What do you think about the animation change?
What do you think about the animation change?
It's okay, not a dragon slide like DRG or a "dark teleportation" like DRK.
I wish they would have kept the older animation without damages (maybe a debuff instead).
Animation wise, I'm not excited over it nor disappointed.
The dashes are fine for needing to move out of AoEs, but we all know those dashes are going to be used to cleave the group... in addition the damage dealing gap closers CAN co-exist with the non-damage dashes, it's just that the devs refuse to let them co-exist, and I would rather the dash just be a simple add-on that co-existed with the damage dealing gap closer...
I like it, doing gap closers during burst was always my least favorite part, having a dash means I can actually use them primarily for movement, which is nice. Animation wise, it looks fine, I'm plenty happy with it, same with DRKs one.
I'm not fond of it if the new dashes imply that the old ones are gone. For me holding dashes rather than using them in every damage window and optimising their cooldown was actually rather enjoyable.
Yes, in a vacuum it isn't ideal, but if the result from losing a fraction of a dash's damage results in higher uptime then it was enjoyable optimisation for me to figure it out. By making the dashes damageless, they removed that aspect.
On a bit of a tangent, if excessive weaving was so much of an issue, why make Continuation for virtually everything? Why not let you stockpile multiple Ready-to-X buffs? And on DRK, why add Salt and Darkness and two charges of Shadowbringer? Why not make Edge of Shadow scale up MP cost and potency by about 66% (5000mp) to reduce casts?
I'm honestly a bit bitter. Especially for Plunge because that was the first tank dash ever made, it was iconic.
It's serviceable.
Don't understand why they wouldn't incorporate the gunblade itself into the dash, using the force of the explosion to propel the character forward, double down does the same thing in it's anim, propelling the char into the air with the force of the blast. Sure it's not realistic to have an explosion go off a meter behind you, but in game it'd be fitting and thematic.
It's bit uninspired, could at least have included that Lightning snap she uses in the first hour of the game to make it a bit more unique looking but I don't mind not having to use up all my gap closers in the already weaving busy opener.
I just hope dungeon pulls won't become annoying like it...
This is my biggest grip with FFXIV, they don't go the extra mile which is disappointing.
Just to illustrate this better, remember when NIN was introduced and they had their own jump animation? Meanwhile, DRG, the job that trademark is literally jumping is stuck with default "I can't jump if my life depends on it" animation.
Dark Knight's looks good. Wonder what will becomes of Enhanced Unmend (if anything)
GNB's is kinda basic but serviceable.
I don't like either, especially after realizing that warrior and paladin are exactly the same. My reasoning is the same as kaiten, it's a job identity issue. It's an odd change. If they are removing the damage, just remove the damage, you don't need to change the animation. And before anyone tries to say, buT iT's aN AtTacK wiTh ThE WeaPoN, we literally have repelling shot in the game. FFS they've done it before.
I kinda prefer GNB's old gap closer animation, would've preferred that instead of this slide approach it's gonna get in DT. Could've just removed the potency.
I would be willing to bet 500k gil it replaces Plunge - new damage less gap closers are placed on DRG, DRK and GNB, jobs with the busiest burst and damaging gap closers, and we know Spineshatter is gone from DRG.
Plus Esteem uses it where it would use Plunge before.
Understandable. It's just odd because we have not one but multiple jobs with an alternate dash or more that is also an active burst or damage tool.
Dragoon still has Dragonfire Dive and Star Diver (the latter having a bit of nasty animation lock tho), Warrior gets to retain Primal Rend with a gapclosing effect along with keeping Onslaught. Ninja most likely will retain both Raiju actions along with Shukuchi, Samurai still probably has the potency-per-gauge neutral Hissatsu: Gyoten.
I simply find it bollocks that Plunge could not be repurposed in some fun way while keeping it along with the new Shadowstep when many othwr jobs have such mechanics.
That was just a wild throw, it could be a ranged attack, anything really.
I just named it as "Dark Primal Rend" because people seemed to like Plunge animation.
Whatever form it takes, I don't exactly mind about it. I wish the burst would feel more connected together rather than just random oGCDs we spam in burst windows.
I don't disagree, I'm open to both. DRK is still flexible in which way it wants to use its burst.
I personally like removing Plunge and fully using it as a mobility tool.
But I wouldn't mind keeping Plunge as a oGCD.
In any case, Plunge existing or not isn't the biggest problem of EW DRK or DT DRK.
The really odd part about Gunbreaker gapcloser (for me at least, i don't main this class so take it with a grain of salt) may be the fact that it start to dash in such a "brutal" way in order to just full stop before the add/boss due to the fact that the gapcloser doesn't do damage, which makes the animation a bit weird.
But as i said i don't main the class, if the ability goes well with the class fantasy/gameplay of the gunbreaker fine by me, if not gunbreaker mains should talk about (it if they feel like it of course).
