Honestly? Neither.
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It's not like Raiton makes you do the Raijus.. If using them would put you in the fire, then just play as you did before they were added, and use them later when you can.
Same as when you move away from the boss to avoid an AOE. You can't use melee distance actions without running back into the bad stuff, so you just don't use them.
It's not like the Raiton makes you do the Raijus - sure, you don't have to if you don't really care for min-maxing. For every Savage fight in SHB, NIN can greed everything and keep their GCD rolling without taking a heavy loss. At worst its a Raiton out of Trick to dodge a mechanic, that's negligible. Like roughly 40p. If we choose to drop Raiju because we have no other choice, the loss is far more noticeable. Not using capstone skills in most cases is a loss. Since most mechanics happen during Trick, we're looking at the potential of dropping Raiju more often than once in a fight, which builds up, and gives NIN far less flexibility in prog, especially in Savage that have DPS checks within the first few days of release.
I just see the raijus as something that you can't use all the time, so it's expected potency should take that into account. When you can use it, it's a bonus.
It's like Trick Attack which can't be kept up all the time, so I don't consider it a loss when it's not up.
It's detrimental to our damage if we just felt like dropping/losing a Trick in the duration of a fight though. So an example is if you held Trick for 20s due to a 'hard' (but doable under burst) mechanic, but you kill the boss just as Trick is ready to be used. In that case, you'd use Trick Attack on cooldown so you can get another 15s of vulnerability on the boss. Of course you can't keep Trick Attack debuff on the boss 100% of the time, but the best thing we can do is have that debuff on the boss as much as possible, and prevent holding or drifting unless you don't lose a use.
The issue is that we're going into Endwalker losing Shadowfang (1100p every 60s), and getting Raiju and Phantom in return which is hardly comparable. But the idea of SE designing a job with the thought of "you can only use this ability 50-75% of the time" is really jarring in terms of design. Players are going to want to use Raiju, even in dangerous situations, and not having that option to hold it until later will feel extremely bad to play. I'm willing to pass with it being a gapcloser if it had some sort of Further Ruin stack system where you can store the Raiju charge for later.
This is what I say when I tell people Dissipation is bad but hey, apparently some people like not being able to use their skills on cooldown (due to how Dissipation can delay fairy skills or you use fairy skills but lose a Dissipation in prog) - which also directly translates to having an even longer cooldown than suggested.
Lets say you lose 1 Dissipation in the fight due to holding the CD and lets say you would use only Energy Drain for all three Aetherflow stacks. You just gained 30 potency and some free movement, this is because Broil is 290 potency and the combined Ruin 2 and Energy drain is 300 potency. However you cannot hold Raijus so if you do not use them and instead do Gust Slash 330p > Aeolian Edge 420p (which is not guaranteed, its just the highest potency combo of gcds) You just lost 100 potency while gaining free movement because both Raijus together are 850 potency. Now apply all the extra damage increases that a party has and the effective potency loss just increases more and more.
There is of course a lot more to it because AE gives more Ninki than Raiju and so may give you an extra bhava which is 300p, but throughout a fight if you lose 100p for every lot of raiju not used its going to add up. That's a 500p loss every 2 minutes if you didn't use them at all and the ninki loss over those 2 minutes is sometimes enough to get another bhava, which would put you back to a 200p loss.
Now consider that most savage boss fights are 8+ minutes long so its a potential loss between 800-2000p (likely to be an average of about 1400p) and for the longer 10+ minute fights it just gets worse.
Its not going to be an okay thing to not use Raiju when progging the savage raid tier. It would be like just choosing to not use Displacement on RDM through a whole fight and expecting it to make no difference. The whole reason RDM's Engagement was changed to the same level and potency as Displacement was because it was dangerous to use a backstep in a lot of fights and sometimes was just outright a death. The same is the case for all gap closers though all other gap closers are not mandatory use or lose skills, they are normally all ogcds and a lot of them have charges and/or no potency. Ninja has GCD, no charges and potency on them.
You don't gain 30 potency - All healer's nukes are being reworked to be 1.5 secs in Endwalker, so you lose 3 aetherflow worth of energy drains. Ruin II is an absolute loss in DPS now. You don't want to weave Ruin II with Energy Drain.
And yes, I'm not arguing that it's bad design, because both are bad design. ._.
Yeah, that's also true, I was comparing current SCH. For EW its just a straight 300p loss for each dissipation unused, hang on, that looks awfully similar to ninja in EW. Honestly the class design for EW is all over the place and seems really rushed. We can only hope they read some of our posts and change it come release. Especially now that the release is delayed.
20% healing buff on GCD actions only because it's healing magic potency instead of healing actions - so Succor, Physick, and Adloquium. Those are the skills you want to use the least because it has a MP cost and shares a cost with your DPS actions in the same GCD. Buffing that by 20% doesn't synergize well since most of the SCH's toolkit relies heavily on oGCD actions (and Dissipation also prevents SCH from using most of them by locking the fairy skills for 30 seconds).
