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Thread: New gap closers

  1. #11
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,650
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by CidHeiral View Post
    I'm not sure why they didn't just keep those abilities and remove the damage. They were all visually unique and suited the flavor of the job, now they all look identical.
    Because the animations were clearly an attack. Plunge not doing damage would feel weird considering you literally do an over-the-head swing with an 8 foot sword.
    (0)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  2. #12
    Player
    CidHeiral's Avatar
    Join Date
    Dec 2021
    Posts
    1,593
    Character
    Cid Heiral
    World
    Hyperion
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Daeriion_Aeradiir View Post
    I think likely due to the fact the animations involve an actual attack. It would honestly look goofy to see a DRK leap at an opponent, slam a huge greatsword down on them and there's absolutely no damage, tactile feedback, or anything.
    I like the plunge animation much more, but I could easily see why they replaced them.
    Quote Originally Posted by ForteNightshade View Post
    Because the animations were clearly an attack. Plunge not doing damage would feel weird considering you literally do an over-the-head swing with an 8 foot sword.
    That's a fair point. Personally, this is the same game where we can ride through the air on pigs flying by their ears, so I don't find it that immersion breaking if what looks like an attack doesn't do damage if the end result is more visually appealing.

    Perhaps they could have adjusted the old animations, or at least crafted the new ones to look similar but less like an attack to keep their flavor. Anything would be preferable to just pasting the same MNK copycat dash to multiple other jobs.
    (3)

  3. #13
    Player
    ZiraZ's Avatar
    Join Date
    Dec 2021
    Posts
    536
    Character
    Zira Zira
    World
    Jenova
    Main Class
    Dragoon Lv 100
    The most baffling one is the DRG one, didn't FFXI have jumps that did no dmg? So why can't we have a no dmg jump?
    (5)

  4. #14
    Player
    Equitable_Remedy's Avatar
    Join Date
    Oct 2020
    Posts
    917
    Character
    Eristede Kell
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Cabalabob View Post
    NIN’s shukuchi seems to have been changed into more of a backstep since I never saw them turn around (although this could just be job trailer movie magic)
    Someone can correct me if I'm wrong, but I seem to recall it being shown the same way in the EW job trailer - probably "job trailer movie magic."
    (0)

  5. #15
    Player
    GodModule's Avatar
    Join Date
    Apr 2024
    Posts
    37
    Character
    God Module
    World
    Omega
    Main Class
    Gunbreaker Lv 100
    I loved Rough Divides animation, both as a gap closer and when weaving during burst. Why do they keep sucking all the fun out the game
    (4)

  6. #16
    Player
    Noox-115's Avatar
    Join Date
    Jan 2022
    Posts
    261
    Character
    Nox Bloodthorn
    World
    Zalera
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Cabalabob View Post
    I was watching the job action trailer and it looks like the devs are moving away from damage dealing gap closers. At least for faster paced jobs.

    DRG seems to have lost spineshatter dive, DRK has lost plunge and GNB has lost rough divide and they have all been replaced by a new gap closer that looks similar to MNKs thunderclap. RPR’s ingress/egress seem unaffected, NIN’s shukuchi seems to have been changed into more of a backstep since I never saw them turn around (although this could just be job trailer movie magic) and Viper seems to be following the same trend as the others. Samurai didn’t show off theirs but they are already dps neutral due to kenki usage so it’s probably not changed.

    I say only for fast paced jobs because PLD and WAR seem to have kept intervene and onslaught as they were.
    The fact that DRG lost a jump really fucking piss me off
    (3)

  7. #17
    Player
    Amvin's Avatar
    Join Date
    Apr 2022
    Posts
    32
    Character
    Vinleas Vesh
    World
    Halicarnassus
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Noox-115 View Post
    The fact that DRG lost a jump really fucking piss me off
    100% agree. I'm extremely salty about it. The dash that replaces it looks just so weird on a DRG! I don't understand why they took a jump from a job that is supposed to be about jumping and replaced with a weird ground shuffle.
    (3)

  8. #18
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    I see that people being against this change do not raid high end content, so I'll explain for tanks.

    Due to the nature of some tank buster, you were forced to weave 4 mitigations during a GNB burst that already has barely any space to breathe, otherwise it would put too much of a strain on your healers.
    It was also counter intuitive to use something supposed to be for mobility as a damage tool. In fact due to boss design, it was always used as a damage tool rather than a mobility tool.
    For casual content, it was okay for GNB to have that much to weave, but not high-end content.

    You'll now use the new tool as a mobility tool instead of a damage tool, what should've been from the start. That's not sucking the fun out of a job, spamming a dash every 2 minutes can't be the definition of fun.
    If you don't know what to do to fill oGCD windows, use mitigations, your healers will thank you.
    (2)

  9. #19
    Player
    Noox-115's Avatar
    Join Date
    Jan 2022
    Posts
    261
    Character
    Nox Bloodthorn
    World
    Zalera
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by CKNovel View Post
    I see that people being against this change do not raid high end content, so I'll explain for tanks.

    Due to the nature of some tank buster, you were forced to weave 4 mitigations during a GNB burst that already has barely any space to breathe, otherwise it would put too much of a strain on your healers.
    It was also counter intuitive to use something supposed to be for mobility as a damage tool. In fact due to boss design, it was always used as a damage tool rather than a mobility tool.
    For casual content, it was okay for GNB to have that much to weave, but not high-end content.

    You'll now use the new tool as a mobility tool instead of a damage tool, what should've been from the start. That's not sucking the fun out of a job, spamming a dash every 2 minutes can't be the definition of fun.
    If you don't know what to do to fill oGCD windows, use mitigations, your healers will thank you.
    what doesn't do damage can get the f out of my hotbar weather it's a tank or dps it's quite easy to press buttons on a controller and to move too
    (0)

  10. #20
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Noox-115 View Post
    what doesn't do damage can get the f out of my hotbar weather it's a tank or dps it's quite easy to press buttons on a controller and to move too
    I guess you must be a wonderful DRK to heal in dungeon.
    (4)

  11. 05-17-2024 08:45 PM

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