In fairness, I liked standing still for the Ninja Ability because it made me feel badass depending on the risk. But I'll never say no to free movement 👌
Isn't dark mind still unique 🤔 no other tank job have it like that
Dark Mind is STILL a unique defensive Cooldown after this change unless I got amnesia and forgot another Tank who has a defensive cooldown that works exactly like Dark Mind...
Xeno makes a good point with GNB, revert the carriages back to 2 and make the current Single Down to Zero down would make the class feel even better
Just got back into the game since I stopped playing just after endwalker release. I enjoy tank, and main warrior, dancer, and primarily white mage. I really like the changes, as they give you a little more freedom in play from what I am seeing.
For me, these ease of use changes that make classes less busy is super nice, considering that I have muscle damage in my hands that make it difficult to play, especially with controller on ps5.
I have been wanting to learn dark knight, and hopefully these changes make it easier for me.
Stay tuned, when Xeno hits TBN, and officially makes Dark Knight literally like all the other tanks in the game, completely destroying any sense of job individualism
"That feels unique to me"
Bro wants to blind shiva in the FRU damn such a good game design that will work 100% right? right.
The same person said "PLD should focus on Physical tanking" .....like umm.... that was Heavensward PLD
Ask PLD players during HW how it went.....when almost everything in the savage tier was magical damage.
Answer: HW PLD was excluded for being very bad as MT and OT, in dungeon didn't had any AoE damage beside Flash which made the dungeon go way longer than it should.
I forgot to mention TCJ in Stormblood.... you needed to stand still to press 7 buttons and Ninjutsu was off-gcd so if you had any latency.... NIN was impossible to play at high lvl.
TCJ > Mudra > Activation button > Mudra > Activation > Mudra > Activation
It’s an interesting idea, wrong game for it though. If a magical/physical only tank existed right now, the only identity it would have is that it’s garbage compared to a tank that simply does both.
If raids were designed with that in mind however, it would be fun. But that isn’t happening. Just look at m3s and how drk raid mitigation is useless for most of the big hits.
@@THETHC123 Yeah is indeed interesting idea to have physical tank and magical tank but as you said the game isn't made around that, they will need rethink how they design fight to make it work and way more toward ultimates, it'll be a mess.
They need to rework all roles and jobs for next expansion especially that they are avoiding button bloats and running out of idea what to add for every 10 lvls
Im sorry but i legitimately need someone to explain what is going on
All the changes that were made are actually really great and these DRKs complaining about them are ridiculous. HOWEVER, I'll never agree with you suggestions for TBN with DRKs current design. That little dopamine rush when TBN pops and you get the "free" Edge/Flood is FUN. But I'm a Dark Arts defender, so what the hell do I know.
I think TBN should be Changed and Oblation should be combined to The Darkest Midnight. Add a Small shield but with the same properties as other tanks. But instead of the heal of heart, and healing potency of bloodwetting, give that augmented bloodspiller when the shield cracks.
There's a big difference between Ten Chi Jin letting you move and losing the Nastrond stacks for Dragoon... One is removing jank, the latter is having less to do.
I think the reason anyone, myself included admittedly, is wary of TBN losing the risk-reward mp cost is because frankly it's one of the very few things that makes for any tension or feels like an "important" decision when it has very little else going on especially with so much of their apm reduced.
I'd gladly take a QOL upgrade to TBN if it came with a more interesting dps rotation.
is there any tension though? use it when the boss is about to do a burst of damage on someone, that's it
@rickmel-q7m "is there any tension though? You just use kaiten on every midare".
You could use this logic on any one change over the years that has sanded down a lot of jobs and is now leaving more and more people frustrated and bored.
If it was replaced with something else I'd be potentially ok with removing the cost on TBN, but right now drk is so basic that even the tiny speck of cognitive attention TBN can offer ("can I throw this on the dps with low hp and still be ready for an upcoming tank buster?") is one of the only remaining things that keep my brain on as far as the job's design is concerned.
@@hundset have you ever seen me qqing about kaiten?
