Key points
- The changes at work in Final Fantasy 14 patch 7.1 aim to close the gap within roles for both PVE and PVP content.
- Significant changes have been made to jobs like Dark Knight, Gunbreaker, Ninja, White Mage, and Black Mage to improve their abilities.
- Overall, Crossroads' diverse content update introduces quality-of-life changes and opportunities for players to explore different jobs.
AS Final Fantasy14 has been undergoing server maintenance, Square Enix has released the full patch notes for the 7.1 content update and confirmed that several jobs have been changed to fill the gap within their respective roles. Overwhelming work changes for Final Fantasy14 they were not exclusive to PVE content, as several PVP changes were also made in patch 7.1.
Days before the Crossroads update went live, Final Fantasy14 gave players a preliminary look at what to expect when the servers come back online on November 12th. In addition to the ongoing main story missions, patch 7.1 saw several quality of life changes. Between adding two dye channels for older glamours Endwalkerof Manderville's relic weapons and changes to the Group Pose feature to make it easier for players to perform vertical shots, the Crossroads content update is shaping up to be a diverse patch for Final Fantasy14 overall.
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Final Fantasy 14 players are unhappy with the functionality of patch 7.1
Final Fantasy 14 players are sharing their complaints about an upcoming part of the 7.1 Crossroads update, prompting Square Enix to respond.
Once Final Fantasy14 players will begin patch 7.1 on November 12, some may notice that other jobs will feel a little more powerful than before. According to the full patch notes released by Square Enix, the Final Fantasy14 The jobs that saw the most changes were Dark Knight, Gunbreaker, Ninja, White Mage, and Black Mage. The Dark Knight's self-sustaining issues have been resolved, as his Carve, Spit, and Abyssal Drain abilities have been changed to grant more healing. Instead of reducing his health to one point, Gunbreaker's Super Fire ability now reduces his health to 50% while still granting him invulnerability for 10 seconds. The Ninja's Dokumori has been given area-of-effect damage, and his Ten Chi Jin ability can now be used while moving, as it previously required standing still to use. The casting time of the White Mage's Holy spell has been reduced by one second, and the Black Mage has been given a second charge of Ley Lines and changed his Despair spell to be cast instantly when under Astral Fire .
Other jobs, including Machinist, Summoner, and Red Mage, have seen their overall damage increased as a way to close the gap with other DPS jobs like Pictomancer. In addition to the PVE job updates, Final Fantasy14's PVP modes have seen significant changes across the board. The health of all activities in PVP has been increased, while Dragoon and Dark Knight have been nerfed in Frontline mode. Gunbreaker, Summoner, and Black Mage have received revised PVP actions, and Rival Wings' mechanical minions have increased their health.
Among the balance changes and other additions coming in Patch 7.1, Final Fantasy14 players looking to try a different job will have an ideal opportunity. Only time will tell how players will respond to the changes.
Final Fantasy 14 Patch 7.1 Job Changes (November 12, 2024)
PVE work adjustments
- In patch 7.1 we made several changes to action powers to address issues with overall DPS balance within each role.
- To further improve ease of play, we've also made more detailed changes, such as changing the level required for 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 changed across all tank jobs, allowing their status effects to be applied more quickly.
- We believe this will ensure players can more easily utilize these abilities when taking heavy damage from enemies.
Paladin
- The level required to learn Intervention has been lowered to better align with the movement skills of other tank jobs.
- We've also increased the effective coverage range to improve ease of use.
Dark Knight
- The level required to learn the Dark Missionary has been lowered to better align it with the defense group skills of other tank jobs.
- To improve survivability when taking damage from large groups of enemies, Abyssal Drain's healing power has been increased.
- Additionally, the additional effect “Restore your HP” has been added to its single-target counterpart, Carve and Spit.
- Finally, to address disparities in physical defense between tanks, the Dark Mind and Dark Missionary abilities will now also reduce physical damage taken.
Weapon Breaker
- Double Down's cartridge cost has been reduced to improve ease of use.
- Since this cost reduction allows for greater use of Burst Strike and Hypervelocity, we have chosen to reduce the power of the latter.
- That said, the gunbreaker will still see an overall increase in their DPS.
- To improve the Gunbreaker's survivability, we've increased Aurora's healing power.
- Additionally, to address disparities in physical defense between tanks, Heart of Light will now also reduce physical damage taken.
Dragoon
- To help prevent DPS loss when you need to keep your distance from an enemy, we've increased the power of Piercing Claw.
- An additional effect that further increases its power has also been added to Elusive Jump.
- To reduce the number of actions performed during damage burst phases, players will no longer gain multiple stacks of Ribbon Ready.
- Since this change greatly affects dragon DPS, we've made additional changes to other actions to maintain balance between melee DPS jobs.
Ninjas
- Ten Chi Jin's effect will no longer wear off with movement, which we believe will improve its ease of use.
- Likewise, Dokumori has been transformed into an AoE attack.
- To help prevent DPS loss when you need to keep your distance from an enemy, we've increased the power of the Throwing Dagger.
- Please note, however, that this change is only intended to complement the use of ninjutsu, which allows ninjas to deal high damage from a distance.
Black Magician
- To help improve the Black Mage's mobility in combat, we've reduced the cast time 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 above 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 power, despite their descriptions indicating 800 power.
- This issue has been resolved and their values now match the descriptions.
Healer
- To improve ease of use, Esuna's casting time has been made instant.
White Magician
- To allow players to use abilities between spell casts, the casting time of Holy and Holy III has been reduced.
Scholar
- The MP cost of area-of-effect healing actions has been reduced to improve MP management.
- Previously, the Embrace and Seraphic Veil actions were incorrectly set to a healing power of 150, despite their descriptions indicating a healing power of 180.
- After careful consideration, we determined that a power of 180 would not disrupt the game's balance and therefore increased the healing power to match the descriptions.
Astrologer
- To ensure that all targets can be reached when fighting groups of enemies, the area of effect of Gravity and Gravity II has been increased.
- This should be especially useful when larger enemies are among the objectives.
PVP job adjustments
- Just like with PVE shares upon release Dawn TrailWe've introduced several new PvP actions and made changes to existing ones to better highlight the unique aspects of each job.
- We have also made changes to the mechanics of some jobs to provide players with a more enjoyable gaming experience.
- Since the additions and changes made in this patch were so extensive, we decided to forego individual job overviews.
- To help players better deal with enemy explosive damage, all jobs will see an increase in their maximum HP and the recast time of Purification has been reduced.
- Additionally, we've increased the power of basic weapon skills and spells that are considered less effective than most, to help place more emphasis on sustained damage.
- Patch 7.1 will also introduce improvements to hit detection, which we believe will significantly affect job balance.
- We will continue to monitor the situation and consider further adjustments as necessary, so we invite all of you to join the fray and provide us with your feedback.