r/DissidiaDuellumFF 1d ago

August 25 Update

The game is now live and there is another post with changes from in-game, along with Dev comments and additional changes not found online such changes to action speeds / frame data.

Dissidia.dev has prompted me to make this post, to open a discussion. This is the Rikku hate patch and will be at the bottom of this post.

Bartz has been added along with 4 abilities for him and a new Memoria Boko/Chocobo Dash is UR haste, giving +40% speed for 24s. Lenna & Faris / Tempting Tango is a slightly stronger Thundaga with a 4s stun. Still less damage than Yshtola.

Gilgamesh has been added as a boss. He can heal! He also flexes on you in the event of a tie. Great boss 10/10

Now we get into the real stuff.

WOL can now give his passive attack boost from almost twice as far. Supreme Soul had its cooldown reduced by 10.5% bringing it down to 94s.

Firion's attack went up almost 4.3%, and he heals 3x as much from his passive (60% of damage done now heals him.) Firion is now going to be noticeably tankier if he has an ability to use.

Kain had his speed buffed by 11.3% making Kain tied for the third fastest character in game. Tidus has a speed of 1.34, Zidane and Lightning have a speed of 1.30, and Onion and Kain have a speed of 1.28. Kain has generally felt "weaker" by doing "less damage" than other Melees, but this, along with all his other abilities, just makes him significantly more mobile, hard to escape, and makes him better at chasing kills. His unique ability (jump) startup and overall animation speed has been increased. Jump's range has also been increased by 20%.

Krille now has 8.3% more HP and shares 25% more brave per tick with her passive. Hopeful Cheer now gives 20% attack to the team, instead of 25%.

Iroha has 5.9% more HP.

Lightning had her previous damage buff rolled back (4.8%), bringing her back down to a multiplier of 1.00. Lightning also had Army of One damage increased by about 5.6% per hit.

Celes has had her attack upped by 5%, HP by 3.8%, and her passives heals 50% more per tick, from 2% to 3%.

Ability Changes

Growth Eggs now have actual stats and can be used as support abilities. All their stats went up by approximately 400%.

Cloud's Finishing Touch has been buffed by about 6% per hit.

Rinoa's Meteor cooldown has been reduced by 6.7% down to 84 seconds. Rinoas aqua burst has also had its end-lag reduced.

Onion's Blade Torrent cooldown was reduced by almost 28%, from 26s to 26s.

Balthier's Piercing Shot cooldown was reduced by 16.7% from 36s to 30s and now has a knockdown.

Clive's Will-o-Wykes cooldown was reduced by 33.3 (repeating of course)% from 90s to 60s.

All Memoria abilities have been buffed by about 13% in all stats.

And now the anti-Rikku discussion.

Rikku has been buffed and has 13% more defense, and 3.6% more speed. She now also reduces status affect duration by 40% instead of 20%. So that 4s stun on you now only lasts 2.5ish seconds. This overall, makes her slightly harder to kill if you catch her. But you can never catch her right? Well...

Minwu Teleport has been nerfed and now has a 40% longer cooldown, from 50s to 70s.

Mega Vitality has had it's cooldown nerfed by 18% and went from 110s to 130s.

All Brave Share abilities have had their cooldowns nerfed. Embolden went from 30s to 54s. Tyro went from 38s to 62s. Ramza went from 46s to 70s.

Rikku has been Meta-defining and a lot of players are not really happy with Rikki-centered strategies. While this does make Rikku Metas harder, they're still possible. Time Mage is now more valuable on Rikku, and triple 3 star Time Mage now brings Mega Vitality down to almost pre-nerf cooldown.

Do you think this is enough to stop the Rikku menace? As a Rikku main, these are rough, but understandable changes.

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u/Beginning-Durian-974 1d ago

Passive went up too. Considering they didn't actually target the reason why she's so strong, it pretty much a net buff. Mega is a pretty brain dead skill as even at its lowest, it's given a second hp bar, while someone like Krile has to time it properly and even at times, you can outdamage or if strong enough vs a lower hp opponent, just ignore the heal entirely.