I think that having restrictions like TCJ planting you or Dark Mind being niche means that you have to be more creative. Not all restrictions are good, but too much QoL makes the game boring.
I know the damage loss if used incorrectly makes TBN objectively worse then the other counterparts and that it should change but at the same time it is far more satisfying to save someone else with TBN and get an attack out of it then it is to save someone else with say... Heart of Corundum. So when they do change it i just hope it will still function in a way where there is still that feeling of satisfaction that comes with TBN right now.
you're not getting an attack out of your TBN, just refunding a cost that other jobs don't have to pay in the first place
@rickmel-q7m I know that, that's why I agree TBN should be changed. But what I'm saying is that still FEELS better than using heart of conundrum. I am hoping that whatever TBN becomes it still comes with that feeling of satisfaction and isnt just the dark knight variant of the tank cooldown.
As a warrior main, my 2 braincells feel elated when I manage to nascent flash someone and keep them toeing the line between life and death long enough for a healer to take over the rest, same with HoC. So I disagree on the HoC not feeling as good, cause seeing their health shoot up and only narrowly survive cause of you still feels just as good. TBN just gets a random attack proc as well to go with it.
Edit: Point stands if you swap out HoC for intervention though... that one doesn't really save someone in the same way.
@@Jiffles I kind of find nascent flash to be the least effective of the 3, though I do agree it feels good when it helps people. And I don't dislike heart of Corundum at all, but it's definitely the sound effect when the TBN shield breaks and the extra attack (though not really extra) proc you get from it that makes TBN feel better to use. Perhaps if it's just the mp being lowered that would make it better? Let's say it costs only 1k mp for a TBN. That way it isnt an entire attack lost if the shield doesn't break and is a dps gain if it does. I think that would be fantastic for it and should satisfy everyone.
Holy shit! I loved you and your content anyway Xeno but when you started singing The Midnight!!!. They are my Wife and I's favourite band and we've been priveleged to see them here in the UK 3 times now! :D
Ninja being able to move now is a godsend
as someone who has been enjoying raiding for years, I am so fucking happy drk has more self sustain, and dmg reduction, like holy shit
Jesus, that reminds me of when Stormblood came out and some people were mad about the Cleric Stance changes. Sure, it felt satisfying to be able to master its use in high end content, I personally enjoyed it too during ARR and HW when that's was all we knew. But holy shit why would you actually want to keep something so restrictive in the game?
i'd like to see oblation get merged into TBN, TBN get moved to a 0MP cost and a 20-25s cd. and just make it so Souleater also restores MP so you get slightly more MP for Edge of Shadows.
the biggest reason TBN isn't as powerful as some of the other tanks is TBN is approximately a 1,200 potency heal that can't crit. PLD Holy Sheltron is 30% mit reduced to 15% mit with a 1,000 potency HoT that can crit, and if you count the autos for oath gauge as its cd, its 22 seconds.
Ok so let me take my nerd glasses
"So aktually" you're right if we consider only the skill by themselves, but you need to consider also the CD for the use.
If you consider the time of use per minute, TBN will be stronger since people forget 25% every 15s = 100% every minutes. Does TBN need a change? I can agree, but not on the CD
PLD is the only one that can beat him on a minute scenario, but unfortunately that's only at the beginning of the fight and stupidly enough PLD doesn't get gauge from skills, but from his autos making not being in melee range while still doing cast hurting his mitigation.
So at the end does TBN need some changes? Yes why not.
Should oblation get merged? It would be a good addition.
Is TBN weaker than other tanks mits? Only if used once, per minute it's still the best
@@xehant7319 having a lower CD doesn't mean anything if the boss isn't doing busters every 16 seconds
Wouldn't merging oblation into TBN just make the shield harder to pop as oblation reduces damage taken?
