it was probably more a dungeon nerf than opener nerf
because you could doton on trash pack quickly hide and refresh so you would have doton + 2 mudra charges to use in AOE
it was probably more a dungeon nerf than opener nerf
because you could doton on trash pack quickly hide and refresh so you would have doton + 2 mudra charges to use in AOE
Cant recall the devs ever balancing things for dungeons truth be told
If they do, I'm very surprised stuff like bloodwhetting is just allowed to exist. Then again, the job balance team could just be incompetent
TA already lined up with the two min timing tho o_O.My expectations going into these patch notes were low and yet I'm still disappointed.
Apparently the chances weren't even for balance. It was just to put everything on a two minute timer.
And the doton removal was because having it in the opener was annoying for tanks.
I... What a big middle finger to ninjas. Jesus.
They explicitly stated that it was because pulling into Doton when used in an opener was annoying for Tanks.
Player
> Depending on the response, NIN or SAM might be lumped into DRG for a huge adjustments coming 6.21
According to a translator on discord. Oh god, if this trend continues, ninja is gonna become even more unfun. I rather they stick with this instead of trying anything again. I don't know how it can be worse, but they'll figure out a way
Personally, I can accept the 6.1 changes in NIN, especially it boosts personal damage and overall you just need to re-adjust the timing of 'mug' to synergize with other party members.
But looking at all of the job adjustments, I also fear that the unique point of each job might disappear at some point. somehow I feel a strong will to standardize things.
True, adjusting each skill that is similar to each other into 1 standard, make it easier for players to adjust their playstyle when changing job.
but it will also quickly become boring and the uniqueness of each job will be decreased, I prefer skill that do slightly different (whether might be better or worse) but represent my job properly
as long as the overall balance is good, I don't mind some unbalance on each skill (e.g. i don't mind my AoE have lesser area or damage than other jobs)
True, it's good to synergize your team rotation to the same burst window. but I feel better when players can somehow align the burst window with their own coordination.
True, RNG can sometime annoying. but in my opinion it is something that generally accepted to exist in a game, and it is also what makes each run feel somehow a little different.
In conclusion, I already respect the developer for their efforts to balance things out. it is difficult to find a proper balance, but I hope each jobs can still have their unique point stands out.
Apparently another post will be made later on yoshi-p's remarks on nin. I guess the jp ninbros are very unhappy
I'm interested in seeing how they will justify their changes. They've said not changing the jobs at all is easier for the dev team, so why they are making their own jobs harder and generating animosity towards themselves is something I am interested to read about. I hope it won't just be a paragraph, but actually detailed. If they fully lay out their reasoning and considerations, that will at least help.
It seems that the LL going over the changes was almost brought to a halt as NIN players overwhelming provided feedback -- mostly expression confusion or dissatisfaction, as I understand it. It'll be interesting to see what the developers have to say about these still baffling changes to Ninja.
And they killed prepull Doton...
Out of curiosity, when yoshi-p previously said further statements will be made during live letters, how long did it take for such statements to be published? My memory is pretty hazy, but I recall such statements being published pretty quickly. I hope this wait is proof that the devs are spending more time and care on ninja on the inevitable 4th ninja change in 6 months, but my doubts persist nonetheless.
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