Results 1 to 10 of 407

Thread: RIP Ninja

Hybrid View

  1. #1
    Player
    Bloody's Avatar
    Join Date
    Mar 2011
    Posts
    295
    Character
    Arkain Stormfury
    World
    Hyperion
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Allyrion View Post
    They only had those 2 positionals in the first place!
    Wrong, originally the entire Impulse Drive -> Disembowel -> Chaos Thrust chain had a positional requirement on each move, and Heavy Thrust also had a positional requirement rather than a bonus.
    (7)
    Pro DPS tactic: Big glowing orange AOE = "Stand here to boost your DPS!"
    ~Non Requiem Aeternum~

  2. #2
    Player Eidolon's Avatar
    Join Date
    May 2011
    Posts
    1,373
    Character
    Muhau Nbolo
    World
    Mateus
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Bloody View Post
    Wrong, originally the entire Impulse Drive -> Disembowel -> Chaos Thrust chain had a positional requirement on each move, and Heavy Thrust also had a positional requirement rather than a bonus.

    No, the original was that impulse drive had to land a hit from behind to chain I to the other two (but disembowel/chaos could be from anywhere)

    And that heavy thrust worked like current trick attack - had to land the positional to take effect...
    (17)

  3. #3
    Player
    Kiroh's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,478
    Character
    Soube Miseux
    World
    Midgardsormr
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Eidolon View Post
    No, the original was that impulse drive had to land a hit from behind to chain I to the other two (but disembowel/chaos could be from anywhere)
    But they did have damage bonuses from being in the correct position, which has been removed from Impulse Drive (requirement) and from Disembowel (bonus) and added directly to the skill damage by default.
    (0)

  4. #4
    Player
    Allyrion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,231
    Character
    Allyrion Windwalker
    World
    Yojimbo
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Kiroh View Post
    But they did have damage bonuses from being in the correct position, which has been removed from Impulse Drive (requirement) and from Disembowel (bonus) and added directly to the skill damage by default.
    What's confusing here?
    They took away ID's positional requirement and added a positional bonus to Chaos Thrust.
    They left the positional bonus on Heavy Thrust, and the buff doesn't have a positional requirement anymore.

    SE are okay with positionals once they're bonuses.
    Trick Attack seems to be a noticeable exception but it's basically a raid cooldown, so that's probably why it's exempt.

    Just because they said they have new positionals on NIN, there's no reason to assume they're requirements.
    It's going to be bonuses like the other two melee classes are designed for.
    (5)
    Last edited by Allyrion; 05-22-2015 at 07:22 AM.

  5. #5
    Player
    Cexikitin's Avatar
    Join Date
    May 2015
    Posts
    3
    Character
    The Cexikitin
    World
    Sargatanas
    Main Class
    Rogue Lv 50
    It's already extremely frustrating when you do a trick attack and the boss spins and you don't get the additional effect. If I wanted to play DDR then I would play MNK or DRG. As it stands probably going to drop NIN.
    (2)

  6. #6
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    797
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Cexikitin View Post
    It's already extremely frustrating when you do a trick attack and the boss spins and you don't get the additional effect. If I wanted to play DDR then I would play MNK or DRG. As it stands probably going to drop NIN.
    This is the way I feel as well. Why can't we have one MDPS class that doesn't care about positionals, and why can't we have one RDPS class that doesn't worry about movement interrupting their abilities? These things made the classes unique and interesting, and happens to be one of the primary reasons I enjoy the ninja.

    Instead, they took the most unique aspect of 2 different classes, namely their ability to ignore some requirements other classes have, but having requirements in other areas (like the bard's off-GCD abilities or the Ninja's ninjutsus) that "raise the difficulty" to make them more like their peers. It's just a lazy and bad solution that ultimately makes the game and its class design less varied, not more.
    (2)

  7. #7
    Player
    Spiritreaver1217's Avatar
    Join Date
    Jul 2014
    Posts
    115
    Character
    Spiritreaver E'kenere
    World
    Diabolos
    Main Class
    Rogue Lv 50
    Quote Originally Posted by Songi View Post
    I love how every other melee is actually going through a positive overhaul while the Ninja is getting nothing new. The expansion is happening for every job in the game except Ninja.
    People want to shrug it off, but emnity control needs some looking into and has for a while. Makes sense that NIN would have a part to play in this from the DD side keeping its ROG roots in mind(SE has in its MMO development over the yrs come to associate the rogue or thief type to emnity management after all).

    Quote Originally Posted by whiskeybravo View Post
    Actually, reading the text again...

    "we added an ability which adjust another party members enmity. Ninja’s specialty is to be able to deal large damage from the start of the battle, so this skill is in place to support the tank in a situation where the enmity becomes unstable."

    It doesn't say anything about reducing enmity.. And it does mention specifically helping tanks.. Maybe it will be an ability that increases enmity for tanks.. Seems odd.. But just taken literally that's what it sounds like to me. NIN large amount of damage upfront is unrelated to another's (non-tank) enmity, ie you wouldn't reduce "another party members" enmity because NIN enmity is so high.. I bet it's just a buff for tanks, though would be nice if they clarified. Really it could be a useful ability, if the tanks get new combos, like PLD getting new dots, and this move increases their enmity gain, it may give them a chance to get their dots up and thereby help raid dps a bit.

    And this is an excellent point I thought about but forgot in my semi-rant >.<
    ----v

    Quote Originally Posted by NovaLevossida View Post
    Sounds like SATA weaponskills from FFXI almost to plant enmity on the tank.

    Beyond that, I think one positional might be this at 2m58s:

    https://www.youtube.com/watch?v=kbvv0rgrT4k#t=2m58s

    That looks like a backstab to me.
    Exactly my thought. Now as long as SE makes the positional req be solely on the NIN and need minimal assistance from the rest of the party, i think its gonna be sweet.
    (0)

  8. #8
    Player
    Allyrion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,231
    Character
    Allyrion Windwalker
    World
    Yojimbo
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Bloody View Post
    Wrong, originally the entire Impulse Drive -> Disembowel -> Chaos Thrust chain had a positional requirement on each move, and Heavy Thrust also had a positional requirement rather than a bonus.
    Oh, there was Impulse Drive.
    Disembowel never had a positional.
    Chaos Thrust didn't either, but they added a bonus to it.
    (2)