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  1. #1
    Player
    Zytoryu's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    21
    Character
    Valerie Venerer
    World
    Zalera
    Main Class
    Viper Lv 100

    Ninja, The problem job and some ideas to change it.

    Im not gonna sugar coat this. Ninja is a mistake in its current state.

    It's labeled as a melee DPS and even been referred to as a pure DPS job by the Dev team. but the Job does the lowest damage amongst all DPS jobs including even Bard and Machinist. In return, this Job offers one great ability and one OK ability, being Trick Attack and Shadewalker Respectively. In addition to this, Ninja also has pretty broken game play that only seems to get worse as time goes on.

    Mudras of course being the lead problem, as you only ever use 2 mudras in an average raid encounter and with higher latency, become problematic. The recent addition of the Ninki gauge that has no real methods of management feels awful in combat as well forcing you to clip the gauge past the 100 cap in some situations to best align your abilities with others as well as one of the skills tied into the Ninki gauge (Ten Chi Jin) breaks the current flow of the job and is actually a DPS loss to use depending on latency.

    Now all of this would be fine if the Job atleast felt rewarding to the player, But the simple fact is very little people do. its only because the job happens to be meta that people pick it. if you dont believe me on this just look at how many groups are in constant need of a Ninja over almost any other job. This is an extremely shitty situation for a job to be in. The Job is a fucking chore for so many people to play. myself included, and this is coming from someone who mained it since 2.4 - 4.0

    I love this Job and I don't want it to be in this god awful spot a moment longer.

    Let Ninja be an actual melee again square. and I have some ideas to at least make it tolerable again.

    Change Ninki Gauge to go up with every auto attack interval in combat, regardless of dealing damage to a target.
    This keeps the rotation relatively the same but doesn't punish you in situations of forced down time. i.e rocks in A6S.

    Nerf Trick Attack's vulnerability to only 5% as opposed to 10%.
    This should have been done on StormBlood launch tbh.

    Buff Potencys in Gust Slash, Aeolian Edge, Armor Crush, and Shadow Fang by 20 each.
    Let it at least do comparable damage to Dragoon

    Change Dripping Blades to affect magic damage by 10% in addition to Physical Damage by 20%.
    This makes the clipping on all mudras a bit more forgiving and lets some skills such as Bhavacakra and Hellfrog hit a bit harder.

    This last one is a bit of a Stretch but I think it would be nice.
    Make Assassinate usable regardless of HP% but consume 40 Ninki unless the target is below 20% HP, then the Ninki cost is 0.
    This makes the Ninki gauge a bit easier to manage as well as make a previously less touched button gain more use.

    I know none of these are gonna reach the Development team but by god I'm going to try. I can't continue to play this game so long as my formerly favorite job is relegated to playing Babysitter in raids with no real reward besides the right to raid.

    Would love to hear some other peoples opinions on the matter though!
    (3)
    Last edited by Zytoryu; 07-20-2018 at 04:15 PM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Ninja already has a 20% physical damage buff that Dragoon does not. And while Dragoon may deal up to 15% direct physical damage bonus, Ninja also attacks 15% faster...

    Changing Dripping Blades to affect magic damage would worsen, not reduce, clipping, as it would make Raiton superior to Fuma in regular use. Additionally, a certain amount of clipping, planned for in compromise with higher potencies depending on smaller buff windows within larger personal CD windows, can better perfect the timing of your CDs -- especially TCJ and Duality.

    It is incredibly unlikely that TCJ would be a DPS loss. Remember that the potencies of each are doubled. Even taking a full 2 seconds for the combination of added mudra plus the next Ninjutsu itself, you'd be dealing 360 to 720 potency over the near-GCD. Only the loss of an Aeolian or Shadow Fang (when all DoTs can tick during the jump phase) could warrant clipping TCJ early, and only the Suiton part (if no TA will be available and there won't be enough time left the Doton alternative to reach its full potency).

    I personally like that TA still has some bite to it. While I dislike how that reduces Ninja's value in longer 4-man fights don't end near to a TA use, 4-man content is so casual that it hardly matters, and is more than compensated for by the free Ninjutsu made available by the Hide refresh.

    The Assassinate change likely wouldn't see any use, except perhaps during TA windows paired with Mug (e.g. to drop back from over 80 Ninki before adding the extra 30) and only if flooded with other external buffs or forced by upcoming jump windows. It would still be less efficient than Bhavacakra or Hellfire Frog (at 2+ targets).


    Ninja's issues are everyone's issues. Sometimes TCJ is late to notice that you already stopped moving, self-cancelling; due to slow activator interactions sometimes a would-be Suiton comes out a Hyoton or even Fuma instead; and often what appears to have been a rear attack will not grant Trick Attack. But all of these are issues that plague every job with movement-broken, buff-activated, and/or positional skills.

    While we could mitigate some of those factors by, say, removing the positional requirement on TA and/or making TCJ function more like Ley Lines, we're at a point where those issues really should be doubled down on by 5.0, for everyone's sake.
    (2)
    Last edited by Shurrikhan; 07-20-2018 at 05:02 PM.

