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  1. #1
    Player
    Drayos's Avatar
    Join Date
    Jun 2019
    Posts
    292
    Character
    Sethra Rage
    World
    Odin
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Laur1x View Post
    100% agree.



    Best suggestions I have ever read for NIN. I'd be so goddamn happy if they did something like this. I'd also be partial to them changing it to 5% for raid 15% for NIN (then again we don't have burst issues, we have sustained issues so your suggestion is probably still better), or just removing the raid utility from it entirely and increase our potencies across the board and transition us into a more upper-middle DPS role.

    Either way we're an Assassin-archetype not support, and I just want this job to pull out of the support role entirely. A lot of NIN's may hate this, but as a Rogue/Sin/Theif/Ninja/Whatever main in every MMO it still pains me to love the flow and aethetics of a class such as this, but it to be labeled as some pseudo-support buff bot.
    That’s not techniqually true.

    In other games rogues have always had attacks which reduce the monsters armour etc etc to increase damage taken.

    Rogue in WoW had expose armour, tricks of trade, CC, and more.

    Even in games like Everquest 1 in later expansions got discs (which were attack’s) which surrounded a idea of armour
    Penetration.

    Rogues in a lot of games get refered to as gank classes a concept of attacking vulnerable targets such as ones already being attacked. I.e 2v1ing. Which in a way is support.

    The difference is, these games don’t track RDPS nor balance around it, it’s fine in WoW for your highest dps class to bring the best utility because it’s not something balanced around.

    Rogues/ninjas etc etc have always had supportive concepts in such ways as breaking armour making targets more
    Vulnerable and always had unique utility tied to the playstyle.

    FFXIV is just a rare game which actually takes RDPS into account balance wise. So we refer to it as a support job on those bases.

    The problem is, trick attack does not add enough damage to warrant the current personal dps the ninja can perform itself, and is situationally terrible such as multitarget or AoE encounters.

    Trick attack needs to die imho they could just iterate ninja on 600 RDPS meaning it’s still a lead utility job, but up the potency to be more.
    (3)

  2. #2
    Player
    Laur1x's Avatar
    Join Date
    Jun 2015
    Posts
    77
    Character
    Ryomou Shimei
    World
    Faerie
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Drayos View Post
    That’s not techniqually true.

    In other games rogues have always had attacks which reduce the monsters armour etc etc to increase damage taken.

    Rogue in WoW had expose armour, tricks of trade, CC, and more.

    Even in games like Everquest 1 in later expansions got discs (which were attack’s) which surrounded a idea of armour
    Penetration.

    Rogues in a lot of games get refered to as gank classes a concept of attacking vulnerable targets such as ones already being attacked. I.e 2v1ing. Which in a way is support.

    The difference is, these games don’t track RDPS nor balance around it, it’s fine in WoW for your highest dps class to bring the best utility because it’s not something balanced around.

    Rogues/ninjas etc etc have always had supportive concepts in such ways as breaking armour making targets more
    Vulnerable and always had unique utility tied to the playstyle.

    FFXIV is just a rare game which actually takes RDPS into account balance wise. So we refer to it as a support job on those bases.

    The problem is, trick attack does not add enough damage to warrant the current personal dps the ninja can perform itself, and is situationally terrible such as multitarget or AoE encounters.

    Trick attack needs to die imho they could just iterate ninja on 600 RDPS meaning it’s still a lead utility job, but up the potency to be more.
    Yeah, actually I'll admit you are right. Rogues in other games do have stuff like exposing weaknesses and stuns. It's moreso SE's balancing decisions than anything.

    I love this game to death, but goddamn do I disagree with their job balance so much sometimes. It's almost laughable how much they balance around rDPS when you aren't even supposed to use damage meters, too.
    (0)