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  1. #11
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,116
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    I don't necessarily think GNB LB is that bad for what it is and how short the charge time is. Yeah it sucks if you can get interrupted during it, but look at it from a brighter side, you are forcing resources out of the enemy and if not you punish them with the damage, damage down, vuln up and stun.

    As for the rest of the kit, I think DPS Junction is actually fairly alright, at most I'd add something like faster GCD timer like 2.2s under DPS. Tank Junction is based, don't see any need for changes.

    Healer Junction's Aurora imo should have a buff on top of the regen, to align with the support nature. It would be similar to Scholar Adloquium, +10% DMG and +10% HP recovery.

    As for the Junction System itself, honestly you should be able to choose teammates as targets like BLU Mimicry. This would alleviate accessibility issues greatly.


    Further changes are difficult to think of without a system change to increase the amount of PvP actions of each job from around 11-12 to 15-16 as GNB's kit is already loaded. At most a rework to the Limit Break but they seem confident to keep it.
    I actually do think that GNB LB is very potent on its own, but gets literally ruined by stuns. It would be like if you could stun a DRG being in the air trying to execute Skyshatter. Guard already works against GNB LB..

    I still do feel that DPS junction is shit for the simple reason that DPS junction has no real defensives. The only saving grace is the high HP pool from being a tank, but that will melt incredibly fast and with zero sustain at the first damage that flies your way. It feels like jumping into melee as black shift RDM except RDM does it way better and actually has tools to zoom in and out. You can add a faster attack and that would be a buff sure, but it would not solve the fundamental problem of the lack of survivability for a melee DPS.

    I do feel that especially at high level, Healer junction is the best out of the 3 because even if people aren't trying to kill you, you can still heal allies and the output is pretty good. The upfront 12k heal from Aurora is also a pretty hefty heal able to compare to WhM/AST heals imo. I wouldn't spit on some manner of mitigation, but that's definitely not the junction that needs it the most. I do feel that Healer junction is already alright kinda, it just depends on getting a healer on the opposing team, which isn't always a given.

    I do feel that while picking from allies would be handy, it would also be a nightmare balance for the simple reason that it could ruin the already pretty mediocre matchmaking and you could end up with even more imbalances between roles. Yes I say roles, because I do think there is roles, and i'll die on that hill, especially since the matchmaker is apparently trying to balance this out even if sometimes it just shits the bed: it means the devs are aware of those roles being a thing.
    (0)

  2. #12
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,116
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    What you want is essentially Purify Resilience so you have an option to engage with it and not being bullied to shit.

    Fetter Ward. An action that I am suggesting on every turn as it gives people more agency during engagements and with a short enough duration forces people to consider how long they can overstay their welcome. Could even be something where it eats the next two or three CC only and then the 4th goes through.
    As a ranged DPS player, I am staunchly opposed to any Fetter Ward addition, as it would ruin our role even further, but I already talked about it extensively in another post. That would be literal cancer to deal with.
    (0)

  3. #13
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Valence View Post
    As a ranged DPS player, I am staunchly opposed to any Fetter Ward addition, as it would ruin our role even further, but I already talked about it extensively in another post. That would be literal cancer to deal with.
    Obviously an adjustment like readding Fetter Ward would not come in solitude. Naturally this is supposed to come with other changes such as access to non-Guard mitigation with less strings attached, such as Tanks with Reprisal or similar, Ranged with something akin to Tactician or Palisade and so on so Ranged players would have more agency over their HP bar compared to say Dragoon or Samurai.

    A plain addition of that in current state in a vacuum would be fatal.
    (0)

  4. #14
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,116
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    That would be better but I'm still not convinced. Fetter doesnt promote a lot of skill play and puts the lower end of the player base even more at a disadvantage because they would not be using it, or not at the right time due to fundamentals like bursting, etc, not being met. Also, it's a tool for melees, plain and simple, not for ranged. I'll still take it for when I wanna go in, which can happen for sure, but it's helping me twice less than it's helping melee DPS to kill me.
    (0)

  5. #15
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Zachia View Post
    That makes a lot of sense actually. Well then I hope they could fix the bug cause i legit thought my LB was interrupted and got pissed :/ no one elses LB's can get interrupted.
    Yeah, no one's limit breaks can be interrupted, but like any action in any mode of this game (even PvE), if the character initiating the action dies before the effect takes place, or the target is no longer targetable before the effect lands, the effect is averted entirely.

    This is super noticeable with actions that have a long animation before the effect, from Hallowed Ground to Tornado Kick to Limit Breaks. It's extremely easy to die before you get any benefit if you use DNC's limit break improperly, but ones like RDM can be shut down before the damage and healing actually applies despite the instantaneous animation.

    Even DRGs can be killed midair, "in the grave" awaiting doom from damage that's due to resolve upon them if it was sent before they' became untargetable from jumping. Timely stuns or pigs etc will also apply as they go skyward, and you can see they're still cc'd up in the air on the UI. Only difference between them and GNB is that once they're up there (and not dead from any hits that may have landed), they're safe.

