The Problems With Ninja In Endwalker
Hey Ninja enthusiasts! I'm a highly experienced Ninja player and would consider it to be my main. I've cleared all Eden Savage tiers, EX trials, and Ultimates with Ninja and after spending a good amount of time with other Ninja players analyzing the tooltips, we have found some glaring problems with the job's identity going forward.
I think the team did a wonderful job with the aesthetic of the new job actions, but we also have to look at them in a real gameplay environment, so let's begin.
DISCLAIMER: Most of the posts within the first pages of this thread were made BEFORE the release of the expansion as results of the media tour. Please continue further through the thread and check the date on the posts. Posts after december 3rd are up to date. IF YOU WOULD LIKE TO READ MY UPDATED THOUGHTS AND OPINIONS, PLEASE CONTINUE ON TO PAGE 11, thank you very much for reading!
Strange decisions:
Huton
Though Huraijin will eventually find moments of use, it is too niche of a skill to warrant an entire ability slot. If you were to apply this skill to encounters in Shadowbringers, you would most often finish complete 10min+ encounters without using it once.
But besides the niche applications of Huraijin, the change of Huton from 70s to 60s is still a mystery to me and many others. It all but limits the way Ninjas might use Armor Crush effectively, and has no purpose but make maintaining Huton throughout extended sections of downtime more frustrating.
Lastly I have to mention Phantom Kamaitachi because we've found that there are cases where you will want to avoid using this skill entirely under Bunshin. This is because the ability does not appear to benefit from the Bunshin buff, and has a fixed amount of potency, that is actually (as of right now) beaten by using either Aeolian Edge or Armor Crush whilst under the effect of Bunshin, resulting in cases where you would prefer to neglect this skill in pursuit of higher damage. This skill should most definitely also be affected by the additional potency Bunshin adds to other weaponskills.
Removing Ninjas utility, the addition of limitations:
Forked/Fleeting Raiju
No I'm not talking about the utility of trick, but one of Ninjas even greater strengths, the Mudra system. What makes Ninja so engaging to play at a high level is it's ability to use Jutsus to your advantage, and dodge around mechanics whilst maintaining uptime that would be impossible for other melees to do. The new Raiju actions feel like nothing but a nerf to this power. This ability is one of the few weaponskill gapcloser in the entire game, and unfortunately anything but flexible. This skill limits Ninjas movement severely, forcing you to engage in a 2-step gapcloser combo, with no alternative options, as pressing any other button will cause you to lose the buff to execute your Raiju abilities.
This means that if you require to be at a relatively good distance away from the boss, or to continually move around the boss in order to avoid AOEs, this skill will force you to dash to the boss twice in a row, severely limiting Ninjas movement to a point where it makes Dragoons jumps seem reasonable (You'll hear about floor Ninjas very soon).
CONTINUED IN NEXT POST
The Problem With Ninja In Endwalker, Continued
This problem is probably the one most Ninjas seem to take issue with as of now. Not being given an alternative to dashing into the boss and murdering yourself. This action should be opened up to return some flexibility to the Ninja rotation, by either removing one or both of Raijus gapclosers, and/or allow us to execute other actions before either Raiju action without losing the Raiju Ready buff for it.
A sidenote: the buff obtained by executing Raiton, which allows for the execution of Raiju, is listed as lasting 30 seconds. This is inherently counterintuitive, as there is no point to the buff lasting this long when you have no option but to press Forked Raiju following a Raiton anyways, leading me to believe that this may be a bug. But if this is meant to be intentional, I would wish for this to be highly prioritized when it comes to changes that may yet still be made to the Ninja job.
I could see this action work more fluently inside a Ninja rotation by allowing us to hold Forked Raiju/Fleeting Raiju and not forcing us to use them after each Raiton.
Highly optimized scenarios
On top of these issues, Raiju is actually used quite frequently, about 4-6 times every minute, thus replacing a lot of Spinning Edges, Gust Slashes, and Aeolian Edges/Armor Crushes. The actions potency is quite close to the amount that both combo finishers provide, yet only grants 5 Ninki upon execution, where the finishers grant a great 15 Ninki. Considering the amount of combo finishers that Raiju will replace over the course of an encounter, this will result in a lower Ninki gain than you would otherwise have by simply using your 1-2-3 combo, and eventually leading to a loss of Bhavacakra casts throughout the encounter. This would lead high level Ninja players to consider entirely dropping Raiju casts in specified locations throughout their rotation in favor of a greater DPS gain. To want to avoid using a essential skill in Ninjas Endwalker rotation in favor of damage output makes me and lots of other players greatly worried.
Verdict:
The additions to Doton with Hollow Nozuchi, as well as the Meisui buff are the only additions to Ninja so far that I can confidently view as truly beneficial. The limitations and restrictions Raiju adds to Ninja are a very glaring problem and will lead to lots of frustrating experiences with players of this job. What is now a highly engaging, flexible job, seems to be no more come Endwalker. This job feels like it was neglected in comparison to the other Melee DPS for Endwalker. I very much hope that within the coming days before the release of the expansion, or following the patch cycle throughout its life, we will see adjustments coming to our favourite rabbit mage to make it fun to play.
Thanks for reading, both Ninja players and others!