What if I told you that the real problem with NIN in Endwalker is Assassinate upgrading to Dream Within a Dream.
I support consolidating the button, but while animation lock can be rough (we've all been there), I like the Assassinate animation much more than that of Dream Within a Dream.
I'll miss you, Assassinate (except with level synced).
Can't believe how bad of an idea forked is, what could possibly make them think having to spam a gap closer and then distancer every 20 seconds was fun? Job ruining level of change imo, hope they at least nerf it so it's less potency to do vs normal 123 (then you only need it when you actually *need* to close a gap or make distance, which is what those kinds of skills should be like...)
This is the tread I was looking for, thank you for posting! Its really hard to find a person who really know what's going on. Im sure you guys will find a new way to optimize a new rotation with these changes. Certainly the new Raiju combo on top of Bhavacakra buff would really be a problem, not to mention it being gap closer. Lets just hope the new mechanics would make these new changes viable.
Good concept. Poor execution. I LOVE the idea of ninjutsu combos, but they are going to have to tweak the mudra system a little bit to make it work. I can't remember if it was in this thread or another, but I mentioned that the Raijus or any ninjutsu combo don't need their own button at all, and they can all be executed using consecutive presses of the ninjutsu button.
That won't change the gap close problem with the Raiju skills, but this issue exists because EW is the first expansion making use of ninjutsu combos and the devs will have to come to the conclusion that other actions can't break those combos, or they can't create skills that hinder the NIN playstyle. I think they will figure it out, and along with it add more skills to the other mudra combinations in the future.
I won't speak too much about this since I don't main NIN altho I do play it.
But my reaction looking at the footage is that NIN feels slower and like the Trick Attack window basically boils down to your Ninjutsus and the Raiton combo.
I am unsure how I feel about this, it didn't excite me honestly.
I am also kinda baffled by people complaining about the animation lock.
You don't have to instantly use Assassination that's just a player issue if you die or take damage because of that.
Was it really such a problem that they had to remove/ merge it?
I also think that the Raiton combo should be a OGCD.
Or if not that then at least Phantom Kamaitachi should be a OGCD I was pretty disappointed to find out that it wasn't because that was my immediate thought when I saw it in the trailer.
NIN in Endwalker basically looks to me like a slower more magic-based Job.
It's because players have been punished for using it, and they're using it as intended. Knowing a fight from ilm to ilm should not be required to safely execute oGCD skills. What is really questionable is how the devs handled it as Assassination is still an acquired skill that works just like it does now. It isn't until later that it upgrades to DWD, and you are relieved from floor tanking abilities. You would like to think the dev team is beyond these kind of oversights at this point in the game's development.
I think by trying to expand on its current abilities, they took the potential of this job even further, but have taken a step or two in the wrong direction doing so. These set backs going into EW are temporary, and they'll figure it out I assure you. I can see how NIN feels like it is gravitating more towards a magic-based job as their ninjutsu gets expanded on, but they still possess a strong set of melee skills through their auto attacks, filler combo, positional requirements, and oGCDs, which keeps them firmly grounded as powerful melee fighters.
I don't really think that you need to know the fight 100%, you just gotta use some common sense.
You can kinda feel a mechanic coming, if there hasn't been one for a while or if there just recently was one.
I can't really think of anything that would happen so quickly that Assassinate would mess you up.
Not saying that things '' should '' be animation locked, altho I actually think that it has a nice feedback to it and it makes sense since you're kinda latching yourself unto the boss/ mob.
It just feels good to use imo.
I just can't think of ever feeling like it was an issue, new fights included.
And I mean you use it in your Trick Attack window right away so if you have to abandon the boss to move away you've kinda already messed up.
But yeah NIN is one of the Jobs the devs tend to give the most attention *cries in MNK*.
So solving stuff later isn't out of the question.
Have you ever missed a positional because the boss turns suddenly? It's like that, except you die resulting in a far greater loss to your DPS. If I am to paint a clearer picture, what happens is you use Assassinate thinking everything is just fine, and as soon as you do, lethal AoEs pop right under your feet as if they were waiting for you to use the skill.
Expecting common sense from players, and "sensing" when a mechanic is coming are not what I would call reliable prevention methods to floor tanking. You have to put up the guard rails so players don't kill themselves, and the devs by no means intend for players to die while using skills like assassinate. However, why it is still in the game at all is anyone's guess.
There are other skills in the game that have animation locks too ( DRG ), it's not like it's only Assassinate and others have it far worse in that regard.
I can't think of any casual content in particular where mechanics aren't fairly predictable, and in more difficult content there are worse things that can happen and learning when the mechanics are coming and what you can and can't do is part of it.
