Seeing what happened to GNB makes me fearful for what will happen to DRK in 8.0
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Seeing what happened to GNB makes me fearful for what will happen to DRK in 8.0
Yes, in case it wasn't obvious, me saying 'Make Lionheart guaranteed to Crit' was sarcasm, alluding to how you would, with such a change, pressInner ReleaseBloodfest, and then press3 Fell Cleaves3 Lionheart Combo hits. And all 3 hits would be guaranteed to Crit and DHit and everyone would cheer and say 'wow this feels so cool I love big number'
'At that point, why?' Why, is because Gnashing Fang is a GNB thing, and Lionheart with Continuation feeling like a GNB thing (Gnashing Fang) makes Lionheart itself feel like a GNB thing, instead of a bastardized 'every Tank has this' thing. It would feed into GNB identity, not diminish it, to have more Continuation usage in the rotation. Heck, stick a Continuation onto Double Down too
I am aware of Double Lunar opener on Monk. But that proves the point: Every Job conforms to the 2min burst window, and if it doesn't for any reason, either SE changes it so that it does (because god forbid we acknowledge that the 2min meta is the problem, not the Jobs), or the playerbase finds a rotation that forces conformity, even if that means the resulting rotation is janky as hell. Overcapping a Nadi on purpose seems counterintuitive to me, but thanks to SE's lack of action to address the issue, and the DPS gain from playing the 'weird' rotation, that's how MNK is until further notice. But there's been times in the past when weird interactions didn't get hammered into conformity by SE. NIN, in SB, was able to get a TINY DPS gain by using Fuma - Katon - Doton with TCJ, rather than the standard Fuma - Raiton - Suiton the devs expected. Rather than immediately crater the discovered gameplay, they applied a nerf elsewhere in the kit (iirc it was to one of their 123 combo), to make sure NIN didn't massively overperform, but let the weird optimization remain in place (then they cratered it in 5.0/5.1 by adjusting the Ninjutsu potencies (and making them GCD), and then fully buried it in 6.1 when they made Hide reset Doton)
I main Gun breaker and played a few fights and noticed I'm drifting even worse now then before especially with Blasting Zone not sure what to make of it just yet going to take a bit of getting used too just like with the double down change at the start of Dawn trail but right now Burst strike feels absolutely useless
This is why the forums aren’t taken seriously. The devs actually make a positive job change which improves QOL, heightens the job fantasy (more booms, more burst), and even creates new exciting ways to optimize and it’s still not enough for you people.
And the two minute meta has nothing to do with this. GNB was already on the two minute meta like every other job, 120 is a multiple of 60. And people should care less about damage leaderboards that won’t be relevant in the next patch instead of how satisfying it is to play
Just created a account to type here because i could not believe that there's people that find the gnb changes bad.
The job was not hard, it just was fucking awful in specific scenarios and SE knews that and they kept changing the job and it seems finally they found the gold spot for gnb. Ask yourself
Why they decreased DD from 2 to 1 cart before? Because every burst you were obligated to have 3 carts stocked, some fights you had to do AOE rotation on a single target just to have 3 carts before a downtime, if not you lose 3 or more gcds building up gauge while everyone is bursting, the player was punished there for not doing a aoe rotation on a SINGLE TARGET.
Why they changed gnashing fang? Because a simple downtime could possibly destroy your entire rotation, imagine a fight, after your burst, your gnashing fang is about to come back and the boss turns untargetable for 10 seconds and come back or you need to respect one mechanic and thus go out of melee range, congratulations, now you gnashing fang is misplaced forever. What i could otimize here? Nothing! I just got punished because my job says so and not because i played bad, you can say "use gnashing fang later/earlier" but the truth is every single time after a burst gnb players needed to pray until the next gnashing fangs happens that nothing will prevent they from using it
GNB was the only job to be heavily punished because of a fight mechanic and the changes were necessary
no i think they're quite good actually, i don't see being punished for any bit of downtime in the previous iteration was fine or acceptable
Absolute comedy, that this thread was dead and buried under several pages of other topics, for around 24 hours. Most threads that go 24h without activity are effectively 'dead'.
But suddenly, something happened within the past few hours, that brought it back into focus. Something that would make people look for this thread specifically, despite it being buried behind several pages of other topics.