  3. #3
    Player
    Shamox's Avatar
    Join Date
    Feb 2014
    Location
    Distinguished Ultimate Nova Star Dragon
    Posts
    338
    Character
    Eagle Master
    World
    Moogle
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Zytoryu View Post
    the Job does the lowest damage amongst all DPS jobs including even Bard
    https://www.fflogs.com/zone/statisti...gregate=amount
    Not taking rDPS into account.

    Quote Originally Posted by Zytoryu View Post
    Ninja also has pretty broken game play that only seems to get worse as time goes on.Mudras of course being the lead problem, as you only ever use 2 mudras in an average raid encounter and with higher latency, become problematic. The recent addition of the Ninki gauge that has no real methods of management feels awful in combat as well forcing you to clip the gauge past the 100 cap in some situations to best align your abilities with others as well as one of the skills tied into the Ninki gauge (Ten Chi Jin) breaks the current flow of the job and is actually a DPS loss to use depending on latency.
    - At a high latency it is indeed awful but mostly sub-optimal.
    - I don't really get what you meant by "2 mudras/raid average", I'm gonna assume you mean 2 different ninjutsu and talk about Fuma and Suiton.
    That is not really true as you get opportunities in a lot of fights to use Raiton and Katon (outside of TCJ). I know clipping is an issue but knowing how to optimize this clipping is a part of the job in its actual state.
    -I don't see how capping your NINKI is an issue nor why would TCJ break the flow of the job. (Also it wont ever be a DPS loss unless you get a very very very bad ping which I'd assume would simply make the job unplayable, worst case it is just, again, sub-optimal.)

    I feel like instead of adjusting the actual gameplay to the system that makes using mudras clunky, we should actually ask for a system that would not be so punishing at a higher latency.

    Quote Originally Posted by Zytoryu View Post
    Now all of this would be fine if the Job atleast felt rewarding to the player, But the simple fact is very little people do.
    Might wanna elaborate as to why it feels "unrewarding" because in my opinion it is absolutely not true.

    Quote Originally Posted by Zytoryu View Post
    Change Ninki Gauge to go up with every auto attack interval in combat, regardless of dealing damage to a target.
    This keeps the rotation relatively the same but doesn't punish you in situations of forced down time. i.e rocks in A6S.
    You feel the job unrewarding yet you want to take away some of the rewards from keeping uptime.
    Ninja offers the opportunity to adapt your rotation, losing uptime as never been an issue nor delayed your rotation significantly enough to the point that it'd be bad.
    There are solutions for that kind of forced downtime mechanics that doesnt nescessarily means reworking some aspects of the melees.
    That's the primary optimization for melees right, uptime is king.


    Quote Originally Posted by Zytoryu View Post
    Change Dripping Blades to affect magic damage by 10% in addition to Physical Damage by 20%.
    This makes the clipping on all mudras a bit more forgiving and lets some skills such as Bhavacakra and Hellfrog hit a bit harder.
    Like it was said above this would just force even more clipping.

    Also (related to the 2 previous ideas) I'd need maths to really think this through.

    Quote Originally Posted by Zytoryu View Post
    This last one is a bit of a Stretch but I think it would be nice.
    Make Assassinate usable regardless of HP% but consume 40 Ninki unless the target is below 20% HP, then the Ninki cost is 0.
    This makes the Ninki gauge a bit easier to manage as well as make a previously less touched button gain more use.
    I don't really get the point, you already have a filler to dump your NINKI.
    The NINKI gauge is super easy to manage, 2 must use abilities and 1 filler.
    In fact, giving you one more possibility that would open up to more optimization AND the fact that you add one more ability to your burst window would just make it harder to manage no?
    Outside of this very specific case it would just be the same potency/ninki as Hellfrog and the fact that you remove the finisher from the job would lower the gain you'd eventually get from this being a thing.

    Ninja aint the only Job with a finisher and no one ever complained about finishers being actual finishers.
    (1)
    Last edited by Shamox; 07-20-2018 at 06:01 PM.

  4. #4
    Player
    Shiroe's Avatar
    Join Date
    Apr 2014
    Posts
    868
    Character
    Ohlala Chica
    World
    Zodiark
    Main Class
    Alchemist Lv 100
    wait, Rdm is not the lowest??

    brd and nin are lower??

    but nin is way harder to master..
    (0)

  5. #5
    Player
    Shamox's Avatar
    Join Date
    Feb 2014
    Location
    Distinguished Ultimate Nova Star Dragon
    Posts
    338
    Character
    Eagle Master
    World
    Moogle
    Main Class
    Ninja Lv 70
    In terms of "personal" DPS no it's not the lowest.
    (1)

  6. #6
    Player
    Azerhan's Avatar
    Join Date
    Aug 2016
    Location
    Kugane
    Posts
    231
    Character
    Orlane Armilly
    World
    Shiva
    Main Class
    Gunbreaker Lv 80
    Assassinate can be boring because of the little stun, remember me the DRG. TCJ can be boring too because you don't have to move to use it - we could see it like a cast, but with high ping, as said before, you should really not using it because of the clipping.
    This isn't the only job with high ping issues, MNK too has some issues for his burst when you have a high ping and the king in that role is MCH : unplayable if you haven't a good internet speed.

