It's less a nerf and more a sanity alteration. The "You dodge the next physical mechanic" could be either incredibly stupid (Surviving a Nael dive on your head) or incredibly useless (Autoattack before tank buster). By removing it, the ability is substantially more consistent and overall better balanced. You no longer get the complete idiocy of blocking a tank buster to the face, but you also no longer get it eaten without being useful. Unless, of course, you use it at the wrong time.
>silentwindfr
The thing that bothers me is that it's not an insignificant alteration to the rotation, and the damage does add up. I'd just like to see the NIN not be dependent on another class to run an optimal rotation, and I actually enjoy using my high damage finishers without needing a warrior to feed me the ability to do so.
It is entirely a "The ninja is a Warrior's pet," situation, and it's really not fun.
against boss is less usefull, but against monster we fight around it's more than welcome. before this change auto attack was often eating it, now it's can be used for reduce the damage taken, indeed like i have said it's a nerf, but for me i find it a nice change. like said, it's kinda useless against boss, but well nothing is perfect and since we mostly only receive nerf and meh skill with heavensward i try to stay positive.
ps: i did forget to talk about the fact of when you are level sync, now you need to reput the poison, a true pain. or the fact that a lot of the dagger we did get look oversized, a good exemple are the dagger from the dungeon 59 that look like sword more than dagger... it look silly.
Last edited by silentwindfr; 07-02-2015 at 03:53 PM.
Not sure if the OP still applies to 3.0 but out of curiosity, why use shadow fang during trick attack buff?
Alright, after getting a random dungeon with a WAR, I can say with certainty that the rotation feels completely awful without a WAR by comparison to the far more fluid and freeform rotation when a WAR is present. Without a WAR, the rotation is very rigid in application, rebuilding "buffer" into the huton takes an age and a half, and it just feels like a slog. With a WAR, even one applying eye inconsistently, the rotation feels freeform, like it's more of a priority, I use what I need to, when I need to, and it's a lot closer to how NIN felt pre-HW. I can say without a doubt that if DE were removed from the NIN, I'd probably enjoy the rotation a hell of a lot more than its current incarnation. Which is a shame because I already enjoy the NIN, but now I know I can enjoy it even more if not for DE.
As it stands, it really needs to be changed either to have a longer duration, not be a combo finisher, or merged into another ability, as the difference truly is night and day, and I really don't like having a class that goes from a freeform priority system to a clunky, rigid rotation for want of a warrior.
The difference is in how the huton buffer works. Without DE, you can rebuild Huton as much as you want whenever you want. With DE, you must rebuild Huton after DE is cast, as you otherwise won't maximize damage. You can only AE after DE, so you are constantly in a scarcity state as you try to rebuild huton to let you fire AE off to do more damage, which makes me constantly feel like I'm starved for the ability to actually do full damage, which makes the class feel a lot more awful than it needs to. Simply making it so DE doesn't completely and utterly choke the rotation when a WAR isn't in the group is really all that needs to be done.
Last edited by Taranok; 07-02-2015 at 08:40 PM.
Yeah all dots cast during vulnerability will have the 10% extra damage full duration.
the trouble is the tiring experience in fight extremely heavy in mechanic, i just did Neverreap, the last boss was simply a pain, it was more a punishement than a pleasure.
i'm ok with make stuff harder to master, but there? no simply no! we have too much stuff to manage they really need to do something, i just did the dungeon and i'm tired mentally to the point to wanting to stop play ninja. it's not normal to make gameplay become this awfull.
between the mudra, the positional, the dot, the debuff (DE), the huton management.... you add at this the mechanic of the fight and it become impossible to do it correctly. the trouble is the fact that we did get too much stuff to check, the weaponskill system make all the experience a pain and not fun. they need to make change... i don't want to imagine the fight into Alexander.... no for be more honest i'm scared to imagine the fight in Alexander and harder content. if they have too many mechanic to follow it will be impossible to play correctly ninja.
too many decision was made for make the ninja an awful experience...
i need to be more detailed.
the trouble is the number of mechanic we have to manage:
- 4 weapon skill combo, that don't work together since most of the duration are not aligned. it's unsynch and without a warrior is clunky
- the mudra system....
the two combined make the experience a chores, we already have the most punishing and unfinished system, the mudra, it's affected the most by the latency.
now we must compose with the jobs with the most combo! seriously! they need to stop to ask us the impossible we are melee not ranged! no other jobs ask this much of skill for be played correctly!
Last edited by silentwindfr; 07-02-2015 at 11:37 PM.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.