Wonder what that 'something' could have been. Guess we'll never know, eh
Personally, the Gnashing charges are whatever, I don't mind them adding that to alleviate drift issues. Doubling Sonic Break's DOT potency/halving its duration also has precedent, as they did that with things like Medica2 in the past, to make each tick feel more impactful, so I don't mind that either. If those were the only changes, I would have no issues, and would in fact call it 'good changes, thanks SE'. I'd even be okay with them having Bloodfest trigger the '6 Cartridges' effect, to prevent overcap/make 'exact ammo count' less of an issue going into your burst.
No, my primary concern is with the CD reduction to Bloodfest, and having to reduce all those potencies to make room for a second Lionheart combo per 2min. Changing Bloodfest into Inner Release, Lionheart into the 3 Fell Cleaves it grants, and by proxy, Double Down into Primal Rend, doesn't accentuate the GNB Identity, it just makes it feel more like every other Tank in its gameplay. Yes, 120 is a multiple of 60. Every Tank bursted at 2min. DRK still does, with a 'mini burst' at 60s and a 'full burst' at 2min when everything realigns. So why did GNB need to be moved from a 'mini burst/full burst' kind of thing, to a 'full burst every 60s' like WAR and PLD? Does DRK need Living Shadow to be changed to a 60s CD too, and for Shadowbringer to be reduced to 30s Charge time, with potency/duration reductions to facilitate this?
Job fantasy is that Lionheart, being the last Renzokuken finisher you unlock in FF8, hits very hard. It hits less hard now. I don't think that using it twice as often feels better, I think the exact opposite. Using something more often diminishes how 'cool' it feels. If their concern was the potency made it too variable in damage due to Crit Variance, there were ways to do that without resorting to 'make it feel even more like WAR/PLD'. For example, introduce Continuation steps after each hit. More booms, more Job fantasy, right?
Sod the damage leaderboards, too. You're right, people should care less about them. How satisfying something is to play, however, is entirely subjective, and whenever I needed to play Tank for something, I would prefer GNB over other Tanks specifically to try and avoid the WARification the Role has suffered, as much as possible. I figured the Healers would be the final refuge, because SE has previously been deathly allergic to adding new damage actions/'big hits' to them, but even WHM got one with Glare4 this expansion, so I guess nothing is safe from the WARificiation
"Real" GNB mains complained about killtimes constantly, because there's almost nothing you can do to control when your party ends a given phase. I'm guessing you've never used the job in ultimate? But it's a little weird to call someone uninformed because they have an issue with a job that is primarily relevant to content with a level of difficulty you've never touched and have no perspective on...
This thread was on the front page of general discussion for me, I don't know what you are going on about or how it's relevant my points
I really think you are making a mountain out of a molehile here. Having some abilities be 120 or 60 doesn't really change the fact that every job is on the same two minute loop now. Moving one ability to every 60s vs every 120s hardly changes anything. Lionhart is a fun ability and I like being able to do it more. Otherwise you fill those odd No Mercy windows with just filler GCDs after the big buttons. Dark Knight is not a "120s job" just because it presses a single extra button during its even burst, that's ridiculous. You just seem way too hyperfixated on 120 vs 60 when in Dawntrail it barely even matters at the end of day. I'm not a 2 minute meta defender but this the current game we play in. Why is pressing a button at 60s vs 120s the end all be all for job identity in your book? I mentioned that the gnashing changes that are "whatever" to you allow for cool new optimization, that far outweighs the downsides of perceived loss of fake job identity from being a "120s job".
Trying to conflate GNB abilities with WAR abilities is also just reductive to me. Bloodspiller was rightfully called out as being too similar to Fell Cleave because it is a 50 gauge spender where you get 3 free uses every 60s. They are exactly the same. But now everything with a three step combo is Fell Cleave now? I guess Vicewinder and RDM melee combo are inner release now too. What are we even doing here? Just seems like agenda pushing. Every 60s cooldown is not Inner Release, just like every 120s CD wasn't Lionheart.
This is just purely subjective on whether or not it feels less cool if you use it more. I don't think an ability needs to be every 2 minutes to feel cool. You midare every minute or more on Sam and i don't think it's less cool for it. I think FF14 could use less of super cool buttons you only ever press when your 2 minute buff procs it. Dawntrail added WAY too many of those.
