Page 1 of 3 1 2 3 LastLast
Results 1 to 10 of 28

Hybrid View

  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,029
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100

    Mostly QoL class changes I'd like to see for 5.05.

    (Adjusted for the 5.05 patch notes.)

    General Changes
    • Skill Speed and Spell Speed consolidated into Speed.
    • Barriers now also show on one’s own HP bar.
    • The MP bar and HP bar are now treated as separate gauges and likewise each include a "Match to Simple Mode" option which will cause them to fit the size and aesthetic of Simple Mode gauges. By default, the MP gauge is not active on any job which does not use MP. This option may be deselected via the MP bar's HUD element configuration element.
    • Animation lock (time during animation which cannot be clipped into another, and thus prevents other actions) of Swiftcast decreased.

    Tanks
    Gunbreaker
    • Bloodfest revised. Bloodfest no longer "Draws aetheric energy from target, adding 2 Cartridges to your Powder Gauge," but instead "Draws latent aether from your surroundings, adding 2 Cartridges to your Powder Gauge. When used outside of combat, recast time will not drain over time until having reentered combat.”

    Warrior
    • Infuriate revised. The condition reading "Can only be executed while in combat,” has been replaced with "When used outside of combat, recast time will not drain over time until having reentered combat.” This allows for Beast Gauge to be generated pre-pull for Onslaught and to make the opening smoother, but does not allow preemptive resource stacking.
    • Nascent Flash may now be used without a target. After using Nascent Flash without a target, Nascent Flash is replaced with Nascent Glint, allowing you to affect a party member with the remainder of Nascent Flash’s duration. This latter action has no animation and may be used even in the middle of another skill.

    Dark Knight
    • Living Dead no longer creates a fixed healing requirement. Instead, would-be fatal damage taken creates a debuff called Mortal Coil, of equal value, which must be erased via healing. At the end of Living Dead, 10 seconds after would-be fatal damage is first taken during Walking Dead, the damage stored in Mortal Coil will be dealt instantly. The amount of damage stored by Mortal Coil will be shown similarly to the bar-graphic of shields, but colored a smoky black. Damage stored by Mortal Coil at any given time cannot exceed 1 fewer than Dark Knight's maximum HP. Thus, there is no necessarily increased healing penalty for having a higher-HP Dark Knight.
    • The Blackest Night revised. The condition reading “Grants Dark Arts when barrier is completely absorbed,” has been replaced with “Reduces the MP cost of your next Edge of Darkness/Shadow and Flood of Darkness/Shadow as the barrier provided is depleted. Fully consuming its barrier makes the next use of either ability free.” Each %HP of damage absorbed by The Blackest Night returns 1% MP, with a further 5% being reduced if the full amount is consumed. The point of this is not to reduce the risk-reward component of DRK, but simply to deal with future scaling issues insofar as I can without rebalancing TBN itself in optimal play.
    DPS
    Black Mage
    • Between the Lines now replaces Ley Lines while Ley Lines is active. Between the Lines can only be placed on hotbars after Ley Lines is on the bars and placing it on the bars will decouple it from Ley Lines.
    • Fire IV now replaces Enochian/Blizzard IV while under the effect of Enochian and Astral Fire. Fire IV can only be placed on hotbars after Enochian is on the bars and placing it on the bars will decouple it from Enochian. If Blizzard IV is also separately placed, it, too, will be decoupled from Blizzard IV.
    • Blizzard IV now replaces Enochian/Fire IV while under the effect of Enochian and Umbral Ice. Blizzard IV can only be placed on hotbars after Enochian is on the bars and placing it on the bars will decouple it from Enochian. If Fire IV is also separately placed, it, too, will be decoupled from Fire IV.

