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  1. #1
    Player
    KasaiTaiyome's Avatar
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    Jun 2017
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    14
    Character
    Kasai Taiyome
    World
    Cerberus
    Main Class
    Ninja Lv 70
    It's nice to see that other people care about this enough to at least discuss it. One argument which came up is, that one has to see "the whole package". This is what I actually tried to do. Hyoton has been part of the whole package for as long as the job exists. I know a few situations myself in which one could use Hyoton, but those are mostly solo content. Examples for group content do exist but the fact, that this bind is removed so easily by stray damage, basically degrades Hyoton to a weaker damage ability. And for raw single target damage we have other Ninjutsu that do the job much better.

    Also talking about a rarely used ability in this case seems a bit off. It is more like an almost never used ability. I think One-Ilm-Punch was mentioned here. I only know it's current version, no idea if that was ever changed and if so, what it was like before. Currently though, in group content it does serve to interrupt an AoE of trash mobs. Hyoton can't even do that. If I did some of the more difficult endgame group content, I expect nobody would even want me to use Hyoton.
    (1)
    Last edited by KasaiTaiyome; 12-17-2017 at 09:49 PM.

  2. #2
    Player
    RylaBee's Avatar
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    Nov 2017
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    151
    Character
    Ryla Bee
    World
    Omega
    Main Class
    Summoner Lv 90
    This ability looks to me in the same boat as Mug, BLM Sleep or WHM Repose.

    They seem like holdovers from completely different game design philosophy.
    Mug is sort of "class flair" ability, others are clearly meant as Crowd Control, which howevery is never used in any serious content..
    (1)

  3. #3
    Player
    wereotter's Avatar
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    Sep 2015
    Location
    Ul'Dah
    Posts
    2,106
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Mug is still pretty useful as it both is an OGCD damage dealer and was reworked in Stormblood to dramatically increase your Ninki gauge.

    I think the solution to Hyoton is to make it a viable part of Ten-Chi-Jin. It's unfortunate that our highest DPS for that skill is identical regardless of if we're hitting a single target or multiple targets. Maybe give it a potency increase in combo with fuma? Something you'd never get without Ten-Chi-Jin but would give us the option of using it for higher single target damage.
    (1)

  4. #4
    Player
    KasaiTaiyome's Avatar
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    Jun 2017
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    Character
    Kasai Taiyome
    World
    Cerberus
    Main Class
    Ninja Lv 70
    Quote Originally Posted by RylaBee View Post
    This ability looks to me in the same boat as Mug, BLM Sleep or WHM Repose. [...]
    Quote Originally Posted by wereotter View Post
    Mug is still pretty useful as it both is an OGCD damage dealer and was reworked in Stormblood to dramatically increase your Ninki gauge. [...]
    Now there's a thought: How about instead of adding a Debuff, Hyoton does something for the Ninki skills? It could add a small amount to the Ninki gauge - not more than 10 because with a maximum of 20 seconds its cooldown is much shorter than mug. It could also slightly reduce the cooldown of one of the other two Ninki abilities instead, somewhere between 5 and 10 seconds maybe?
    (1)
    Last edited by KasaiTaiyome; 12-21-2017 at 07:44 PM.

  5. #5
    Player
    RenOkamiya's Avatar
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    Aug 2017
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    61
    Character
    Ren Okamiya
    World
    Ragnarok
    Main Class
    Ninja Lv 70
    Quote Originally Posted by KasaiTaiyome View Post
    Now there's a thought: How about instead of adding a Debuff, Hyoton does something for the Ninki skills? It could add a small amount to the Ninki gauge - not more than 10 because with a maximum of 20 seconds its cooldown is much shorter than mug. It could also slightly reduce the cooldown of one of the other two Ninki abilities instead, somewhere between 5 and 10 seconds maybe?
    The problem here is that if you rework Hyoton to have a impact on the Ninki, it would become mandatory over every other Ninjutsu besides Suiton because it's party wide buff. Like you said 10 Ninki every 20 sec is way better than mug and would be overpower. As for reducing the cooldown, the "order" is pretty clear now, and feels "fluid" enough, if you start to mess with the cd's that going to be a pain in the ass ^^
    (1)