I like the changes. Gnb is more flexible now and better suited for various situations. Cutting the bloodfest cd to 60 seconds makes the job feel more active. Sometimes it even feels quite busy tbh. Overall i think this was a good step and i expect exactly this from 8.0. They wanted to bring back more stress to the encounters and 8.0 is supposed to bring back more stress and awareness to the jobs, so i think changes like these that make jobs feel like they do more is what we'll see more of.
Oh yeah I saw the xeno video, honestly most the things were to be expected. I don't even dislike the guy, I do think he has takes that are very much "agree with me or your stupid" which I don't really like but it is what it is. I think I just have fundamental disagreements with them that's fine you don't agree with everyone in life. I did see comments saying oh I don't raid; No I just don't raid on this character (I used to when I wasn't so good at the game and new, but i switched characters a long time back now). I don't want people checking out my raid logs to see if my opinion is valuable or not in their eyes. I generally care about some level of privacy on these forums because some people are just unhinged. Though I've not done the 7.2 Savage arcadian raids I've only done M1S-M3S I am frankly a Casual Raider who isn't the best in the world though I think I should still frankly have a opinion on things lol.
My main pov is I don't think jobs need to burst every minute to be fun, I frankly don't like having similar burst profiles to begin with, 1 minute burst jobs maybe burst more and have more "fun" so to speak but I don't really think that's the right way to go about every tank design, I much rather have tanks have different burst profiles which having 2 tanks at 2 minutes and 2 tanks a 1 minutes does somewhat achieve.
On the filler question, no 1, 2, 3 isn't the only filler theirs ways of making more interesting filler I don't get why this was took as 1, 2, 3 can be the only "filler" the filler shouldn't feel boring. The point in making good filler is that instead of having a job that's only "fun to burst" (I don't personally find fellcleave, Lion heart combo ect. As fun burst) they have a fun general rotation, even when not bursting which should be the goal of good job design at least rotationally.
I think at the end of the day people are going to dislike changes in any sort of direction, my ideal for the game is that certain jobs have appeal to different players I don't think every needs to be appealing to the same player, some of that appeal is accounting for "Jank" such as Paladin having different rotations back before 6.3 things to learn, or gunbreaker being a 2 minute job with having to not overcap ammo as a part of the frustration that was took out, I think that's fine because Warrior exists to be less frustrating to people who don't like that sort of thing in their job. But the thing is people do actually into some friction and frustrating aspects about jobs, just like learning a fight will have some friction and frustrations towards it mastering a job and getting good at it feels more rewarding to me personally, hence why I enjoyed old Paladin despite most people who played tank in general but not paladin didn't like it, now people like me who did enjoy old paladin just kind of have to accept that theirs not really a tank that would give us the general satisfaction I got from playing old Paladin.
people being angry at the job changes have no idea what they're talking about.
GNB hasn't been fun since post ShB. *Until now*
These changes are a great fix, although I still hate having more than 2 cartridges and double down should just be a cooldown tide to No Mercy window since if you're pressing it outside of no mercy you're objectively playing the class wrong.
I also dislike sonic break being a GCD.
If a job has to adjust due to downtime why is this automatically a bad thing? Not always being able to play optimally and adjusting to situations can be fun to some people right?
You may not like that but people do at the end of the day why does everything have to be 100% clean and safe and predictable in terms of job design, why can't we expect some adjustments based on the encounter?
So, explain to me like I'm 5 why GNB is bad now.
I'm still learning to play as GNB and haven't fully leveled any other tank (besides GNB, I have WAR at 60 and PLD/DRK at 5X) and used it mainly to solo things that require a tank to solo.
It's not bad just some people dont like the change to its flow every minute. The only thing objectively bad about the changes was the powder gauge not just getting a full 6 chambers but instead turning gold . It's a matter of flavor and personal preference in gameplay not that the job is weak. You might think it's great or not try it yourself and watch some guides when you wanna optimize
Would you rather be able to adjust your rotation to suit the fight, or, having the fight force you to change the rotation and then you having to play a less optimal rotation for the rest of the fight?
