Final Fantasy 14 shows changes in operation in patch 7.1

Key conclusions

  • Job adjustments in Final Fantasy 14 Patch 7.1 aim to close the role gap for PVE and PVP content.
  • Significant changes have been made to jobs such as Dark Knight, Weapon Breaker, Ninja, White Mage, and Black Mage to improve their abilities.
  • All in all, Crossroads' diverse content update introduces changes to the quality of life and opportunities for players to explore various jobs.



How Final Fantasy 14 have undergone server maintenance, Square Enix has released the full patch notes for its 7.1 content update and confirmed that several jobs have been adjusted to address the gap in their respective roles. Sweeping Work is changing Final Fantasy 14 were not exclusive to PVE content as several PVP adjustments were also made in patch 7.1.

A few days before the release of the Crossroads update, Final Fantasy 14 gave players a preview of what to expect when the servers go back online on November 12th. Along with the continuation of the main story quests, Patch 7.1 has made several quality of life changes. Between adding two paint channels for old glams like EndwalkerManderville's relic weapon and changes to the Group Pose feature to make it easier for players to take vertical shots, the Crossroads content update should be a diverse patch for Final Fantasy 14 in general.


Relatives

Final Fantasy 14 players unhappy with patch 7.1 feature

Final Fantasy 14 players are sharing their complaints about the upcoming 7.1 Crossroads update, prompting Square Enix to respond.

Once Final Fantasy 14 players start patch 7.1 on November 12th, some may notice that other jobs will feel a bit more powerful than before. According to the full patch notes released by Square Enix, the Final Fantasy 14 The jobs that have changed the most are Dark Knight, Weapon Breaker, Ninja, White Mage, and Black Mage. The Dark Knight's self-healing issues have been addressed as his Slash and Spit and Abyssal Drain abilities have been changed to provide more healing. Instead of reducing his health to one point, Gunbreaker's Superbolide ability now reduces his health to 50% while remaining invulnerable for 10 seconds. Dokumori Ninja has received AoE damage and his Ten Chi Jin ability can now be used while moving, as it previously required standing still to use it. The White Mage's Holy spell cast time was reduced by a second, while the Black Mage received a second charge of Linii Lei and changed the Despair spell to an instant cast under astral fire.


Other jobs, including Machinist, Summoner, and Red Mage, have increased overall damage to close the gap with other DPS jobs like Pictomancer. Along with the PVE Job updates, Final Fantasy 14PVP modes have seen significant changes across the board. All jobs have had their health increased in PVP, while Dragoon and Dark Knight have been nerfed in Frontline mode. Gunbreaker, Summoner, and Black Mage have received overhauled PVP actions, while the Rival Wings mechanical minions have increased health.

Between the balance changes and other additions coming in patch 7.1, Final Fantasy 14 players who want to try a different job will get the perfect opportunity. Only time will tell how players react to the changes.



Final Fantasy 14 Patch 7.1 Work Changes (November 12, 2024)

PVE performance adjustments

  • In patch 7.1, we made several adjustments to the power of actions to address issues with the overall DPS balance in each role.
  • To further improve the ease of gameplay, we've also made more detailed adjustments, such as changing the required level of certain actions, increasing their area of ​​effect, and fine-tuning hit detection.

Tank

  • Abilities that prevent incapacitation, such as Hallowed Ground and Living Dead, have been adjusted in all tank jobs, allowing for faster application of status effects.
  • We believe this will ensure that players are more willing to use these abilities when taking heavy damage from enemies.

Paladin

  • The required level to learn meddling has been lowered to better match the movement abilities of other tanks.
  • We've also increased the range of Cover to make it easier to use.


The Dark Knight

  • The level required to train the Dark Missionary has been lowered to better match the defensive group abilities of other tanks.
  • To increase survivability when taking damage from large groups of enemies, Abyssal Drain's healing ability has been increased.
  • Moreover, the additional effect of “Restore own HP” has been added to the single-target counterpart, Slash and Spit.
  • Finally, to address the disparity in physical defense between tanks, the Dark Mind and Dark Missionary abilities now also reduce physical damage taken.

Weapon breaker

  • The price of the Double Down cartridge has been reduced to increase ease of use.
  • Since this cost reduction allows for greater use of Burst Strike and Hypervelocity, we decided to reduce the power of the latter.
  • However, gunbreaker will still see an overall increase in DPS.
  • To increase the attacker's survivability, we increased Aurora's healing ability.
  • Furthermore, to address the disparity in physical defense between tanks, Heart of Light now also reduces physical damage taken.


Dragoon

  • To help prevent the loss of DPS when it is necessary to keep distance from the enemy, we have increased the power of Piercing Talon.
  • An additional effect has also been added to the elusive jump, further increasing its power.
  • To reduce the number of actions taken during damage phases, players will no longer receive multiple stacks of Nastrond Ready.
  • Since this change greatly affects Dragoon DPS, we've made additional adjustments to other actions to maintain balance between melee DPS jobs.

Ninja

  • Ten Chi Jin's effect no longer stops when moving, which we believe will improve usability.
  • Similarly, Dokumori was changed to an attack area.
  • To prevent the loss of DPS when it is necessary to keep distance from the enemy, we have increased the power of Throwing Dagger.
  • Note, however, that this change is only meant to complement the use of ninjutsu, which allows ninjas to deal a lot of ranged damage.


Black mag

  • To help improve the Black Mage's mobility in combat, we've reduced the cast times of Flare and Despair.
  • We've also made Ley Lines a charged action, making it easier to use outside of burst damage phases.
  • While the power of Enochian's effect has been slightly reduced, the aforementioned changes should result in an overall increase in the black mage's DPS.

Summoner

  • The combo requirement for Crimson Strike has been removed and will now require the “Crimson Strike Ready” status effect to perform.
  • Previously, the Inferno, Earthen Fury, and Aerial Blast actions were incorrectly set to 750 potency, despite being listed as 800 potency in their descriptions.
  • This issue has been resolved and their values ​​now match the descriptions.

Doctor

  • To increase ease of use, Esuna's execution time has been made instantaneous.

White mag

  • To allow players to use abilities between spell casts, the cast times of Holy and Holy III have been reduced.


A scientist

  • The MP cost of area of ​​effect healing actions has been reduced to help improve MP management.
  • Previously, the actions Embrace and Seraphim's Veil were incorrectly set to have a healing potency of 150, even though their descriptions listed the potency as 180.
  • After careful consideration, we determined that the 180 potency would not break the game's balance, so we increased their healing power to match their descriptions.

Astrologer

  • To ensure that all objectives can be achieved while fighting groups of enemies, the area of ​​effect for Gravity and Gravity II has been increased.
  • This should be especially useful when targeting larger enemies.


Adjustment of PVP operation

  • Just like with PVE actions at release Downrailwe've introduced several new PvP actions and tweaked existing ones to better emphasize the unique aspects of each job.
  • We've also made changes to some of the mechanics of Jobs to provide players with a more enjoyable gaming experience.
  • Since the additions and adjustments made in this patch were so extensive, we decided to forgo individual quest reviews.
  • To help players better deal with enemy damage, their maximum HP will be increased in all quests, and Purify's cooldown time has been reduced.
  • Additionally, we've increased the power of basic weapon skills and spells that are considered less effective than most to help put more emphasis on sustained damage.
  • Patch 7.1 will also bring improvements to hit detection, which we believe will have a significant impact on job balance.
  • We will continue to monitor the situation and consider further adjustments if necessary, so we encourage you all to join the fight and give us your feedback.

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