If I didn't, then it should be really easy for your to provide actual rebuttal instead of being a troll. Just go back to Reddit or wherever you came from if you're just gonna troll people, okay?
I agree on the McH idea you were spouting but anything other then that no just stop Whm needs to be nerf only on imp I think that cc turns tides to often and try not to insult your betters
Yeah you can move but then what if their team binds you stuns you if free dmg that you can’t do anything about you can heal purify move it’s too strong of a set up imp= death even with a bad team and has no counter in play or kit
Have you considered not running out of position? You talk about your "betters," but you and many others here seem to be literally incapable of realizing that you're dying because you're not positioning yourself well.
I rarely die to WHM poly chain. Know why? Because I don't run out of position constantly and leave myself open to it. Like I said: WHM is extremely strong against low skill players, but much weaker than any other healer against high skill players. And guess what that means? If you're having trouble with WHMs, if you're getting killed by WHMs lining up LBs on your team or sheeping you into CC chains that kill you - *then you are a low skill player.* And instead of demanding nerfs and making balance whines, focus instead on your own play, your own tactics, and improve.
Getting really tiring playing against RDM and NIN all the time with their current powerlevels![]()
Last edited by Nanne; 05-13-2022 at 05:03 AM.
I think your assuming I care about Whm LB I don’t I think that’s fine simply don’t think Imp should immune to purify that’s too strong
But your stating my skill is subpar due to this. I never said I lose all the time to Whm actually I wait for them to use it on other before I jump them but that doesn’t excuse the fact that it’s an ability that takes away your play without a chance
Now I can hear this be hypocritical with Sam but there is more then one way to prevent a dam from 1 shotting you mechanically and skill wise
Mechanically you can do anything to imp (can’t purify or dodge etc.)
Skill wise please elaborate cause you keep saying positioning but I haven’t heard and example is it when the Whm spot some one at 50% in the back or trying to retreat getting snipe with in its 25y btw Whm longest spell (lb) is 40y not hard to adjust. Or when the seraph strike you to get close and they imp you was that bad positioning or when you see their low try to finish them and they imp you and their team turns on you (that could be) or are you just assuming everyone leeroys at the start and boom die… incorrect
Please inform me of your infinite wisdom maybe I’ll learn something
I'd say instead of a full shield for the hp lost, give them a half heal shield (equal to potency of shadowbringer) that way it not only adds to the sort of "drain from your opponents" idea but so that you're not fully healed but not totally wrecked for using the move. A 6k shield with recuperate means you can still be killed and doesn't make the risk reward negligible. If you're getting a shield for half health but still losing that health, you have a window with the shield to burst heal or take further risk, without being unkillable. I think this is more balanced.
GNB can do a lot of damage but due to lack of CC and having to basically play a squishier dps you are basically just there to grief and it feels bad unless you're in very specific matchups.
In addition to your changes, I'd say have Draw and Junction work like Kardia. You make it instant castable, and have it where you put a "buff" on yourself or party members (not in the literal sense but in the display sense like it kind of already is). For example if I load up a fight, I've got two dps and a healer, I can apply junction to a dps on my team and it gives me my dps junction as a buff. If I have no target and use it, I get my tank buff (or it's just tank junction by default).
Having a whole extra button for "junction cast" that's on a jank cooldown doesn't feel great imo. It should be renewed on DnJ cast if they insist on keeping DNJ be only every 30s because cast's on a 20s window meaning that for 10 seconds its kinda worthless because if you DO need to change junctions, and if you use it before DnJ is back up, you literally won't be able to use the skill you just junctioned.
I'd also say put burst strike and hyper velocity on a 20-30s cooldown and make it separate from the powderbarrel mechanic because as it stands I almost never use it because I have to either get a three gcd hit combo off before dying, or use junction and then immediately use it.