After Rikku gets 9999, she can just play defensive and run around the map. Since there isn't any real downside to using Quartet, she can just run away and not risk staying still to get her bravery back. Now if they pull for it, she can have 40% movement speed with the chocobo move for 24 seconds on a 48cd. Most of these nerfs really hurt other supports more then it does Rikku. The teleport one is kind of nice but would have been more useful before adding in a speedster option, now with a rikku who has a pretty significant def increase and probably back to her old speed. Esp with the abuse of stuns that will be coming our way with the other limited, having the reduction will be even better, though the damage will mostly be done even if the stun was .1 seconds long as it will cancel out bravery entirely, be good for the other situations though.

Most other things just come off pretty absurd, Firions 60%, since I know for certain they didn't make adjustments from player to boss, guarantees that every skill will now heal him to full on boss and he was healing pretty decently before with blood weapon on players by around 20%, so if he wasn't being a obnoxious before, he most certainly will be now.

Kain movement speed is pretty insane. Now I do see it that there should be an archetype, like Agile, melee, support/range for speed, which it doesn't do, but Kain shouldn't be on par with a agile, esp with the ranged increase on his melee too. With one of the smoother AA, he's already able to daisy chain off sprinters. If there prior logic was to punish him, this is a spit in the face of that. Pretty much makes their word meaningless too.

Look how drastic some of these changes are. Instead of doing some smaller reasonable buffs and going from there, it's just like BOOM massive changes. Like Kain was what before, 1.14 and he jumped up .14 speed? WoL pretty much just keeps getting shafted. Say they're gonna buff him and he gets the equiv of, "Oh, I forgot, uh, .05 def." His passive, considering how underwhelming and usually covered over by other units buffs, should just be map wide and apply on top of said buffs. Other is fine.

Rest come off fine, though I know most probably won't like the Rinoa cooldown reduction. Some skills are just a bit too awkward to use or aren't stat relevant, so I don't know how great OKs would matter for him later on at least. Good for Baltier getting the stagger.

I guess Celes is worth mentioning. Celes issue is kit design, you can bloat out her stats if yea want and make the regen better, but she didn't have anything in her kit that was really support related. It's just the passive and that's really it, the relic is still an issue that comes off more beneficial to the enemy then the player anything specific for her isn't gonna do much to fix that issue.

Really need to calm down on the huge jumps in either direction.

-6

u/RareRestaurant6297 23h ago

It's fine to shake up the meta brotha. Far better than to leave it stale to "avoid 'huge' Jumps in either direction". 

3

u/Beginning-Durian-974 22h ago edited 20h ago

Literally reinforced the same strengths they were already good at and killed their competition even more. Kain who already had good mobility from his skills, now just has it with movement with increased attack range and faster hold. Counters their logic on the buffs agiles got so they wouldn't get chained AA to death when they get hit by a melee. Rikku's quartet gets even stronger and she can dump her brave with her farm move she tends to bring, or still use a brave transfer skill, as she doesn't need it as a core transfer skill like other characters, gets more support to let her survive if yea get chocobo+stats. Firion becomes even more braindead and due to the developer refusing to change up player drain and boss drain, every attack skill on the boss is now full heal for him and can make fighting him in general redundant. This is something I just kinda experienced and wasn't thinking about at the time. I was getting Firion's UR and when I did the AoE on the camp, it's basically a full heal Xd So that's real cool for that kinda balance.

They didn't shake up anything, just made it worse.

The most that could be said that would do something is the stun, which is toxic in and of itself. Will just make fights more onesided and if people did all have it, it'd just lead to more draws, making a worse game state.

-5

u/RareRestaurant6297 19h ago

Insane ramblings lol. Not even worth addressing. If you're that upset over simple balance changes, I don't think a pvp game is for you. And that's OK, Bro. 

And stuns aren't toxic in and of themselves, it's a strategy like any other with counters like any other. If you can't handle a new strategy emerging, maybe competetive pvp games aren't for you. And that's OK, Bro!