The release of Patch 7.0 and the Dawntrail expansion introduce an increased level cap, new job actions, and various job adjustments. Based on player feedback, we believe the adjustments made with this update will offer players a more intuitive and user-friendly gaming experience.
For Patch 7.01, we wanted to make adjustments based on player feedback to improve ease of gameplay, as well as address several issues that couldn’t be resolved before the release of Patch 7.0. We will continue to observe job performance as players progress through content, raise their item level, and optimize their skill rotations, and consider further adjustments accordingly. Moreover, it should be noted that additional changes to improve ease of gameplay are also planned for Patch 7.05.
We've continued making adjustments based on player feedback to further improve ease of gameplay and address issues with the overall balance of job DPS. Patch 7.05 includes extensive adjustments that raise the DPS of certain jobs rather than lower them, with considerable attention given to samurai, viper, and black mage rotations.
At present, the DPS of pictomancer is higher than we originally expected. Because they have a number of actions with long cast times, and no means of reviving others in combat, we intended for them to have comparable DPS to melee jobs alongside black mage. There is a significant gap in the DPS between these two caster jobs, however, which is why we have increased the potencies of black mage actions. That said, we also increased the potency of actions for the other magical ranged DPS jobs and physical ranged DPS jobs, to ensure there is no large disparity between jobs.
We needed to consider the balance between pictomancer and melee jobs, primarily with regards to higher level duties. Because sustaining DPS is generally more difficult in close quarters, we've made a number of adjustments to increase the potency of melee job actions.
Moving forward, we'll continue monitoring job performance, considering the balance between magical ranged DPS jobs that do and do not have reviving actions, as well as the overall balance between melee and ranged jobs.
Finally, we wanted to improve the responsiveness of movement-based actions, and so we've reduced the time between activation and character movement for certain actions.
* Because all adjustments to potencies are based on the explanation above, details for individual jobs have been kept brief.
For Patch 6.5, we wanted to focus on balancing the damage output of jobs within each role, and so we've made adjustments to the potency of several actions. It should be noted that in the upcoming expansion, Dawntrail, we plan to make further adjustments to actions, as well as introduce altogether new ones.
After a careful review of job balance within each role, we have adjusted the potency of actions for several jobs in Patch 6.4. We have also increased the effect radius of abilities that increase damage dealt and reduce damage taken by party members. This adjustment should make party support easier in high-end duties.
After a full reevaluation of paladin actions, we have made a number of significant changes to the job in Patch 6.3, addressing issues with their burst damage to improve usability.
We have also reevaluated the balance of ranged physical DPS jobs, and added support utility to machinist. A number of adjustments have also been made to other jobs to further improve the functionality and user-friendliness of certain actions.
With the release of Patch 6.2, adjustments have been made to the effectiveness of the direct hit rate attribute, as well as status effects that influence critical hit rate and direct hit rate. Adjustments to job actions in this patch were made bearing in mind their increased damage potential as a result of these changes.
For jobs in the tank role, action potencies have been adjusted to improve the balance between them.
A number of other minor adjustments have also been made. These include, but are not limited to, changes to enmity generation, effect duration, and range of certain actions, as well as the functionality of actions that replace others upon execution.
With the release of Patch 6.21, several adjustments have been made to action potencies to address tank performance issues, primarily in the raid Pandæmonium: Abyssos (Savage).
After reassessing the balance between jobs within each role, we have made adjustments to the potency of actions for several jobs. As many players are challenging high-end duties at present, we have tried to ensure these adjustments will not adversely affect their action rotations.
Moreover, in light of previous adjustments to reduce stress on tank and melee DPS jobs, we raised the damage floor for ranged DPS jobs to compensate for their diminished impact. However, when reviewing the balance of dancer in relation to other physical ranged DPS jobs, we decided it would not require such adjustments.
As win rates across the ranks have settled into a consistent pattern, we've taken a look at jobs with room for improvement and made some adjustments. The new stage added in Patch 6.51 is expected to shift the balance of power, however, so we have kept these changes relatively minor.
For this round of adjustments, we've focused primarily on tuning jobs that see low usage rates in ranked matches. We've also chosen to address the exceedingly powerful synergy between white mage and bard, which stems from both jobs having effective strategies for impeding enemies and countering status afflictions. To this end, we've made adjustments to balance white mage and bard performance, and ensure a wider variety of job synergies are effective. Additionally, by removing the requirements for granting Resilience when using Purify, we hope to streamline the ability and give players more options to effectively counter status afflictions.
While usage rates for paladin and dancer have improved after the adjustments made in Patch 6.55, we believe the utility of their defensive abilities has increased to a degree that requires adjustment.
We have made adjustments based primarily on current usage rates and win rates. Certain adjustments were also made with consideration of jobs whose win rates increased more than expected after changes made in Patch 6.38.
In light of adjustments made in Patch 6.4, win rates in higher tier ranked matches have become relatively even. However, as we feel that certain jobs are still used less than others, we have decided to make further adjustments to improve their playability.
We have made adjustments to improve the playability of several jobs, while also addressing others that appeared to be overperforming in higher tiers. With a new stage being added for Crystalline Conflict in Patch 6.3, we expect to see changes in the power dynamic between jobs, but we will continue to monitor the situation and consider further adjustments as needed.
We have made adjustments based on current usage rates and win rates, as well as other data including the results of the recent Crystalline Conflict Community Cup.
In the case of jobs that have shown exceedingly high performance, we have limited adjustments to numerical changes so as to preserve their distinguishing qualities.
While all jobs are fairly balanced with regards to win rates, we believe some rely too heavily on the use of specific actions. The adjustments made in this update aim to redistribute the strength of these specific actions to a wider range of abilities in each job's repertoire. We have implemented general improvements to jobs with lower win rates, increased damage mitigation of melee jobs, and extended the grace period for executing combos to improve ease of combat.
Win rate balance across all tiers of Crystalline Conflict has improved considerably for matches between competitors of differing jobs. As precise adjustments were the goal of this update, we made changes according to win rates in the highest tiers. Due to the nature of minor patches, larger adjustments would have been difficult to implement in Patch 6.28, so we have only adjusted potency numbers. More significant changes are planned for Patch 6.3.