Quote Originally Posted by aloneatsea View Post
I might be misunderstanding, but I believe the point he's making is also somewhat along the lines of 'what makes Ninja special, relative to other melee jobs?'. Before these changes, you would obviously say Trick being on a 1 minute timer. After these changes, what makes Ninja distinct from Monk, or Reaper? I can't think of anything. If I were playing another role alongside a Ninja, how I'm thinking about playing my job is now exactly the same as if I were a Monk or Reaper. Dump burst in 2min party buffs, and then ignore for the rest of the fight.
In my opinion there needs to be a distinction between "how it feels to play alongside NIN" and "how it feels to play NIN". These changes seem like they won't have any real impact on how the job actually feels to play. And when it comes to "how it feels to play alongside X" I would always de-prioritize such an aspect when it comes to adjusting X.

Your previous comment about how it might change the Mug placement - I don't think it will actually have that big of an impact. It would be enough to make Mug's duration 20 sec and our rotation will stay virtually the same, the only minor change being that Mug will need to be kept on cooldown as opposed to allowing it to drift to manipulate Ninki generation. And even if Mug is 15 sec we would most likely have to use it on the same spot anyways.

But we'll see, atleast for me personally I cannot see why people are losing their marbles