    Machinist
    • Hypercharge now instead decreases the global recast time triggered by your next 6 single-target weaponskills within 15 seconds by 30%, but causes them to generate no Heat. This adds 5 seconds of lenience as not to waste Hypercharge while slightly increasing the GCD in exchange for more shots under effect, better ensuring that the fifth (and now sixth) shot can be made without issue despite high latency while allowing Speed to benefit Hypercharge.
    • New trait added at level 52, Spitfire, which causes Spread Shot to upgrade to Auto-crossbow during Hypercharge and for Hypercharge to affect all weaponskills, not just single-target ones.
    • Reassemble recast time reduced to 50 seconds and now scales with player GCD.
    • Flamethrower now "Deals a 100 potency attack to enemies in front of you every second while stationary. Movement will pause the time until the next attack until stationary again." Automatically replaced by Stow Flamethrower, with which it shares a 1-second internal recast timer. It is no longer ended via movement or turning.

    Dragoon
    • Jump and High Jump now automatically change to Mirage Dive for the 15 seconds during which Dive Ready is active. Mirage Dive can only be placed on hotbars after Jump or High Jump is on the bars and placing it on the bars will decouple it from Jump or High Jump.
    • Life Surge recast time now scales with player GCD and healing dealt increased from 25% of damage inflicted to 50% of damage inflicted.
    • After using Dragon Sight without a target, Dragon Sight is replaced with Left Eye, allowing you to affect a party member with the remainder of Dragon Sight’s duration. This latter action has no animation and may be used even in the middle of another skill.
    • Battle Litany range increased from 15 yalms to 20.

    Dancer
    • Standard Step and Technical Step no longer prevent any actions except other weaponskills. Devilment can thus be cast just before Finish.
    • Windmill, Bladeshower, Rising Windmill, and Bloodshower now also turn into Emboite, Entrechat, Jete, and Pirouette, respectively. The condition "※This action cannot be assigned to a hotbar" attached to Emboite, Entrechat, Jete, and Pirouette has been replaced with "※Assigning this skill to a hotbar will cause other actions to no longer shift into this skill under the effects of Standard Step or Technical Step."
    • Global recast time triggered by entering Standard Step, Standard Finish, Technical Step, and Technical Finish reduced from 1.5 seconds to 1 second, and global recast time triggered by Emboite, Entrechat, Jete, and Pirouette reduced from 1 second to .75 seconds. To compensate, Standard Finish potencies reduced to 350/550/750 (equivalent potency per second would be 333/516/700) and Technical Finish potencies reduced to 350/600/900/1250 (equivalent potency per second would be 333/516/700/884/1066, but this would not account for its inflated relative value as a cooldown if left to itself). By reducing the time of a Standard combo from 5 seconds to 3.5 and a Technical from 7 to 5, these abilities should feel more fluid and less invasive upon buff periods.
    • Closed Position cooldown reduced from 30 seconds to 10. This allows for more rapid switching between recipients according to their burst phases or upon their deaths. It can therefore oblige slightly more attention at the highest levels of play, but mostly stands as a QoL bonus for parties with many deaths.

    Red Mage
    • Enchanted Reprise potency increased from 220 to 260. Reprise potency increased from 100 to 130. It is still a faint DPS loss, but far more permissible.
    • Embolden range increased from 15 yalms to 20.
    • MP costs of Vercure, Verstone, Verfire, Scatter, Impact, and Scorch reduced by 100 each.
    • Corps-a-corps potency increased to 150 and cooldown decreased to 30 seconds. Displacement potency reduced to 150, but shares a cooldown with Corps-a-corps.
    • Red Mage now gains Duelist Arts trait at level 40, the same level as Displacement, which grants Corps-a-corps and Displacement a further charge and reduces their shared recharge time to 15 seconds. This is a slight buff from 8.96 potency-per-second to 10 potency-per-second.
    • Engagement now deals 200 potency and newly shares a recast time with Corps-a-corps as well.
    • At level 72, Red Mage gains Duelist Arts II, which grants a third charge to be shared between Engagement, Corps-a-corps, and Displacement, and increases the potency of Corps-a-corps and Displacement to 200.

