I guess I don't raid enough to be bothered by this. I'd rather not have these skills be useless gimmicks in the other 90% of the game, but that's just me.

I guess I don't raid enough to be bothered by this. I'd rather not have these skills be useless gimmicks in the other 90% of the game, but that's just me.
I mean, I'm sure there are some legit arguments against it, but mobility being "useless gimmicks" in 90% of the game is a silly take. It's literally useful even on something like dungeon pulling (Hell's Ingress feels really fantastic on pulls btw) and just about every casual content boss that moves/teleports, requires you to disengage for AoE/other mechanics or spawns adds, which you can find in dungeons, normal modes, ally raids and deep dungeons. I am honestly hard pressed to think of battle content in this game where you wouldn't use mobility if available, because even killing open world mobs for a quest is faster when you can jump from one kill to another - not to mention it's just fun.
Sure, having damage on mobility doesn't affect you unless you're optimizing, but it's not like removing it would make these skills any less useful for movement in non-optimized content.
Last edited by Satarn; 01-12-2022 at 11:20 AM.



Honestly they could remove the damage, I don't care about the animation.
Ranged and tank clearly use their weapons to silence but deal no damage, it doesn't bother anyone.
At best, they could add a line "Damage aren't impacted by any buffs.", you would still use a charge to let the cooldown roll, but at least not burn both of them during party buffs.
At top, tanks could get some utility for using their dash.
PLD could get a shield on self or targeted ally.

Yeah I'd prefer the gap closer to be tools instead of being part of DPS rotation. For WAR add that property to Orogenesis so they don't lose APM and bored with the downtimes. As for DRKs I think the job has a good array of ogcds to be entertained with so potency could be spread along the existing cds.


I think MNK got it right by having thunder clap be pure utility. A bit cumbersome to use on controller, especially when you want to select another player, but regardless I like what they did with that gap closer. I agree the gap closer are just another dps button to press now. When onslaught cost gauge it was utility. I would prefer if the tanks had a variation of MNK's or RPR's gap closer where its no damage but allows you to disengage and gap close at the same time. Some examples of actions tank could have (none of these do dmg) and only have defensive or utility.
PLD (aka MNK Thunderclap):
Cover II - Rush to a target, 20 yalms (enemy), or reduce magical damage target receives by x amount (player).
WAR (aka RPR Ingress/Egress):
Onslaught - Rush to target 20 yalms. Action changes to Back Step.
Back Step - Move backwards x yalms. Action changes to Onslaught
DRK (aka NIN Shukuchi):
Voidsent - Place a void hole, 20 yalm range. Action changes to Teleport.
Teleport - Move to location of Voidsent.
GNB (aka MNK Thunderclap):
Flash Step - Rush to a target, 20 yalm (enemy), and reduce physical damage target receives by x amount (player).




On second thought, let tanks stick with what they have. I had forgotten how PLD and WAR players always demand the best stuff for themselves until the dev team caves. We can do without teleporting WARs.

Weird comment. This is intended to apply to all gap closers. I posted in tank role because that's my primary role. MNK and RPR, which do not have potency on their gap closers, feel extremely satisfying to play.
Do you have a specific example of why gap closers should remain as-is that I missed?




I'm in a weird place with this. I feel there are intangible factors at play. You would think that the improvement to a job like MNK by changing shoulder tackle to Thunderclap would apply to all jobs, but it doesn't. If jobs like WAR or SAM underwent the same change it would not be a welcome change. At least not for me. The thing about this statement is I can't really tell you why this is. The closest I can come to is that MNK having thunderclap just 'makes sense', and the same can be said about a skill like Onslaught and the damage it causes.
That basically keeps things stagnant, and I am ok with that. I would rather not make Thunderclap universal across jobs with gap closers.




The issue I see with these is that the PLD and GNB gap closers provide an actual benefit, such as using Flash Step on the MT before a Tankbuster, while WAR and DRK are just pure utility. Because of that I would go with:
- PLD - Cover II - Rush to target ally/enemy, 20y
- WAR - Bull's Charge - Charge forward, 10y
- DRK - Shadow Walk - Dash forward 15y, leaving Esteem at your starting location. Action changes to Shadow Retreat.
Shadow Retreat- Dash backward 15y, leaving Esteem at your starting location. Action changes to Shadow Step.- GNB - Flash Step - Move to specified location, 20y.
Basically, MNK gap closer for PLD, DNC gap closer for WAR, RPR gap closer for DRK, NIN gap closer for GNB. I think it'd be more fitting, with WAR charging forward like a bull and DRK pulling off some swap shenanigans with Esteem. As for GNB, I dunno, they fire off an aether cartridge to mark a location to teleport to, whatever works. Anyways, each Tank has a different type of gap closer, none of them provide an actual benefit like reducing damage and creating an mitigation disparity.


I wouldn't mind removing the damage from gap closers, because using up all charges for a slight dps increase feels kinda wrong to me, and then when i actually need a gap closer i dont have any left.
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