I've gotten killed before because I got overzealous with trying to fit an extra GCD in before SSS on MNK it's just part of the learning process.
Do you have any examples of mechanics that happen so fast that you can't avoid them because of Assassinate?
I really can't think of any, you'd basically have to use Assassinate after the AoE indicator appears.
You should just hold it then and use it when you get back again.
I just don't necessarily agree that the devs should be putting up guard rails for players, and I do think that the consequences here are self-imposed.
But that's my opinion.
I don't disagree that the consequences are worse, but I also think that the screw up is far worse too because I don't agree that it isn't predictable.
If you use Assassinate and then as you use it the AoE indicator pops up you should have enough time to move out, even in really tight situations you can teleport too.
I think dying because of it is probably more in line with being overzealous and trying to fit it in before moving out just like how I might die from trying to fit an extra GCD before SSS.
It's not that I'd be against the animation lock being removed I just don't think that it should be for the reason of putting up guard rails for the players so to speak, it should be for the sake of responsiveness imo.
But yeah agree to disagree, even if I'd still be fine with the end result.
ninja has innate mov speed and can teleport , plus once u learn the boss u know when to use skills that are dangerous is not like bosses doesnt repeat the same script over and over , yeah there are some randomness here and there but come on its FFXIV
You're points are valid, and I am pretty sure you understand where I am coming from. The animation lock is more of an annoying inconvenience than the bane of everything NIN, but the issue I have with it is two fold with one of those being it is an oGCD tacked onto another oGCD, and the lock not being worth the real estate it takes up.
As for the guard rails, that just refers to anything where being punished for a misstep is not the intention of the devs. Assassinate isn't a core part of NINs kit like DRGs jumps, and someone who plays DRG will have an advantage in regards to Assassinate if they play NIN, but NINs shouldn't be eating floor for a tacked on skill. Just no way.
Examples are plentiful. At any given time I can screw up and use Assassinate during my opener/burst phase from shear muscle memory, and find myself stuck. Man, this happened in Bozja/Zadnor all kinds, but I am actually mentioning those two to exclude them as this content is designed to kill players frequently. And of course there are times where the damage is non-lethal, but was still avoidable otherwise.
But yeah, it's not that big of a deal and it's going away anyway, so kind of moot.
I'm thinking of not assigning any keybinds to the Raijus, to avoid using them by mistake when I have to stand back.
I guess I'll just have to do as many Raitons as I can, then just wait and do nothing until the orange disappears before using them to move back in quickly.
So Raiton will grant up to 3 stacks of Fleeting Raiju but you will still loose the Raiju ready buff if you use a melee weaponskill , so you can still at least use throwing dagger from the sound of it . Hmmm having 3 stacks will make you use 6 gap closers in a row ..... damage seems like it will be awesome but alittle risky .... thoughts??!!!
Also, I was hoping that losing assassinate for Dream would free up a key and bar slot for one of the new abilities, but unfortunately, it will come back if I do any content that's synced below level 56. I suppose I could just macro them to the same key if it won't take too much extra time for the assassinate to execute and fail at higher levels.
I play on controller and I'm pretty much gonna replace Phantom Kamaitachi where I had Shadow Fang ( also since it'll use a Bunshin stack in the opener) and Huraijin probably where I had Assassinate as it's right next to my Armor Crush . I still have no clue where I'm gonna put Forked Raiju and I'll probably have to put Throwing Dagger in a place alittle more accessible then i have it now .. maybe move my defensive abilities and lump Forked Raiju, Throwing Dagger and Shukuchi together hmmmm
So much for Shade Shift getting a buff to make it more comparable to the survival cooldowns on the other melee DPS (RPR's Arcane Circle being a bit of a glaring outlier in that regard).
I'm also really not a fan of the double gap closers on the Raiju follow-ups and it would've made more sense to just have the closer on the first follow-up, not both.
That does not seem likely. Granting stacks is how they are getting around being forced to use it after Raiton, which will be used multiple times in the opener. I believe the intention behind this skill is to get NIN back in range if they are forced out of melee range and use Raiton. I can get on board with that, but a second follow up gap closer I am not so sure.
Looks like they also added Katon, Gokka, and Phantom to trigger Hollow, which basically makes Hollow more of a trait than a skill.
I don't know. Quite a bit of this just seems messy, but will work. I guess. I could be biased because of the mudra system I dream of having.
I despise whoever thought raiju should have been nin tsubame gaeshi, it should not break while using other gcds and it should also be stackable, letting you use 2 raitons before finally using all 4 of them, literal clown shoes, probably the same guy in charge of drk.
It should work more like atonement.
Initial thoughts while I wait to log in again. Armour crush is now redundant and should have been deleted instead of shadow fang (which should have been restored as a combo action). Basically aeloian edge all day long now, weaving in huraijin in the last few seconds to refresh huton.
