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  1. #1
    Player
    Kalocin's Avatar
    Join Date
    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    I don't see ninjas any more different then bards to machinist or red mage to black mage. You have jobs with more support that still bring high or higher dps. What we should instead focus on instead of "nerf this nerf that" is "buff this fix that" because the latter is more of an issue. I think a lot people are looking at ninjas thinking they're OP but in reality they are pretty fluid. Monks are awkward and got nothing exciting. Summoners are super awkward. Black mages are awkward with weird tuning issues. Dragoons do less damage and tether freaks people out. Machinists are on the bottom, clunk everywhere, fits name but not good for gameplay. Heck lets throw in some dark knight in there too for lower mitigation and dps. There's a reason a lot of these are being looked at and instead of trying to nerf your raid party, focus on buffing the rest up instead. (How valuable would TA be if Brotherhood was tuned differently for instance).

    On a side note for other tanks: Be gentle to your ninjas and don't whip your bosses around or you'll miss that TA.
    (3)

  2. #2
    Player
    HoLoFoNo's Avatar
    Join Date
    Nov 2015
    Posts
    189
    Character
    White Glint
    World
    Omega
    Main Class
    Monk Lv 70
    Because there are 9 dps, 4 slots and right now NIN has a guaranteed spot. It has since its release. Buff comes with the issue of powercreep and the thing is, nerf is the same as a buff: it's a tool that helps regulate balance. You make it sound as if your first 2 statements aren't an issue with balance, but they 100% are. What kinda sense does it make to give classes with a lot of support high damage also? Support isn't what it is all balanced around but it is a factor, next to personal DPS and flexibilty with mechanics. If a class has all of those things in the very good catergory, it is unbalanced according to Yoshi P's own statement.

    Trick attack will always be valuable if left alone. It is the sole strongest offensive utility by quite a margin (about 0.6% raid dps) and it puts NIN 2nd place on offensive utility behind current BRD (which has like 3 different abilities and 10% less personal dps, see the issue?)
    (1)

  3. #3
    Player
    Sam26's Avatar
    Join Date
    Jun 2017
    Posts
    32
    Character
    Luna Miva
    World
    Lich
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Kalocin View Post
    ...
    I 100% agree with you, I don't know why but I have the feeling that there is some hostility here toward the Job Nin, you have to just read/look across the boards/threads.
    Nin got pushed into a supportive role in HW although some people (including myself) didn't like that change... hence we did get the lower end of the stick in HW regarding new shiny abilitys/new mechanics and
    sucked 2/3 of the Addon in regard of AOE/multitarget dmg until the developer realized and fixed that a bit, yet I didn't see any real complain thread by Ninjas here and god forbid if a Nin dares to complain about
    something... they get immediately attacked by other players with the argument "Nin has been meta since release so just git gud".
    Atleast it feels like that...
    It didn't really atleast for me feel good to play Nin through HW since you were merely reduced to TA ._. and pretty weak outside of that.


    In my opinion they should just give any dps job a DMG utility that is equal strong, so that you actually can play whatever you want and not be like "OMG but that's meta that comp would do 100 more dps" even though that
    this "Meta" mostly only matters for Speedkill which is more an epeen thing in my opinion for FFlogs and world first attempts...
    Then certain jobs wouldn't also have to suffer outside of the raids... Since there is a bit more of the game outside of raids like solo play/4 mans etc. and while you are able to do them with any job, you still ask
    yourself why you have to do way less dmg in these environments just because you are good in 8 man content?
    DRG would be a good example... a DRG who does solo stuff does ~500(just an imagined number) dps less than a SAM, so SAM is allowed to do 100% of his performance the whole time he is playing the game while the DRG is only allowed to play at 75%
    when he is alone, he needs a full grp to be able to do the 100% aswell.

    tldr I believe that balancing DDs arround utility isn't a good thing, it leads to certain jobs beeing weak outside of 8 man content and to certain jobs beeing mandatory but how do you change that without destroying the uniqueness of the Jobs..

    I appologize to you all for the ot ._. and my english it's good though to read other opinions about that issue
    (2)
    Last edited by Sam26; 07-17-2017 at 03:03 AM.

  4. #4
    Player
    Galvuu's Avatar
    Join Date
    Jun 2017
    Posts
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by Sam26 View Post
    snip
    What exactly is this solo content, out of curiosity? There's msq, killing stuff on the world map... and?
    Most 4-man content is so easy that anything works too, so that's not an issue- when the new tomestones come out, most people pretty much do 5 dungeons a week, so that's relatively minor x)
    I don't think I'm going to ask myself "why can't I clear this msq duty faster" especially when it's all scripted to death and you wait for the dialogue and scenes and all.

    (And come on, NIN single target dps has always been good, even in HW. They weren't Monk or Black Mage, but they were pretty damn decent).

    EDIT: note that normally it's much more important to be good on 8-man content- both to actually get clears (Savage) or to be as efficiently as possible farming hard-to-get items (primal tokens for multiple weapons and primal mounts). I do way more trials/raids than dungeons over a patch.
    (2)