  6. #6
    Player
    KasaiTaiyome's Avatar
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    Jun 2017
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    14
    Character
    Kasai Taiyome
    World
    Cerberus
    Main Class
    Ninja Lv 70
    Yes, that is very true. Also that would mean, that Hyoton stays useless until level 62, when you first get the Ninki gauge or even level 68 when you first get an ability with a cooldown to reduce. So it wouldn't just throw the job out of balance, it would also stay uselsess most of the leveling process. I didn't think that through. Anyway there is no telling whether the developers actually read these forums or take inspiration from the suggestions. Or am I mistaken here?
    (1)

  7. #7
    Player
    Kabooa's Avatar
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    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by KasaiTaiyome View Post
    Now there's a thought: How about instead of adding a Debuff, Hyoton does something for the Ninki skills? It could add a small amount to the Ninki gauge - not more than 10 because with a maximum of 20 seconds its cooldown is much shorter than mug. It could also slightly reduce the cooldown of one of the other two Ninki abilities instead, somewhere between 5 and 10 seconds maybe?
    I gave you two examples.
    (0)

  8. #8
    Player
    RenOkamiya's Avatar
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    Aug 2017
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    61
    Character
    Ren Okamiya
    World
    Ragnarok
    Main Class
    Ninja Lv 70
    Most of the skills are useless during the lvling process on everyclass anyway so I would care much about that. Problem is that we have useless skills in raid content. I'm not saying we should use every last one of them on every uncounter, but the fact is it's a problem since it's unusable. The exeption here is the arm's lenght in the cross role panel which is actually good on some fights.

    It's nice to discuss but if I take it from the past, DRG for example got feint since 2.0, and was never ever reworked until SB (or should I say removed ^^) so I'm not too optimistic. I think they prefere spend their ressources on content and other stuffs than 1 skill on 1 job ^^
    But it would be nice anyway
    (0)

  9. #9
    Player
    wereotter's Avatar
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    Sep 2015
    Location
    Ul'Dah
    Posts
    2,106
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    So an adjustment to my earlier suggestion that Hyoton combo off Fuma.... The simplest solution to my earlier suggestion is just to increase the potency of the move, and maybe remove the bind (but leave it as is for PvP content)

    If you increase the potency to 260, then you will have a single target Ten-Chi-Jin combo that is mildly different from an AOE version as Hyoton will now have a higher potency on a single target by 10 potency than Katon, and you'll still be able to Katon for an AOE Ten-Chi-Jin. That kind of buff will still leave the skill 100 potency less than Raiton, so it won't change anything outside of the combo, but will now give the skill a place in your rotation.
    (0)

  10. #10
    Player
    Eloah's Avatar
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    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Out of curiosity why is no one saying the simplest solution there could be... A DoT. I forgot someone made that statement already. But my DoT idea is a bit different.

    Hyoton could easily be reworked to place a low level long duration DoT on a single target that would be of similar or equal potency to Fuma and Raiton and still "fit" into the rotation since its not something you'd have to reapply every chance you get. It may seem "low" but what about keeping the initial hit of 140 then applying a DoT of 10 potency for 60 seconds, that adds an additional 200 to the initial 140 making the total 340, which is "on par" with Raiton at 360. This allows the skill to be useful in longer battles, like boss fights, doesn't interrupt the flow of the basic rotation, as it would be every 3rd Ninjutsu; Kassatsu and Hide aside, and it doesn't prioritize it over others, as for shorter fights you'd know you don't need it and for longer fights you know it will help with damage in the background. Seems like the best solution to me. Anyone else?
    (1)
    Last edited by Eloah; 12-24-2017 at 02:27 PM.

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