    For the dps of the NIN, Shamox said it : maybe his Pdps is not very high, but his Rdps is incredibily good. That's why since his release the NIN is a god in this game, and it's not even for TA, it's also for his ability to manage the enmity.
    Like BRD : do not play this job for big numbers. At least, not yours.
    (1)
    "Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle

  7. #7
    Player
    Maero's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    4,781
    Character
    I'shtola Maqa
    World
    Leviathan
    Main Class
    Dancer Lv 90
    While Ninja surely is on the lower end of damage (lowest of the melee) Red Mage IS actually the lowest dps in the game and bring utility hardly worth mentioning outside of progression.
    Utility is about the only real reason Ninja is always accepted into groups because it is that good (TA + Smokescreen and Shadewalker), if it did not have that it would be harder for it to be accepted into groups i would think.
    I can say however that i have had on several occasions were mudras would not register or like Shurrikhan said you get something other then what you wanted, so mudra issues are still a thing.

    At the end i actually find Ninja frustrating many times tbh while doing Savage, lol
    I would rather go back to being a caster but this is only because this is the first time i have done Savage content as a mellee
    (2)
    Last edited by Maero; 07-20-2018 at 09:37 PM.

  8. #8
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Maero View Post
    While Ninja surely is on the lower end of damage (lowest of the melee) Red Mage IS actually the lowest dps in the game and bring utility hardly worth mentioning outside of progression.
    FFLogs has updated now where you can see the rankings of DPS by job, and see which jobs do the most and which do the least based on various fights. This claim is provably wrong as RDM does more personal DPS than both NIN and BRD. It's not until you get to below the 30th percentile of players that RDM has the lowest DPS. (At least in Sigma Savage) Their utility is largely not DPS utility, though, which is where they get a bad rep.

    Ninja does have the lowest personal DPS of the melee jobs, which then creates the question of does the damage boost from trick attack, and the added time tanks can spend in DPS stance thanks to enmity skills offset that reduced damage? It's hard to attribute how much added DPS the ninja brings, a tank might go to DPS stance regardless, but how much extra time does he get to spend there thanks to the ninja? You can't really track that through logs.

    One suggestion I've had to help ninja DPS, maybe, is to change the way skill speed works. Rather than have skill speed increase auto attack damage, make it increase the rate at which the job performs auto attacks. Since Ninki is built off when you auto attack, getting a bit of skill speed might allow you to spend ninki more often, which would be a DPS increase even if it's just an extra fire frog.
    (0)
    Last edited by wereotter; 07-20-2018 at 11:47 PM.

  9. #9
    Player ManuelBravo's Avatar
    Join Date
    Apr 2012
    Location
    Milpitas , CA
    Posts
    2,142
    Character
    Shinigami Zetta
    World
    Balmung
    Main Class
    Dragoon Lv 90
    I think it's more of people not knowing how to play NIN properly that is the biggest issue on why it seems Nin has issues. Nin has many advantages and currently seems well balance compare to other jobs. I would add maybe a bit more dmg out put, yet other than that it is all about timing and the player.
    (0)

  10. #10
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by ManuelBravo View Post
    I think it's more of people not knowing how to play NIN properly that is the biggest issue on why it seems Nin has issues. Nin has many advantages and currently seems well balance compare to other jobs. I would add maybe a bit more dmg out put, yet other than that it is all about timing and the player.
    I don't deny player knowledge is a factor but latency is definitely a very big issue. And has a very significant impact. In heavensward i could easily fit raiton combos in between gcds with no clipping issues at all. I play in the UK and have always been on the same server ever since thevfirdt day of 1.0. Then called saronia merged with lindbalm later on and became sargatanas. A ping average of about 150

    Ever since they moved the data centre though ninja has been heavily affefted by latency a lot of times you cant even toss a 1 mudra fuma shurikan without clipping the gcd. And ten chi jin is just absolutely horrendous with even the slightest bit of lag. My latency isn't much worse 180 ish these days but mudras are very very much noticeably slower.. And that has a very significant effect on job performance. When even a fuma clips the gcd sometimes.

    I had suggested once many ninja issues could be fixed just making mudras weavable. So you could go. Spinning heal > ten > gust slash > chi > aeolian edge > ninjutsu (raiton).
    Keep the ninjutsu button on it's 20 second recast but allow the mudras to be recast instantly with a longer duration..

    This would then allow players to essentially prep there next mudras while ninjutsu is on cool down and thus go a long way to combatting the latency issues. Without changing the job to much.

    Ten chi jin I have no idea what to do there but even the slightest bit of lag and your screwed
    (4)
    Last edited by Dzian; 07-22-2018 at 01:02 AM.

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