    Aoes even secretly hit targets in sequence, not simultaneously. So, boss enrage clears happen where the boss dies when 7/8 players get killed by the enrage. Theoretically it's possible you could have a SAM counter Zantetsuken 5 players and die after only killing 4.


    Edited for clarity.
    (1)
    Last edited by Post; 08-03-2023 at 02:58 AM.

  6. #16
    Player
    Towa-Musa's Avatar
    Join Date
    May 2022
    Posts
    1,060
    Character
    Towa Musa
    World
    Mateus
    Main Class
    Gunbreaker Lv 99
    Quote Originally Posted by Post View Post
    Yeah, no one's limit breaks can be interrupted, but like any action in any mode of this game (even PvE), if the character initiating the action dies before the effect takes place, or the target is no longer targetable before the effect lands, the effect is averted entirely.

    This is super noticeable with actions that have a long animation before the effect, from Hallowed Ground to Tornado Kick to Limit Breaks. It's extremely easy to die before you get any benefit if you use DNC's limit break improperly, but ones like RDM can be shut down before the damage and healing actually applies despite the instantaneous animation.

    Even DRGs can get killed before they're untargetable from jumping. Timely stuns or pigs etc will also apply as they go skyward, and you can see they're still cc'd up in the air on the UI. Only difference between them and GNB is that once they're up there (and not dead from any hits that may have landed), they're safe.

    Aoes even secretly hit targets in sequence, not simultaneously. So, boss enrage clears happen where the boss dies when 7/8 players get killed by the enrage. Theoretically it's possible you could have a SAM counter Zantetsuken 5 players and die after only killing 4.
    bruh.... LB can be interrupted, its called imping them.
    (0)

  7. #17
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Towa-Musa View Post
    bruh.... LB can be interrupted, its called imping them.
    This does not work on all LBs and for those that it works on the window to successfully use Miracle of Nature varies.
    (1)

  8. #18
    Player
    Noox-115's Avatar
    Join Date
    Jan 2022
    Posts
    261
    Character
    Nox Bloodthorn
    World
    Zalera
    Main Class
    Dark Knight Lv 100
    At first I thought it was a PvE post I was like OH LAWD DON'T BUFF GUNBREAKER AGAIN
    (0)

  9. #19
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,116
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Post View Post
    Yeah, no one's limit breaks can be interrupted, but like any action in any mode of this game (even PvE), if the character initiating the action dies before the effect takes place, or the target is no longer targetable before the effect lands, the effect is averted entirely.

    This is super noticeable with actions that have a long animation before the effect, from Hallowed Ground to Tornado Kick to Limit Breaks. It's extremely easy to die before you get any benefit if you use DNC's limit break improperly, but ones like RDM can be shut down before the damage and healing actually applies despite the instantaneous animation.

    Even DRGs can get killed before they're untargetable from jumping. Timely stuns or pigs etc will also apply as they go skyward, and you can see they're still cc'd up in the air on the UI. Only difference between them and GNB is that once they're up there (and not dead from any hits that may have landed), they're safe.

    Aoes even secretly hit targets in sequence, not simultaneously. So, boss enrage clears happen where the boss dies when 7/8 players get killed by the enrage. Theoretically it's possible you could have a SAM counter Zantetsuken 5 players and die after only killing 4.
    While it's true that any LB will get shut down if the LB user gets killed before the effect resolution, as Reinhart said some LBs can be stun interrupted (Zantetsuken), and some can't (Spite).

    The target not being targetable anymore is not a guarantee for LBs to fail, but again it depends of the LB. I've already sniped DRGs that were in the air just because Spite was used before they jumped for example.
    (0)

  10. #20
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Valence View Post
    While it's true that any LB will get shut down if the LB user gets killed before the effect resolution, as Reinhart said some LBs can be stun interrupted (Zantetsuken), and some can't (Spite).

    The target not being targetable anymore is not a guarantee for LBs to fail, but again it depends of the LB. I've already sniped DRGs that were in the air just because Spite was used before they jumped for example.
    Actually I can probably explain that Zantetsuken vs Spite comparison, for anyone reading this and being curious.

    What spite actually does is just do one big attack no strings attached. It is merely animation delayed but it has otherwise no components. That's why in the current iteration you can't late guard it or imp it.

    Zant is different because it consists of:
    - gapcloser
    - damage calculation based on Kuzushi existing
    - AOE propagation (i.e. the order people are hit)
    - the actual hit
    in roughly that order. This is why Imp works, because you can stop it before the gapcloser as imp changes how your character interacts. Stun or Silence does not work however as they block the press of the action key, not the action.

    And to go full circle, the reason neither truly stops Relentless Rush going into Terminal Trigger is because it is a channeled buff with an expiration effect like Wildfire or Death Warrant.

    Hope the info is useful for some.
    (4)
    Last edited by Reinhardt_Azureheim; 08-02-2023 at 06:45 PM.

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