Unless I'm forgetting something, NIN is breaking even, losing Dancing Edge and Mutilate and gaining Hellfrog and Bhavacakra, Monk is -1 with losing Touch of Death, and Dragoon is...complicated, but technically breaking even.


Monk is down Touch of Death and Fracture (yes, we did use Fracture) and we didn't gain any new GCDs or damage dealing OGCDs. The changes to One Ilm Punch haven't made it something we'll use in our rotation ever so we've actually backslid significantly since 2.1 :/.

Are you guys only counting moves that were native to the class and not borrowed weaponskills?


technically in gcd attack we use only 7 actively...
Arm of destroyer, one ilm punch and rockbreaker are situational and often not worth the use.
in ogcd skill we do have 5 attack giving us 12 skill for our cycle.
i don't count buff or stance mechanic since they are virtual passive.
dragoon have 10 attack gcd and 4 ogcd attack skill (don't counting the SB one yet) giving them 14 active skill (i don't count the aoe like for the monk since they are situational skill)
ninja have 7 gcd attack and 4 ogcd, plus 3 ninjutsu mostly used. giving them too 14 skill active.
i don't count SB because we haven't the exact skill list, for the dragoon in the skill trailer we see penta thrust and it was not shown in the media tour.
anyway, we are already short of 2 skill and we will not get more and get less... since we loose death touch. (i havent counted futur role skill or cross skill actual too)
SB is dumbing down badly the monk, when it must be the jobs with the most active skill, since we are technically the fatest job (with the ninja true, but we get more skill speed on our gear)
Single target, NIN will have 5 GCDs in SB, 3 of which are finishers that branch out of the first 2. Will have less options for GCD than PLD. Talk about brain dead :v
At least they have 9 offensive oGCDs.
Given that the ToD was removed to save Tp usage and general gcd losing about 10% dmg and lower TP cost, it would make sense if SE snuck in GL4 (+ additional 10% dmg and 5% attack speed) to justify the extra TP and balance out the lost of 10% dmg lost. Also would balance out the Riddle of Fire 15% slow. Didnt Yoshi P hinted that during rotation you have the option of not spending chakra to gain more dps. Maybe that's the whole concept of Riddle...


even if it's the concept... don't that make the gameplay still bland? i can understand that they want to reduce the number of action, but i don't want to arrive to the point that the jobs can't evolve because they risk to become to complicate to be played...

up However, if the requirement for the average player is too high, then you risk not bringing in New players. You would have a low income of players but a high exit of players as they outgrow the game. It wouldn't be good for the games stability, in my opinion.


i will be blunt, not every jobs must be as simple to play... plus, if people expect to be good in less of 1-2 day of training what the point. it take time to understand a jobs and learn to play it. like it take time to master a fight in raid.
people must stop to expect to get everything handled for them

You say that, but if some jobs were outright easier to play but yielded similar results, the imbalance in jobs become more apparent. SE wants all the classes to be more accessible to the general audience. Don't get be wrong, I don't think any of the rotations are inherently very difficult, but some people are gated to roles or jobs based on the "lack of ease" some people experience.i will be blunt, not every jobs must be as simple to play... plus, if people expect to be good in less of 1-2 day of training what the point. it take time to understand a jobs and learn to play it. like it take time to master a fight in raid.
people must stop to expect to get everything handled for them
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