Quote Originally Posted by aloneatsea View Post
Thank you for your corrections! I've updated my leading post accordingly.



aDPS rewards you for playing into raid buffs, so absolutely 0 jobs would suffer an aDPS loss for playing into Trick Attack. In fact, removing Trick Attack is an indirect nerf to many classes in terms of aDPS.

Numbers, however, are really not my concern. I made this thread to express my concern about the changes to Trick in a more holistic way. Centering concerns around Ninja didn't capture the full changes, and led to arguing over "these changes are good because Ninja is stronger now!!" which is, in my opinion, both shortsighted and rather irrelevant to the quality of any particular job. Numbers are the easiest thing to adjust when it comes to job changes.

Centering the changes to Trick Attack around how it affects how every class plays, I hope, will encourage more thinking about rotations, gameplay feel, and synergy between classes -- the very reason cited for this change in the first place.
You're not wrong. Except from my noobish perspective it's concern for relatively small side - end game raiders. Statics that actively work together. In those groups? Sure Old Trick Attack would do wonders ensuring that Ninja's personal DPS loss (and whether we like it or not Suiton -> Trick attack was a personal damage loss for Ninja). In other groups? Random parties that clear other content like older Raids, Extremes etc? You're gambling. You hope your party will notice your damage buff and adjust accordingly and it's not always going to happen. In general for the part I'm mostly concerned with as new player? The change is a plus. Partially because it patches the glaring hole in Ninja's skill progression. Like seriously you get Mug at level 15 and it remains a dead skill for 2 enitre expansions and a majority of base MSQ of the third. I get that you at max level don't care as you view the class as a whole but from progression point of view? It's a big plus