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  1. #11
    Player
    Aegis_Harvey's Avatar
    Join Date
    Jan 2022
    Posts
    15
    Character
    Aegis Harvey
    World
    Mateus
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Ixon View Post
    but I think the job would feel a lot smoother like it used to in ShB.
    It doesn't even sound like we disagree much then, to me the smoothness of EW GNB feels "fine" but I don't have much ShB GNB experience to compare it to. GNB's lack of a simple loop is almost certainly because of the increase to the ammo gauge, the bloodfest change, the 2 cost on DD, and the way the recasts on all-of-the-above interact. This means the hole that DD fills in each of its recasts "looks" slightly different than, say, the state of a PLD each time they cast Confiteor. This is the sense that I mean it's more "flexible", because its forced to fit a wider range of states than, say, Confiteor. This is half of what makes GNB feel compelling to play at the level of execution of rotation, but I'm also happy to concede that the very same mechanics that give GNB that flavor cause the problems you mention in your earlier post.

    I can't say if this is an oversight by the devs, but the way the numbers look and the execution feels, my impression is that this is an intentional feature of EW GNB. I do enjoy it, but if they do end up changing it and I enjoy the result more I will, without any sarcasm at all, come back here and say you were right.
    (1)

  2. #12
    Player
    NightHour's Avatar
    Join Date
    Oct 2021
    Posts
    406
    Character
    Night Tempest
    World
    Odin
    Main Class
    Dancer Lv 100
    All No Mercy needs is an extra few seconds (say 3-5) added to the duration.

    They added Hypervelocity into the burst window but didn't increase the burst window so getting the 9 GCD's is tight.
    (2)
    Last edited by NightHour; 02-15-2022 at 09:36 PM.

  3. #13
    Player
    Chopstix's Avatar
    Join Date
    Sep 2021
    Posts
    162
    Character
    Chopstix Maulader
    World
    Malboro
    Main Class
    Warrior Lv 90
    I like the continuation range increase. All these GBRs complaining about not being able to move the boss at all with single weaves (which u can, though not nearly as quickly as w/o weaves). I imagine double weaves would still be impossible to move anything with.

    All the rest, sorry mate, hard pass.
    (0)

  4. #14
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,011
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I'm still not really feeling the frustration of Double Down requiring two charges, even in dungeons, but at the same time the brief novelty of having to track whether I'd have a 6-cart burst, a full lull, or a Bloodfest lull within the next minute has also faded, so I can't say it's adding much of a thematic component to the job. As such, I wouldn't mind Double Down being reduced to a single charge, such that we need only 2 carts to open into a burst.

    I do like the idea of Danger/Blasting Zone being a linear AoE with increased range. Such seems fitting and likely to be capable of some add-grab utility.

    Two yalm's worth of added Continuation range seems (more than) plenty. Its added range should go unnoticed outside of the few situations to which it grants QoL.

    I see no point in the No Mercy change or Sonic Break's removal.

    As for the general changes, I'd prefer job-specific means of mitigation (and the 30%s being diversified), but I do not want less modular control over my mitigation. Provoke need not steal all aggro, only enough to make Shirk unnecessary. Shirk, meanwhile, could afford either to (A) purge far more enmity and to default to the next highest enmity tank, if any (else, just purge enmity), if no ally is targeted or (B) be pruned.

    Quote Originally Posted by NightHour View Post
    All No Mercy needs is an extra few seconds (say 3-5) added to the duration.
    All it needs is to be of such a length that one doesn't feel like they're forced into a higher portion of lower potency-per-GCD skills. While that could be achieved with more seconds in this case, it could also be done by shortening the duration slightly. Alternatively, decreasing Double Down's cost can also (A) push out n GCDs of low value skills that we'd rather shift out of the rotation regardless where left with multiple GCDs before being able to get off one more high-value hit or (B) allow for n more GCDs of higher value skills where on the cusp of getting off one more.
    (1)
    Last edited by Shurrikhan; 02-16-2022 at 09:43 AM.

  5. #15
    Player
    Aluja89's Avatar
    Join Date
    May 2018
    Posts
    469
    Character
    Aluja Bright
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    I like and agree with all of them, except for No Mercy being stacks. That just homogenizes things further, I'd rather avoid that.
    (0)

  6. #16
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,285
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    On the day that they turn No Mercy into another mindless charge system that reduces your burst window down to "press these 3 cartridge GCDs for free and then hammer whatever oGCDs you like, in any order" is the day I'm done, because I'll have lost my last shred of faith in their ability to design anything engaging.
    (5)

  7. #17
    Player
    smol_cofe's Avatar
    Join Date
    Jul 2019
    Posts
    57
    Character
    Smol Coffee
    World
    Odin
    Main Class
    Black Mage Lv 90
    having "charges" only feels OK on WAR and I preferred the 5 cleaves before. I hope they remove it on delirium and change the ability entirely. getting rid of rampart is also bad, instead I'd just make it another unique separate ability on the other tanks and leave it as is on PLD. GNB cartridge spam being changed to 1 button in EW felt bad and I haven't picked it back up yet because of it, would revert if possible; blast zone getting a cone aoe sounds pretty good but then it would need a potency reduction, bad trade off imo. gap closers being burst window sh*t is bad, hard agree. sonic break being removed seems pointless.
    ideal changes: WAR is the charge gauge tank, DRK is the ogcd master, PLD offers the best support/self sustain, GNB has the best mix of dmg/sustain
    dps: DRK/WAR>GNB/PLD
    survivability: PLD/WAR>GNB/DRK
    support: PLD/GNB>WAR/DRK
    (2)
    Last edited by smol_cofe; 02-17-2022 at 04:19 AM.

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