Seems counter intuitive.
wanting to keep ninja the way it was before is some special kind of brain rot. the amount of times ive had to lose dmg because there was always moving that needed to be done at the same time and having your rotation drift cause of it SUCKS
lets be honest ... any streamer might influence such changes but in the end its a massive amount of data we dont see that has the most impact. From what i've seen so far is that if you got a good DK you wont notice it but if you got a bad or average player you will instantly notice it because their healthbar is binary .. and if that impacts the fun of all people in the group its expected to change at some point
DRK/GB not having additional mit for physical damage was awful on fights like M3 where literally everything that matters is physical. I was in a group with BOTH present and it was rougher than it ever needed to be compared to having a PLD hit Divine Veil.
The dives and towers are magical
@GEMINIVice1 "everything that matters"
The towers straight up don't do damage. My Kerachole basically outpaces the damage and even IF we exit the mechanic at half health somehow the boss literally goes afk for like 30 seconds which means I can Ixchole for free since I need to spend Addersgall anyway.
@@amethonys2798…may not be something that matter to you but it does matter
Especially on the instances where someone makes a mistake on positioning, gets knocked at a bad angle, and misses one or two towers.
do these people really think one streamer has balance influence...
these are the same people that send death threats to mrhappy when he doesn't make an ex guide video since they can't do it themselves
Mr. Baldo, can you come for Hallowed Ground CD next? With GNB Invuln now being essentially the same, there is no reason to keep it on such a high CD.
I will say….I do like that TBN can be used as frequently as it can be. In its current state. The mp cost on Flood/Edge needs to be reduced. Maybe by a 1000.
And I’d like to see TBN grant Dark Arts up front….regardless of the shield being fully broken. If it’s recast is increased to be in line with the other tank equivalents.
And Abyssal Drain….TAKE IT OFF THE SAME CD AS CARVE AND SPIT AND PUT IT BACK ON THE GCD AND MAKE IT PART OF ITS AOE COMBO.
Salted Earth giving regen when the DRK is standing in it would be nice too.
I was waiting for these changes these guys just want the game to be hard from design oversight and it's just stupid.
I dont think people understand that if its easier for players to move, developers have more freedom to design mechanics. How many mechanics have been reworked because it was required for BLM to move a lot?
DRK is actually so lit right now for the first time in almost 8 years im happy dark mind exists
Unironically, I don't mind how TBN is currently, I know how to use it correctly. However, I'm not so stupid as to believe that it cant be improved upon and made better. And, frankly, what you suggest is objectively better for the game. lmao. You're right about it being a matter of pride for these dorks. Revel in the salt they pour out lol
So while I loved the DK changes, I can't help but feel like Andy Dufrane, "From now on, I'll write two letters a week".
tbh adding physical mit to both magic mit wasn't an interesting choice and now i just feel like the other tanks. I would prefer them remaking or buff TBN in a certain unique way over this, but i will take what i can get because I know the team is creatively bankrupt at this point and that might never happen.
I take offense at being called a dark knight player
Also frankly if their goal is making tank all perfectly equal, they didn't do enough. A heal off of carve and spit, a 1m cooldown is nothing and 5% mitigation on missionary and 10% on dark mind still makes them just worse at physical damage than the other tanks and thus still ""unviable"". Its a placebo buff at best to make people think its fine while still clinging on to the identity it has.
so now I'm curious. what changes to TBN does he want to see happen. This looks like it's great for DRK.
General disagreement overall - It's not really pride thing so much as it can be fun for there to be friction in the job's design itself working against the player while they try to juggle the pain points of their job versus the fight design. Some people like thinking about mobility tools and when they're forced to stand still. Some people like more quirky parts of their job, which have slowly been sandblasted away over time because ffxiv isn't really a game that allows for quirky design anymore. 14 is a boss arena sim where you play different flavors of the same thing, which is fine, but it's understandable to be sad when your job loses something you thought was fun about it even if other people think it wasn't. Was DRK getting phys mit objectively a good change for what xiv is going for nowadays? Yeah, it brings it into parody with the other tanks - but if you liked that your job was a bit quirky, well now it's less so. If you liked having specific tools to bring to the table that were _actually_ impactful while having meaningful downsides instead of just a raidwide rdps buff that half the jobs have that all function the same, those have all gone the way of the dinosaur.
