Why not just reopen with 2 cartridges?
Why not just reopen with 2 cartridges?



Hello,As a result, to avoid this issue, the Gunbreaker rotation is forced to setup a 2-Ammo Reopener, ditching any extra cartridges.
This is very counter intuitive after 3 years of getting used to build 3 ammos for the reburst. This change make the whole GNB rotation worse with the intention of making it easier in specific scenarios.
I've adressed this question:
It feels counter intuitive
It's a way to just simplify GNB when the rigidity of the job was a big appeal to many players.
And as pointed out by Icecylee, they already solved the main issue. It's a change that rewards player who don't actively seek uptime and punish players who actively seek uptime.
The simplify aspect alone should be enough to be against this change.

so, I play with people who have played with GNB for high end content for years and I've also dabbled with GNB for a while now ever since it came out in 5.0. the double down change is objectively good rather than as bad as a lot of this thread is making it out to be. this has been an issue ever since the 3rd cart and Double Down was added in Endwalker.Hello,
I've adressed this question:
It feels counter intuitive
It's a way to just simplify GNB when the rigidity of the job was a big appeal to many players.
And as pointed out by Icecylee, they already solved the main issue. It's a change that rewards player who don't actively seek uptime and punish players who actively seek uptime.
The simplify aspect alone should be enough to be against this change.
out of all of the 4 tanks GNB is actively punished the hardest when the main rotation is messed up, you lose uptime or you die coming into your 2 mins as your double down will most likely drift around outside of the major issues. This change is also a major godsend to the class in multi phase fights such as M4S or any EW ulti and the upcoming ultimate raid as it is less reliant on starting up the burst on 3 carts and allows resource gen to be less of an issue. as a whole. i would go as far to say that this class wasn't even healthy to play in 7.0.
the main reason why hypervelocity lost potency in the changes also is to make up for the fact that now you do your 2 mins with 2 carts, you will need to do an extra Burst Strike > Hypervelocity in your filler between the 1:30 unbuffed gnashing combo and before the 2 mins in your rotation so you don't have 3 carts going into 2 mins.
"I hate this change as it makes it easier therefore bad" is kind of a bad mentality overall.
Last edited by Metricasc; 11-19-2024 at 03:20 PM. Reason: added more for elaboration

Your anecdotal evidence isn't any better than the anecdotal evidence people are providing here. I dislike the change, as do GNB mains in my social circles. It's all just opinions. Also, something being easier isn't "objectively good".so, I play with people who have played with GNB for high end content for years and I've also dabbled with GNB for a while now ever since it came out in 5.0. the double down change is objectively good rather than as bad as a lot of this thread is making it out to be. this has been an issue ever since the 3rd cart and Double Down was added in Endwalker.
out of all of the 4 tanks GNB is actively punished the hardest when the main rotation is messed up, you lose uptime or you die coming into your 2 mins as your double down will most likely drift around outside of the major issues. This change is also a major godsend to the class in multi phase fights such as M4S or any EW ulti and the upcoming ultimate raid as it is less reliant on starting up the burst on 3 carts and allows resource gen to be less of an issue. as a whole. i would go as far to say that this class wasn't even healthy to play in 7.0.
the main reason why hypervelocity lost potency in the changes also is to make up for the fact that now you do your 2 mins with 2 carts, you will need to do an extra Burst Strike > Hypervelocity in your filler between the 1:30 unbuffed gnashing combo and before the 2 mins in your rotation so you don't have 3 carts going into 2 mins.
"I hate this change as it makes it easier therefore bad" is kind of a bad mentality overall.
I personally enjoyed the rotation being rigid because the skill came from doing said rotation during mechanics. It's not a bad mentality to want things to be challenging. Some of us don't want every job to be easy.
no kidding, so many people that don't play at a high level trying to direct how jobs play is infuriating and how we end up with devs getting BAD feedback and garbo changes happening.so, I play with people who have played with GNB for high end content for years and I've also dabbled with GNB for a while now ever since it came out in 5.0. the double down change is objectively good rather than as bad as a lot of this thread is making it out to be. this has been an issue ever since the 3rd cart and Double Down was added in Endwalker.
out of all of the 4 tanks GNB is actively punished the hardest when the main rotation is messed up, you lose uptime or you die coming into your 2 mins as your double down will most likely drift around outside of the major issues. This change is also a major godsend to the class in multi phase fights such as M4S or any EW ulti and the upcoming ultimate raid as it is less reliant on starting up the burst on 3 carts and allows resource gen to be less of an issue. as a whole. i would go as far to say that this class wasn't even healthy to play in 7.0.
the main reason why hypervelocity lost potency in the changes also is to make up for the fact that now you do your 2 mins with 2 carts, you will need to do an extra Burst Strike > Hypervelocity in your filler between the 1:30 unbuffed gnashing combo and before the 2 mins in your rotation so you don't have 3 carts going into 2 mins.
"I hate this change as it makes it easier therefore bad" is kind of a bad mentality overall.
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