    Ninja
    • Dream Within a Dream now automatically changes to Assassinate for 10 seconds after usage during which Assassinate Ready is active.
    • Fuma Shuriken potency increased from 280 to 320. It is now more competitive with Raiton as a no-clip option.
    • Hyoshou Ranryu reduced to 500 potency, but now replaces Fuma Shuriken as a cast of any single Mudra, rather than replacing Hyoton. This on average exchanges 100 potency for about 25% of a GCD’s uptime, worth at least 100 potency, while improving fluidity.
    • The 1-second forced pause between Ninjutsu casts prior to the final 3-mudra cast during Ten Chi Jin has been reduced to .75 seconds. This makes it more fluid without giving further advantage therein to players with lower latency.
    • Suiton potency increased from 130 to 250, while Trick Attack has lost its Rear attack potency bonus. This is a loss of only 20 potency to Suiton-Trick Attack, more than compensated for by the minute buffs above. This makes Meisui a damage increase over Raiton of 100 potency, minus the further clipping of the extra Mudra in Suiton, making it a faint damage gain worth using rotationally.

    Samurai
    • Meditate now ticks instantly and then once every half of a player GCD, rather than following the server tick. Cooldown reduced to 45 seconds. This better allows Meditate to be woven into combat without fear of it being unavailable for periods of long downtime, which in turn indirectly increases the attractiveness of Shoha.
    • Tsubame-Gaeshi condition "Can only be executed immediately following Iaijutsu" has been removed. It now remembers your most recent Iajutsu, not just your most recent GCD, and can be cast for a given Iajutsu at any time until that Iajutsu is replaced by a different one's use, not only in the GCD immediately following your latest Iajutsu.
    • Shoha potency decreased to Meditation 1 Potency: 80 | Meditation 2 Potency: 170 | Meditation 3 Potency: 270 | Meditation 4 Potency: 380 | Meditation 5 Potency: 500. This allows for smoother generation of Meditation stacks without obliging it to be used at .5 GCDs' length immediately upon CD refresh for a nearly free 300 potency.
    • Ikishouten revised. The condition reading "Can only be executed while in combat” has been replaced with "When used outside of combat, recast time will not drain over time until having reentered combat.” This allows one to quickly engage into combat with Gyoten even from 0 initial Kenki.
    • Hissatsu: Gyoten animation lock reduced.
    • Hissatsu: Gyoten potency increased to 120.
    • Hissatsu: Yaten potency increased to 120.
    • Third Eye cooldown reduced to 12 seconds. Mitigation increased to 15%.
    • Merciful Eyes healing potency increased from 200 to 500.
    • Kaiten cooldown reduced to 1 seconds. However, Kaiten can no longer be used while the Kaiten buff is already active.
    • Hagakure recast time reduced to 30 seconds now scales with player GCD speed.
    • Hagakure buffed from 5 to 15 Kenki for each Sen consumed, but thereby remains such a small potency benefit (mere ~36 potency) that it is better used for utility than potency gains. Any 3-step combo provides roughly 405 potency per GCD (including Kenki generation per Shinten). Kaiten-Midare deals 1200 while spending 256 Shinten potency, thus exceeding average ppGCD by around 540. To be clear, Hagakure does less than half a positional or a tenth of a GCD of uptime bonus damage.
    • Hagakure and Merciful Eye levels swapped.
    • Hagakure given two charges at level 74. Name of the level 74 trait, Enhanced Iajutsu, changed to Art of the Sword to fit the new twin effect.
    • Enhanced Jinpu and Shifu, the level 78 trait, has been changed to The Wheel Turns, and now grants its 3% additional Attack Speed and Damage baseline.