A discussion on if those tools exist or not imo died out post heavenward and stormblood. The game moved in such a way that it wasn't really acceptable to have those kinds of tools - people didn't want to be excluded because of their job in PF, which I completely understand and agree with. With the direction 14 moved in, all jobs should be generally the same thing in different flavors. The issue is that some old hold outs and even newer players still found some weirdness in their class that they enjoyed which lingered for longer then it should have.
Most of this weirdness came from the 1.0 and 2.0 kits and gameplay looking back at 11 which was and is very much an _actual_ old final fantasy game. Healing undead kills them. Actual beastmaster. Redmage learns every fucking spell. Dark Knight's attacks kill themselves. Thief had all the usual 'steals ur shit' skills. Stuff that made jobs genuinely unique. Issue being that obviously you wouldn't always want to have a particular one in your party depending on what you were doing. 11 was also certainly not a boss arena game. It was weird and jank and full of cheese. Yet a lot of early 14 took some of their job design from this and it just didn't work.
For reference I'm an old MCH enjoyer and that class fucking bombed you if you somehow overheated early. I thought it was great, really enjoyed it - it was the last time we had actual gauge _management_ (read, actively genuinely managed because it had to be at specific places that weren't 'hold for burst'). A byproduct of needing actual management though meant that screwing it up had major downsides, which made it awkward to pick up and learn. Still fun though.
Xeno has no input on job design though, no streamer really does. Usual discord schizoids.
I think TBN has two major issues. First being the lack of a secondary like all the other tanks and the second that it has to break for it to be damage neutral. None of the other tanks suffer a dps lose for not getting the most out of a defensive cool down.
I think an ideal TBN would gain a Regen since we already get excog on shadow vigil now and reduce the mp cost down to 2000 so it becomes a dps gain to break TBN this way using it "properly" rewards you in stead of only punishing you if it doesn't break. May also need to nerf the shield amount as 25% max HP is a ton of mit and is way higher value than the 20% for 4sec fall off mit of other jobs.
I would also like to see abyssal drain not tied to carve and spit but become the third part of our aoe rotation. The self healing from it every third GCD isn't any more broken then a warrior's bloodwetting. Particularly since it's heal is every third GCD.
If people want to add more "identity" to the job add a small shield to oblation to make drk more like a barrier tank that can also use it's shields and heals(TBN Regen) on the party or co-tank.
I hope that Abyssal drain and carve & spit get separated soon. As for TBN, if they just make it cost no mp I could never complain about it. I mean other than clemency, the other tanks don't really have to "pay" to heal themselves
Honestly i miss the power slash combo for DRK, I just recently picked DRK up again after YEARS of it sitting lvl 60 from HW days, I’ve been loving it again, but i do miss OG HW DRK lol 😂
I think he's the reason why we should sometimes be glad devs don't listen to players.
Me still wishing DRKS's Carve and Spit and Abyssal Drain having separate cool downs still...
with things like dark mind or tcj or tbn the fundamental misunderstanding is that, yes, it is okay for abilities to have built in restrictions and limitations and conditions to make them more interesting. but the problem is, the game is designed in a way that wants you to play each class one way and thus the true means of demonstrating one's abilities as a player is through efficiency. we do not have a myriad of diverse options that allow you to solve and play to these limitations, we have options that you either execute on well, or waste as your cds roll.
tcj preventing movement was a great restriction and it fit the job well! back when ninjutsu was ocgd and the job was more open-ended.
dark mind only blocking magic damage is a cool idea! but when the game handles damage and mitigation the way it does, having a button like that goes from defining personality to a cheapened novelty.