1. Gnashing Fang Combo on 10s cooldown. Using a three hit combo to get powder barrel sucks and to distil the kit properly I believe gnashing fang should be the main combo GNB uses, even if it means some potency loss on the damage. It feels better to use and procs effects making GNB a better "support tank" and using their self sustain/group sustain more often.2. Draw and Junction - Instant castable (1s recast) on self or party. Could even have it where if they draw from a particular player THAT player takes more damage from the specific GNB skills or something.Possible Debuffs:All of these would be single target debuffs maximizing on GNB burst and single target engagements, meaning they can hotswap between priorities without being locked down to a mostly useless kit where half the time most of it is on cooldown and you just have to sit back and elixir.-Junction Tank - Default Junction, provides brutal shell on gnashing combo like it already does with tank junction.
-Junction Healer - limits healing potency by 5% of target if enemy, buffs by 5% if ally.
-Junction DPS - increase target damage taken by 5% from gunbreaker, buffs damage by 5% if ally
If GNB is meant to be the BLU/Adapting class then they need to double down on it (lol). Speaking of Doubledown, the skill needs a heavy (fits the animation of "Forcing" an effect down at the ground) or a junction addition imo.
A GNB being a brawler and adapting is more of what I'd like to see in pvp and being able to actually swap to fit the occasion and not have their LB and powder barrel be so bad would be great. Even if you can't target allies with it, if you have tank junction by default with the OPTION to change it that would make the class feel ten times better imo vs just either playing an inferior dps, an inferior healer, or a meh tank.
I'd be fine if they at least took out the stun from the LB because as it stands if you're in overtime trying to push back it can absolutely ruin your day and is up in almost every engagement.
SGE healing/kardia makes no sense when Adlo is instant castable, you can stack heals with AST, and healer gets 12k for using its GCD. ONe could argue that using the gcd for cure2 instead of damage makes dosis balanced, but in the end GCD healing for 2k potency in a mode with this much burst is as you said kinda pointless.
I'd either have the e.dosis effect swapped to kardia where you're giving piecemeal shields on cast and e.dosis gives a small regen for the same amount of time as the dot you apply to the enemy, or make every other skill that SGE has proc kardia. As it stands the only thing that does is dosis which requires you to be away to use effectively which limits your damage potential.
To survive you have to use kardia on yourself, killing your healing for the team. To do damage you have to rush in and use skills that don't proc kardia at all, killing your healing for the team. The 5s of toxicon don't make up for it in my opinion.
One could theorize that by being able to apply shields more often on dosis cast that they'd "break" less often but I think that puts more onus on the SGE to use it on themselves if they're taking damage or to actually make sure they're swapping kardia targets as necessary, adding to their skill ceiling for the reward of more damage/healing/shielding.
Agreed on Riddle.
I feel like having SAMs LB have even a tiny cast bar but be invuln during the time leaves the party time to "react" to the LB without getting whacked but still providing its utility/pressure. INstead of dancing around wondering when the skill is going to come out or aoe going to proc it, you see the cast bar and go "Shit we gotta go" which can pressure people off the crystal AND do damage AND be readable by the opponent. I don't think its damage or potency should be shifted but just the tells should be improved so people know what they're dying from without going "oh yeah SAM had LB."
Chainsaw should add a bleed on analysis. This means every other skill (Drill > Bio > Anchor > Saw) has a DoT which allows for sustained pressure. Either that or as someone else suggested have it proc heatblast because I hate heat blast atm.
Haven't tried it much at high level play but all of this makes sense. I'd add the caveat that for a ranged class they have to be closer than every other ranged cast with none of the mitigation. 15y just isn't enough when NIN can shuriken from 25y away constantly with no penalty.
Agreed here. Have Phoenix be DoT and Bahamut damage or at least have it have falloff cuz jeez I ran frontlines for the first time since the changes yesterday and it really is just Bahamut zergs as far as the eye can see. I'm also kinda miffed that they gave SMN Excog with everlasting flight but didn't give SCH excog lol.
I dunno I already see too many people letting BLMs get away with murder far too often. But I haven't played the class enoguh to know. I know they're a point of grief in every match I've played with one as I went from plat to Diamond though.
Last edited by Tobias_Azuryon; 05-14-2022 at 01:16 AM.
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