I'm pretty sure most would rather be able to adjust their rotation to suit the fight. If I use Gnashing Fang slightly earlier, I can get it out before the boss jumps and still have it align with the buff window. Before the changes, Gnashing fang might have come off of cooldown and it just drifts with no way to adjust. I know which on I would prefer.
I'm sorry but if you think these changes are bad for the job then you really don't play the job in content that matters.
These changes are insanely good for the job and the flow of it's rotation.
~1% damage nerf is not going to make your casual content unclearable.
I think you saw the potency reductions and were like "WTF WHY THEY NERFING GUNBREAKER THESE CHANGES SUCK"
It's called balance - Gunbreaker was already the best in class, giving it those changes without taking something away elsewhere would have made the job pretty overtuned.
Job seems fine to me, it could had stood to lose damage anyway as it's been way ahead for like years.
The golden Powder gauage thing needs to go though, it's gunbreaker not goldbreaker. SMH. I hate the Gold carts and flashing gold UI going on. Looks awful.
If DT content is where it breaks these should've been upgrades it gets in DT, not just slapped into the base kit. That's something even MCH did with Drill's 2 charges.
The fact they did this 4 major patches into the expac really just highlights how much jobs are an afterthought to fight design.
Also aside from that the job's bursts are busier for less damage and it gives its filler inbetween hold much less meaning.
The changes are pretty good. The difficulty didnt really change, just some bad design decisions were rectified, that removed points of annoyance when it comes to moments the player itself has no control over, like drifts due to the boss being gone at the wrong time.
Also getting to burst twice as often, is certainly rather nice, it heightens the rhythmic engagement and enhances the high intensity cadence of the job, pretty much doubling down on its main appeal.
I'm really not a fan of the changes. After testing gnb in a few fights, it just didn't feel good to me. I definitely prefer the old version.
You can spot the moment when a streamer sicced his minions on the thread. Maybe come up with your own opinions for once.
So what's the matter with the GNB changes? In Theory, the rotation doesn't change on a casual level and band aid's the issue of Gnashing Fang drift for those that play on 2.5 gcd
Gnashing change is fine and helps casual players
Sonic Break doing its damage in half the time is genuinely good and helps casual players
Bloodfest letting you temporarily overcap to 6 is okay and helps casual players
The contentious part, and it's a subjective thing so nobody's right or wrong on it per se, is Bloodfest being reduced to a 60s CD. Personally not a fan of the reduction because it makes it (and Lionheart) feel like it's just trying to be one of the other Tanks, with how WAR has IR/FellCleave, PLD has Imperator/Blade combo, and DRK has Delerium/Bloodspiller. It being 120s, while not amazingly unique, was at least slightly unique from the other Tanks and now that is gone. Additionally, the sheer amount of potency reductions across the board in order to make space in the DPS output for a second Lionheart combo per 2min loop, makes everything that is not Lionheart feel less impactful, and because Lionheart itself got reduced in potency, it too feels 'less impactful'
My take is, there were other Tanks that had this kind of design, for those who want this kind of design (burst at 60s by pressing 'big hit' 3 times in a row). Since GNB was plenty capable of clearing content with Bloodfest/Lionheart standing as a 2min CD (oftentimes outperforming the other Tanks too), I cannot tell what issue SE was trying to address by making Bloodfest/Lionheart a 60s CD (specifically the CD reduction, the 6 Cartridges thing I understand their intention). If there was an issue, however, I would have assumed that there'd be a solution that solves said issue, in a way that is thematic and unique to GNB, instead of just defaulting to the tried-and-tested 'press CD, then press big hit 3 times' (or 4 if you are PLD)
I throw up
I want more to the delirium combo, its honestly the most bad ass 3 hit combo in the game.
I personally wouldn't call Bloodfest being 120s being "unique" especially since back in ShadowBringers it was 90s, it was just their way SE doubling down on the job design flaw that is the 2min meta. If they really want to give identity back to the classes:
1) Instead of Job Identity, do Roles identity
a) Tanks
b) Healers
c) Striking Melee
d) Maiming Melee
e) Scouting Melee
f) Casters
g) Phy range
2) Go back to the 30s/1min/90s/2min cds instead of just a static 1/2 min cds
3) Change TBN cause comparatively speaking, it's a garbage Mit nowadays