    Summoners
    • Now enter and respawn into instances with full charges of Aetherflow.
    • One can now properly queue multiple pet abilities at a time without risk of losing a command. Where the ability is later unable to be used or the enemy takes no damage due to invulnerablity, the ability charge will be refunded.
    • Energy Drain and Energy Siphon have been replaced again with Aetherflow, which may be used outside of combat, but has received the additional condition "When used outside of combat, recast time does not begin to drain over time until reentering combat." To compensate for the lost potency of Energy Drain itself, Aerial Blast potency has been increased from 350 to 550, Earthen Fury from 200 to 400, and Inferno from 200 to 400.
    • The Enhanced Ruin II trait revised. Now "Generates Further Ruin upon using Egi Assault. Additionally, generates one stack of Further Ruin every 30 seconds. No further stacks cannot be gained while out of combat if one or more stacks are already present," When a stack is already in place, the timer will freeze at completion, generating the stack upon re-entering combat.
    • Summoners now enter and respawn into instances with a stack of Further Ruin at the ready.
    • Egi Assault I and Egi Assault II now share recast times and charges, but charge count now starts at 3 and increases to 4. To compensate for the combined frequency of Egi Assault I and Egi Assault II being halved, their potencies have been doubled. Due to the new passive generation, one still generates 4 Ruin IV per minute, but oGCDs will be less packed, especially during early pulls.
    • Devotion range increased from 15 yalms to 20.
    Of far lesser consequence...
    • Crimson Cyclone now "Rushes target and delivers an attack of 200 potency." This should help to keep your melee pet in melee range. (Note the doubled potency to all Egi Assault skills above.)
    • Slipstream now "Afflicts the target with Slipstream, causing the target and all enemies within 5 yalms of the target to take unaspected damage. When the target dies, all enemies within 5 yalms will be inflicted with Windburn at duration equal to Slipstream's remaining duration upon the afflicted target's death and damage equal to Slipstream's. Potency: 40." (Note the doubled potency to all Egi Assault skills above.) This allows Slipstream to be used on the move.
    • Because Slipstream and Aerial Slash no longer use separate resources, the damage of Aerial Slash has been increased to 200. Without this, Ifrit would become the better AoE pet. (Note the doubled potency to all Egi Assault skills above.)
    • Because Earthen Armor has no potency to buff and 40% mitigation would be excessive, Earthen Armor now "Creates a barrier around you that absorbs damage totaling 20% of your maximum HP. Duration: 30s. Additional effect: Earthen Pulse. Earthen Pulse: Grants healing over time. Potency: 150. Duration: 15 seconds."
    • To see greater usefulness, Mountain Buster now "Deals earth damage with a potency of 160 to all nearby enemies and creates a barrier around you that absorbs damage equal to damage dealt by Mountain Buster, to a maximum of 15% of your maximum HP. Additional Effect: Slow +20%. Duration: 15 seconds."
    • To further compensate for the loss of a tank in the form of their Egi, Crimson Cyclone and Flaming Crush has gained the "Additional Effect: Absorbs a portion of damage dealt as HP, to a maximum of 10% HP," and Aerial Slash has gained the "Additional Effect: Blind. Duration: 10 seconds."

