
i love that you call-out people on their skills when you havent cleared anything that requires more than 3 working braincells lol Discussing about change is fine but telling people they have skills issue for disagreeing with you? nope
That was literally the only thing fun about GNB. The fact that it was actually non-trivial to adjust around downtime. And even then it was not that hard at all. I did it in DSR back in EW and I don't remember much difficulty. I didn't need to look up any logs to get an orange first try. About the only thing to optimize in there was P6 too.
The fact that you actually had to think about whether to burn a cartridge right now that affects whether you can use double down 50 seconds later. That was the only thing that made it interesting.
Idk why I'm even talking about this honestly, not like I even play this shitty game anymore.
The GNB changes are excellent. All this shows me is you don't understand either the job itself, balance, or both.
First, elephant in the room, yes, damage nerf. Yes, it needed it, or the other tanks needed buffs to bring them in line. They went with nerf, valid option, it's fine.
Now the main changes. Yeah, it's a 1 minute job now. That's not a bad change, GNB is far more forgiving now, you won't ever waste cartridges on bloodfest because of a bad situation or have to delay it because now it bumps you up to a max of 6 and gives you 3 to fill you up. Yes, Double down costs 2 now, but you have 6 so it's the same. Lionheart combo is done once per minute instead of once every 2 minutes and gets a potency nerf, brilliant! Less potency but more uses becomes more consistency, if you didn't crit and/or direct hit your lionheart it felt terrible because of the huge damage gain, that has been made smaller, so the inconsistencies in damage between equally performing players has decreased. In short, less RNG.
It also puts you in a pretty standard loop instead of having the boring 1 minute rotation and the better 2 minute rotation. Gnashing fang on charges is another great change because you have on to throw around wherever you like, so you can hold it if you need to reposition or have downtime coming up without drifting and still have it up for your burst. Sonic break is a shorter dot, so you lose less damage when a target dies shortly after being applied or goes invulnerable.
I feel people are complaining because that's just what people do when something they like changes, but not all change is bad. Embrace it, enjoy it. Put time in to it before judging it, it's literally day 1.
The regular 123 combo on every job IS filler. That's it's whole purpose.


GNB changes being excellent is subjective, if you like warrior and having nothing to really manage then yes it's a excellent change if you don't then oh well too bad for you theirs no tank anymore that's got to manage anything other then auto rotation and burst.
Damage nerf was needed, I also agree that Lionheart crit rng was terrible but its not like they could have changed that without completely changing the job.
It is a bad design to make another tank fall under 1 minute, PLD/WAR already fall under one minute, if you take a second to look GNB and PLD are even more similar now because of it which is a bad thing. Tanks should generally feel different enough.
Doesn't the Gnashing fang changes actually restrict gnb under level 100 to only use it twice during no mercy? I could be wrong. I'd be more in favour of it having two charges if they accounted for any content below 100 ever but they don't, it took them ages to give PLD a gap closer at 70 content instead of 80 content and to give dark missionary at 70 content.
People are complaining because they've changed the job into less management and into a simplified watered down version of it's self that's very simple, frankly some people actually like room to mess up at times it's not bad that a job punishes you for making mistakes in a rotation.
Regular 1, 2, 3 shouldn't be filler.
Rotations like samurai's filler should be filler having different combos, Procs like dancers should be filler, a 1, 2, 3 is not a good example of filler, not on a tank, healer or a dps it's just bad and frankly boring.

Rithys got a point. The best filler never FEELS like filler. Dragoon having a 5 button combo with buttons that transform animation when executed correctly is awesome. It was even cooler when wheeling thrust and fang and claw interacted with gauge. Reapers 123 filler would feel really bad if it didn't have to manage mark of death and soul slice. People actually want reaper debuff gone and it makes me big sad.
Paladin used to and still kinda does have the best filler combo of the tanks imo. 1 2 3 spell new 123 animation is so satisfying compared to the 9999th soul eater combo or solid barrel combo. Warrior has two finishers to its 123 and each weapon skill plays a slash sound per step in the combo.
Heavy swing-1 swing sound effect > main - 2 swing sounds > storms path - 3 slash sounds. So warrior gets a bonus for me because of that.
No, what they did was make it the same job as war and paladinIf playing clunky and easily getting fcked over by kill times means "good" to you, then that's a you issue. Because that is exactly how the job was to many many players and why this change was made. The job is now more flexible in downtime situations and has a more free playstyle which doesn't make you dispair as soon as you have to take a GCD of downtime and suddenly your entire rotation is messed up and you now end up having to either delay burst or live with sacrificing a cartridge. And in terms of rotation, not much changes btw. It plays mostly the same, just with less having to worry about everything lining up perfectly. And the "nerf" is around 1% by the way, it is not almost not noticable.
Can't wait for drk to be the next one so the tanks can just be "pick your particle effects"

???????
Um hello? Are are we gonna act like the 60s shadowbringers onwards version of delirium wasn't watered inner release? They both even gave 5 charges back in 5.0. Dark knight had its unique mechanics stripped to make the tank archetype what is now. Warriors drain tanking? Dark knights old abyssal drain gcd spam with old dark arts. All tanks having a powerful short cd mitigation? TBN was so awesome in stormblood they shadowbringers gives everyone a strong short cd and in endwalker we made all of them better then tbn.
Dark knight has plunge, a unique dash attack only available to dark knight?? Stormblood drops, now warrior has one. Shadowbringers now all tanks have dash attacks. Now Dark knight is one of the only two tanks with no offensive dash attack and it lost the iconic plunge animation and sound.
Dark knight is the sacrificial lamb they offered to make the modern homogeneous tank design at least kinda fun.
Last edited by Reginald_Cain; Yesterday at 01:34 AM.

Let's not forget dark knight also lost a second combo string in shadow bringers and and lost scourge between stormblood and heavensward.
But EVERY OTHER TANK had a second combo or combo finisher and they basically recycled scourge into Gunbreaker's sonic break.
8.0 patch.
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