You mean like a certain Ninjutsu that, when cast, let's us use an otherwise stealth-locked ability that increases damage received by 10% for the entire party?
First dash, see above. Second dash, that's not really helping the class at all. All it will be is the devs adding a complicated mechanic that the players will min/max to hell and back reducing the mechanic to nothing even remotely useful. And who would ever cast Hyoton only to follow up with Katon? If it justs boosts fire damage that works from Black mages, see above same as the first dash.
I can only imagine the rage from Monks who get Huton to increase their attack speed as they furiously try to click it off so that their rotations aren't completely broken at random by the Ninja. About the only class that genuinely wants faster cast/ability usage is the Black Mage. Sure, the devs could change this in the future, but added TP drain isn't fun.
Furthermore, the Ninja is not a tank, and it already has abilities for taking loose amounts of damage, such as the Dragoon's keen flurry or perfect dodge. For anything else, you're talking about a lot of mutually exclusive abilities that compete with each other and what already exists presently, adding bloat to a system that is not designed to handle it at all.
We already have the third ability. It's called Shukuchi. Furthermore, see above. Everything you are asking will be mutually exclusive with what already exists. They'd be better served as individual abilities if we want to keep the system from being bloated or clunkier than it already is.
This really isn't in question. I would like the system expanded in some capacity as well. But again, mutually exclusive. Why would I ever use, say, Heaven by itself on my next AE when it locks me out of using Raiton? If it were better, why would I use Raiton then? If it doesn't lock out Raiton, what is going to stop me from doing Heaven, GCD, Earth, GCD, Man, GCD, fire ninjutsu? What does that actually add to the class except a horribly bloated and clunky system?
The problem is, half your ideas are bad, and the other half either already exist, or shouldn't be thrown into the ninjutsu system anyways because of how mutually exclusive it is. About the only thing here we agree on is that Ninja shouldn't have positionals. Every other idea is half-baked and you're not considering the rather heinous ramifications of them being added.
Remember, the ninjutsu system gives you 3 abilities per minute to use. One ability is absolutely the best right now in Trick Attack, probably the single largest group synergy buff in the entire game if only because the mana and TP restores nerf bard damage, and foe's requiem only helps a relatively small amount of classes compared to trick attack. The other ability is Raiton, and the third is Huton, the single most important self-buff in the ninjutsu tree. Unless Ninjutsu is heavily altered, you would need to add more abilities that can compete with those without also destroying those in the process. Huton is being removed because of a weapon skill that extends it, which is good, but Suiton and Raiton are still king. Due to how ninjutsu work, we can't add ability-specific cooldowns, and everything must still compete with those 3 or 2. We could add new abilities that augment our next attack, but Huton technically already does this, as well as Kassatsu, and Suiton especially, and if any option is made superior to another option already present, that new option will be used exclusively over the old one.
Exceptions would be other one-minute-long-or-longer abilities, but at what point do you overburden the ninja with excessively long ability rotations to make sure you use 6 different abilities once every 2 minutes on 20 second intervals or the like? At what point do you put too much on the class to the point where it's no longer fun, without completely changing the framework of the class itself?
Yes, the system is being underutilized, but what you're asking is for either even more under-utilized trash-tier abilities like Hyoton, or overly clunky class design that has no real logical flow to it. The devs could accomplish the same thing pretty much right now in the framework we have of Nin in heavensward by literally making Hyoton a 300 potency attack that also debuffs the target's resistance to Raiton by 20% for 35 seconds. At that point, you gain more potency by casting Raiton after it than you would by simply casting 2 Raitons, and you actually benefit from doing a Kassatsu Raiton after it in addition to the Raiton immediately after.
But a teleport ninjutsu? Why would I ever teleport with a Healer just to buy time when they gain aggro? Better question, how would I do this if I am constantly making sure Ninjutsu is constantly on cooldown to maximize DPS? If I am expected to run positionals as a ninja, how am I expected to intermix ninjutsu between attacks that also need to fire for specific abilities while still making sure they're also always on cooldown and that Hoton, Suiton, Raiton, or whatever new Ton ability is added is also firing on time? How am I expected to keep track of Suiton making Raiton stronger or Hyoton making Katon or black mage stuff better when I'm juggling so many other abilities?
What you're asking for sounds cool in concept, but is absolutely disastrous from a gameplay standpoint, and doesn't do anything to actually make the class better. It simply sounds cooler in concept. Again, the only point I truly agree with is that Ninja shouldn't have positionals simply so that there's a melee DPS class that does not care much at all about positionals, in contrast with one that moderately cares, and 1 that cares so much that to not run positionals completely cripples your DPS.



Reply With Quote