    Monk
    Chakra/Meditation
    • Maximum Chakra increased to 7. The Forbidden Chakra and Enlightenment will now consume all available chakra, dealing 75 and 45 potency per Chakra consumed, respectively.
    • Monk now enters and respawns into instances with full charges of Chakra.
    • Deep Meditation trait now also grants Meditation a chance equal to your critical hit chance to generate a second Chakra.
    • The Forbidden Chakra may again be used regardless of combat state.
    • Meditation can no longer be used outside of combat, but at level 54 (the level at which Meditation is acquired) Monk also gains the trait, Mind and Body, which causes the Monk to gain a point of Chakra every half-GCD when out of combat, as if Meditation were being used immediately and continuously but without triggering the global recast time. This is a faint nerf relative to the current generation values when otherwise able to rapidly kill one target, exit combat, ready 370 potency (592 relative potency) in 1.2 seconds while out of combat, and then restart combat, kill another quickly, etc., etc. However, it does not therefore oblige MNK to engage a single mob at a time for focus targeting during FATEs and the like. You simply get your in-combat generation spam rate for free when out of combat, with no change in priorities consequent to it.
    Forms/Form Shift
    • Form Shift now instead offers access to skills belonging to a further stance until one’s next weaponskill, rather than shifting from one to stance to another, granting either Simian Slight, Raptor’s Flight, or Coeurl’s Might. These may stack together, each lasting 10 15 seconds in combat. While out of combat, their durations do not fade.
    • At level 52, Monks also gain access to the trait, Formless, which causes the effects of Form Shift to occur automatically when out of combat without incurring the global cooldown, starting a global cooldown after combat has ended until reaching access to all three forms, without any duration until entering combat.
    • Perfect Balance will now grant Simian Slight, Raptor’s Flight, and Coeurl’s Might at the end of its duration, allowing access to any form for their next hit within 10 15 seconds.
    Anatman & Riddle of Earth
    • Anatman now ticks instantly and then once per player GCD, rather than following the server tick.
    • Riddle of Earth only requires that the Monk is attacked, not that damage is taken.
    Other
    • Brotherhood range increased from 15 yalms to 20.
    • Level 66 trait Enhanced Tackle replaced with Echo of Wind, which converts Shoulder Tackle into Echo of Wind for 30 seconds after usage. Like Shoulder Tackle, Echo of Wind "Rushes target" up to 20 yalms away, but deals no potency. Thus, Shoulder Tackle need not be so badly hoarded for Riddle of Fire, and thus using it for damage will not deny mobility.
    • Fists of Wind is now activated automatically upon equipping the Pugilist or Monk job crystal. You can no longer leave Fists of Wind, Fists of Earth, or Fists of Fire, only switch between them. The shared cooldown between each has also been reduced to 2 seconds, down from 3.
    Edits
    • July 24. Added Hypercharge change per Jonnycbad's suggestion. Various Summoner additions.
      July 26. Changes to abilities that previously could only be used in combat. Remembered to include the Tsubame-Gaeshi change so it should now be more, rather than less, flexible than Hagakure was.
      July 29. Adjustments as per the 5.05 changes.

    Quick Notes
    • If it weren't a noticeable balance change, I'd probably just reduce The Blackest Night to 20% of your HP instead of 25% of target's HP, making it less absurdly overpowered for self- or cotank-mitigation and simultaneously making it easier to pop, all while keeping it just as useful on non-tanks.
    (7)
    Last edited by Shurrikhan; 09-07-2019 at 02:06 PM. Reason: Formatting.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,029
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Reserved for notes and responses.

    Quote Originally Posted by Laur1x View Post
    (Directly below)
    1. Keep in mind DWaD was previously 300 potency. It is now 400, due to Assassinate being unlocked. This left me with two button-saving options: (1) remove Assassinate, since it only works in pairing with DWaD, and increase DWaD potency to 400 to include its effects (reducing APM) or (2) combine their hotkey spaces.
    2. I just prefer that trait-based potency bonuses are ubiquitous. I'd rather have all melee retain their Increased Action Damage I/II/III, as to allow potency buffs over time without adjusting internal balance (breakpoints by which X ability becomes viable or is made no longer viable), but I'd rather just adjust raw potencies for Ninja than have only half its skilled affected by its traits and only NIN affected by such a trait among all melee.
    3. If it's a positive, nonetheless, I'll take it.
    4. At present, Meisui is a DPS loss. The changes make it a DPS increase. Suiton-Meisui costs more uptime (.5 to .7 seconds more, assuming Meisui can be properly woven later, too) than Raiton and deals less potency (130+250 vs. 400).
    5. Removing Trick Attack except as a personal buff to NIN is beyond the scope of these suggestions. As per the title, these are mostly QoL changes. The only exception to this rule is in making Meisui a dps gain instead of a dps loss and fixing Disengage.
    6. I'm waiting on enough data on NIN tDPS before I attempt increases to NIN pDPS. Expect to see them after some 50+ orange parses posted into 5.05.
    7. Agreed, from what I've seen. But, again, this is for QoL with only two exceptions.
    8. I scarcely care what my pDPS is as long as my tDPS is competitive.

    Quote Originally Posted by Taranok View Post
    Also, those summoner changes aren't QoL improvements so much as a regression of the class to older, worse mechanics without regard for how it works right now or the direction the devs want the class to go.

    The class needs a general reduction in oGCDs, and there's no mention of EA1 and 2 or how clunky the rotation flows to begin with.
    Fair point. I may remove the section entirely until I've had a better chance to use SMN in raid settings myself. Been enjoying BLM on my caster too much for now to try SMN much.