It really sucks they're removing the animation an damage from 2 classes(GNB and DRK) but leaving both damage and animation on the other two (Pally and WAR)
What makes it even worse is you see Living Shadow use the new gap closer during its set rotation.. meaning the skill that's basically a fancy dot is using an action and time to do a skill that dosnt add to its damage.. ill need to look again but it looked like they lost around 2-4seconds or 1-2 GCDs of damage on the skill for the new dash in..
Edit: just rewatched.. Living Shadow dosnt attack for 8 full seconds of its summon.. first attack it dose is Unmend and then the dash in.. stopping damage until 9seconds remain.. so over 50% of the skills duration is doing nothings and the new dash
I don't know if you mean Brutal as I don't get that impression at all. It is just a quick dash with effects to show the speed, that is all. It is the same sort of effect Monk has with Thunderclap.
The only thing that has changed with Esteem is Plunge has been replaced with the dash and Carve ad Spit has been replaced with the new move. Duration is exactly the same, the same number of moves are used etc. Whilst yes, the dash is going to do no damage, it isn't taking up any more time than current Plunge.
We also don't know how much extra potency that last attack has. Normally, the attack's potency is 350, so it would need to do at least 700 potency to break even.
Also, just to nit pick, the first attack it does is Abyssal Drain.
I hope that means the old gapclosers are gone.
Weaving damage dealing gapclosers always made the rotations look ugly, janky and disconnected on Gunbreaker.
The overall cohesion of the animations always suffered greatly.
Having a gapcloser that's only used for closing distance would make it look so much better aesthetically.
Depends on where you weaved the cap closer in at, I typically weave my gap closer after Double Down and maybe at the end of Gnashing Fang, makes it look less janky. On a related note of weaving, and by extension, double weaving, oGCDS Sonic Break into Bow Shock into Blasting Zone looks the smoothest in my opinion.
And back to to gap closers as a whole; Dark Knight and Gunbreaker losing their damage dealing gap closers CAN and WILL negatively impact their overall DPS if Paladin and Warrior are keeping their damage dealing gap closers, more so with Dark Knight since Living Shadow DPS kinda needs the Plunge too exist do more damage if the devs REALLY WANT to keep Living Shadow, since Living Shadow is a glorified DoT that is somehow treated as a pet.
But i am so eager to see the great addition of enhanced living shadow trait 3 and....oh, it seems my sarcasm meter just imploded, my bad, will try my best to clean this up.
(joke aside, no matter my first impressions when looking at the animations, i am still eagerly waiting to try the gameplay loop for the tanks and seeing how it feels in the long run)
It's 99% because they wanted to free up weave space on DRK and GNB. PLD and WAR don't need it, because they both have total of like 6 weaves in burst, while DRK has somewhere between 12 and 15 currently, and GNB has I think 9-12 (correct me if I'm wrong, I'm not that familiar with GNB). If they wanted to remove damage from WAR and PLD gap closers, they would need to introduce additional damage oGCDs because otherwise their burst would be extremely dry.
And honestly, I think it's good that some gap closers remain with damage. Broadly speaking, it's not a terrible idea.
This is entirely up to potency balancing. Living Shadow hits don't do the same potency ours do, it has its own potency. It's trivial for them to redistribute that plunge potency to its other hits, or even let its own version of the gap closer to do damage.
fine for me, not a fan of press dash to optimize damage in burst window, also when GNB released i feel using a LB from 8 for a dash was weird, rough divine can be add back in GNB tool later on with something more useful
PS: more to add animation of old rough divine has nothing to resemble FF8 at all, rough divine in FF8 is an uppercut and result in squall jump to the air
Like yeah, having abilities that are designed to be exclusively used for movement is good. But there is just something kinda cool about doing a rush attack on an enemy so it feels like some fun was optimized out of the game. What I would like to see in the future is that the boring gap closers stay, but bring back Rough Divide as a skill used for damage in the same spirit that DRG jumps are attacks the move your character around, but are used exclusively for damage. I have similar feelings with DRK losing Plunge.
The GNB damage on gap closer wasn't even that tightly held.. No mercy into both dots into bullet combo finish with double down and blasting zone and then refill bullet skill(at work can't remember skill name) and burst strike>continue>gap closers.. repeat twice then finish it all with just burst and continue.. all easily done under the no mercy buff..
Exclusively against a dummy, yes it's not hard.
In high-end where you needed to press 4 mitigation or just wipe and start over the 15 minutes try, it's another story.
There are many cases where on top of your full-burst, you need to press 3/4 mitigations, taunt and shirk and sometimes tank stance.
And don't miss any of these otherwise you would drift something.
Of course it's doable, but after long hours of raiding, it becomes tiring.
As long as it is still called Rough Divide I won't mind as much? Just seems a shame to be removing one of Squall's Limit Breaks just for the sake of all these non-damaging gap closers.
Also, of all the tanks, GNB deserves the damaging gap closer anyway. It's the DPS tank.
I mean it's a gun sword.
Why aren't you shooting behind you and using your recoil to move, sure it's goofy but so is a gun sword.