compare what xeno says about tbn to what he says about missionary going to lv66. like yes it's a good change, yes it's added value but where's the line between a free tshirt and that uggo itchy sweater your auntie got you? whm having an entire suite of instant ogcd heals is beyond a sweater, that's an entire turtleneck and i wish the job was moreso oriented around mindfully planned out regen as opposed to throwing ogcds at anything with a booboo. but with drk- a lot of the issues around nu dark arts would be solved by going back to older concepts around it but giving a button like that a individual failstate is cool and it's very possible to design in a way that retains that edge without becoming a stifling issue that doesn't feel good to engage with
bald
FFXIV is only game I've seen where skill floor and ceilings are nearly exactly the same
And they're both very low but still some players can't reach them
Yeah idk about that lmao, I've been in the trenches of pf long enough to know that is not true at all, most ff players have just been playing for so long they think everything is piss easy, but the reality is that the average player can't actually do their rotation perfectly while they fight a boss, otherwise everyone would be purple+
@@henriquerodrigues7795 that's not an issue of skill tho that's an issue of trying and effort. You can obviously go below skill floor if you're not even trying to learn the game
@@beeforbacon you don't seem to know what the word "skill" means, lmao
The issue is that classes don't do things differently, paladin is the only tank that has a bit of flavor in cover and wings.
however in wow many classes have unique things that only they can do. Death Knight has grip to pull adds, Shaman has aoe stuns/shields/movement speed buffs as a melee. Rogue has aoe shroud to make everyone invisible so they can skip certain packs in mythic+. Warlocks create healthstones that players can use to heal themselves during combat, mages can create portals to really any destination they want to go, the list goes on and on and on.
The point is they have stripped so many jobs down until they're all effectively the same. you have a main combo followed by a button you unlock given certain conditions that is funneled into a 1m window then if you're lucky your 2m window is different. There is none of this in wow, cooldowns are sometimes 45/1m/90s/2m/3m ect the pacing is better because of 1.5 gcd speed, ogcds pop off instantly as there is no .5ms lockout on pressing a button after a gcd or between ogcds. Everything is buttery smooth.
The entire point of FFs combat system in my opinion is that it was much more execution heavy than wows and only through repetition will you master it, there is some of this in wow but many jobs are proc based so things arent really on rails all the time? If that even makes sense so for example, BLM was the closest thing we had to a WoW like job considering how many procs it had, BLM however was much more complex.
I think the way tanks handle mitigation in the game is incredibly boring, let's take brewmaster monk in wow. Brewmasters entire concept is that it is the stagger damage tank, so what is that? Essentially Brewmaster has the ability to stagger the damage it takes and applies a dot it to itself and it's entire rotation revolves around working off this debt. In the wrong hands this can be bad, especially for new players who dont know what theyre doing but in the right hands the job is insane.
The raid design has also stagnated in my opinion, I like that the savage tier isnt necessarily as insane as E8S dps check, however mechanically it's kind of boring? They wanted to introduce downtime to fights but the only downtime that felt good to me was the platform break in m4s, That sort of downtime is fine because samurai can finesse full uptime which is fun. The last time a savage tier had a real add phase was p3s, the last time we had a interrupt order in savage was in E8S. Why do they not do this more often? Add phases can be fun especially the one E7S. In wow theres adds, you have to move around and up vertically to platforms to go kill an add or something which makes it feel like an actual game instead it's just full uptime the entire time while doing mechanics which would be fine but now jobs are just....boring? Mained monk for many years and it just feels bad that demolish is gone which was fun to upkeep on 2 target scenarios. So now all the minmax for TEA/UCoB add phase/DSR P4/DSr P6 is all gone? It is now also the same for dragoon with the removal of 3 nastronds, that was something unique that only dragoon could do was cleave from very far.
Idk man sorry for writing a book I just think with how these servers operate (they feel like im walking in mud all the time or thats how the game feels to me?) that if we get to the point of being as simplified as wow combat in terms of actual rotation then why am I even playing the game? That was what was fun to me anyways.
Oh yeah the DRK mit changes are good as they bring it inline with everything but definitely should look into making mitigation more interesting
I agree almost everything you said except for add phases. Add phases are boring and uncool. Name a fight whose add phase was better than the boss. There are some neat ideas in them like golem feed in T9 or Valigarmanda’s nails but they are always accessory to the main thing.
dark night from stormblood, i drop the game after ruby weapon release, removing dark arts and removing the free bloodsplitter on tbn was a deal breaker for me. i cant understand why dark passenger got so much shit cus i used it and abysall drain to pull just fine in dungeons.