I would switch to MNK now as a main with NIN less rogue then ever, but the MNK changes have left me really confused.
Out of curiosity, has anyone actually played with the raijus yet? After all of the whining in this thread, I wonder how they actually play. (Of course, I don't expect anyone to come back and say that they were wrong, but I'm still curious.)
I'm only 85, but Phantom Kamaitachi feels very awkward to me on the GCD. Maybe it will feel better once I get used to it, but it really feels like it should have been an oGCD in the former Assassinate slot. The ability itself is sweet, but feels like it could have been an oGCD as the clone goes off and does the actual move. That being said, it's still a fun button to press into a group. (It's not Goka Mekkyaku fun, but then again what is?)
Hey guys first post!
I don't have an opinion about the Raijus yet, I only know that Ninja "feels" much weaker and boring to play compared to how it was in Shadowbringers. In our burst window we barely have any buttons to press even though it was said by the devs ninja will still feel busy, but it doesn't.
A GNB opener is infinitely more busy than NIN while it is just a tank which is not right and many people seem to forget that one of the best selling points of this game is that every content is kept relatively up to date and somewhat relevant with the level sync system. Yet NIN right now for example on lvl 60 feels atrociously bad to play.
Shadow fang was a launch and forget ability into our trick window but at least it was something we had to press and align with the 5% damage buff and it was also great source of damage on lower level synced content, which we lost for the sake of losing, not coming back and no replacements given. -1 button
Assassinate was annoying at times sure, still we could press it and it was free on demand damage and if we died to it, it was our fault. Got on lvl 60, now got on 40, nerfed to the ground between lvl 40-56, replaced on 56 with dwad. Second -1 button
I don't really want to talk about what's and what is not worth to press, as I saw Phantom is situationally obsolete to the 1-2-3 combo, in my opinion Huraijin is a dead button created for new players so NIN is not that punishing on downtime/death, I don't know... I was always able to press them 3 mudras to refresh Huton and eat the penalty if I messed up something... and the Raijus... idk tbh, seemed cool on paper but the theories about them seem sound, maybe the devs expected ninja players to walk a fine line between chasing lightning damage potencies and giving up Raiju combos for more ninki gauge, I really don't know.
All I know that my burst "feels" weak and boring with Shadow Fang and Assassinate being removed, I always enjoyed to press my Trick Attack->DwaD->Shadow Fang->Assassinate double weave combo and now it's gutted and gone. Maybe we need the 2 second in our trick attack window for Raiju on lvl 90 or something, but what about anything below that? My lvl 60 synced POTD Ninja is a barren wasteland, we have our occasional ninjutsu, 1 minute CD DwaD, 2 minute CD Mug (which I still don't know why we have as it is before Enhanced Mug trait on lvl 66, the whole 150 potency every 2 minutes doesn't make sense), 1 minute CD Trick and the 1-2-3 combo and Huraijin hurray, probably the only content it has any use tbh (sorry I hard cringed during the job showcase when they introduced it, I just can't stand this button...)
The way they went about everything is really weird. This is how I would do it if my job description was different:
I'd give Armor Crush a damage over time debuff just like how Paladin's 1-2-3 combos work, that would give a fresh new direction to the depth of the job and restore Shadow Fang in essence. Also I would remove its Huton refresh component, so Huraijin would have a real purpose, not talking about potencies, since it is a necesity they could balance the entire game about NIN having 1 gcd where it does x damage because of y, it is not relevant, since they went with the idea of implementing Huraijin the Huton extender has to go. Since Armor Crush becomes a thing on Lv. 54 which is Heavensward area, the ability that can refresh Huton without reapplying it would remain in Heavensward since Huraijin is Lv. 60, I think this is important because new ninjas basically hate their lifes manually refreshing Huton mid fight with a ninjutsu stack. I would also restore Assassinate as how it was, but I would make it same button separate ogcd combo just like how GNB's cartridge was simplified for Endwalker because SE is validly concerned about a job having too many buttons, console players and all that. Keeping the root effect of course, since it had a combo timer and only thing we had to do was to fill it into Trick Attack not worrying about cooldown misalignment and such we can delay it if mechanics would punish us for it and also I dont want to ask for everything.
Rough ideas, didn't really plan potencies and how our Lv. 90 balance would go, but at this moment 60-89 is a barren wasteland (only from 60 because 1-59 is a barren wasteland by design), I really don't know how 90 feels like but even if it's fine on 90, it is not acceptable that only 1 iteration of a job is enjoyable and everything is a drag. I feel like NIN has lost its fast paced, many buttons playstyle. I always played the most complex and difficult melee classes in every mmo that I touched and I feel like ninja is not that anymore.
Sorry if come down as naive, clueless and inexperienced about how new expansion tunings/job changes work, this is my first new expansion because I started in ShB. Might count as a different pespective.