    I expect to amend the section after that.


    Quote Originally Posted by KanameYuuki View Post
    Gunbreaker

    Gnashing Fang Combo changes on its own skill sequence, just like Continuation
    As a controller player I really need those 2 extra buttons. I'll probably try to make a macro for it when I get home.
    I deleted this change only after those with difficulty fitting the binds or disliking the extra button bloat were predominantly harassed for making such suggestions on the thread specifically dedicated to Gnashing Fang combo's button space. It seems the majority of the community is vehemently opposed to reducing button-space used on combos even when the combos are literally impossible to click out of order. I may amend this back later, however.

    Quote Originally Posted by Jonnycbad View Post
    Machinist
    -Hypercharge:
    -Duration removed, now grants 5 stacks of "Ammunition" instead.
    -Ammunition duration is 15 seconds.
    Love it. The rest, apart from Stardiver, are not merely QoL changes, however, and are thus outside the scope of this thread.
    (0)
    Last edited by Shurrikhan; 07-25-2019 at 12:05 PM.

  3. #3
    Player
    Laur1x's Avatar
    Join Date
    Jun 2015
    Posts
    77
    Character
    Ryomou Shimei
    World
    Faerie
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Shurrikhan View Post
    -snip-
    Ah, I see your DWaD change now, okay that's actually a solid change, IMO. The changes you're making to Meisui also make sense.

    I'm still very stubborn when it comes to TA, however. I understand you're one of those who have the mindset of "as long as my rDPS combined with pDPS make me desired, I'm fine doing smaller numbers", but unfortunately I'm just complete opposite. For a few, possible petty, reasons:

    1) I have never in any game seen the "Assassin" class listed as any sort of support or pseudo-support role ever. It's generally the melee DPS king, and when comparing it to MMO's (which is kinda silly, I know) it's just a buff-bot via TA that hits with two wet noodles instead of actual daggers.

    2) The more important and realistic point, is NIN's skill cap/skill ceiling. The class has notoriously been harder to play than other jobs for awhile now, but Shadowbringers cranked this up to 11. Jobs with this level complexity and intricacies should be rewarded for flawless execution. Couple that with how NIN has been weighed down by one ability since the inception of the job is just unreal to me. In my eyes it just needs to go. If they're deadset at keeping the assassin-class as minor support role, then nerf TA to 5% or make the 10% only apply to NIN and give us some new minor utility.

    3) The argument of our pDPS being low because TA brings so much to raids, literally only applies to the top 1%. Any PUG, casual, or mid-core group are not utilizing this ability anywhere close to the numbers people think it's worth. It's not as simple as DNC just flat out buffing someone, or another job pressing a single button for crit buff. TA requires position (true north lel), timing, and communication to get its full worth. Not to mention there are just flat out comps that don't or can't utilize it as much as others.

    It's okay if we agree to disagree, it just leaves a bad taste in my mouth when I need to have a galaxy brain and put in 110% effort just to barely be able to beat a DNC, and I know the purpose of this thread was QoL changes, I'm just giving my .02 and think no amount of QoL can fix the core issues with the job :/
    (3)
    Last edited by Laur1x; 07-25-2019 at 01:39 PM.

  4. #4
    Player
    remiff's Avatar
    Join Date
    Jul 2016
    Posts
    810
    Character
    Caius Megaflare
    World
    Ragnarok
    Main Class
    Summoner Lv 100

    smn

    SMN:
    RUIN II 160->180
    RUIN III and IV stay the same .

    Remove festeruin ( ruin upgrade by dot )

    Buff ifrit auto potency 80->110 .
    égi-assault reworked for 5.1 ''

    Energy drain 100 potency for first target, 40 potency for other target '' Aetherflow II''
    Energy siphon '' will be use in battle without target generate ''Aetherflow II'' deal no damage and no effect .( for downtime ) .

    Devotion lowered 180-> 120 sec yalms 15->20 .

    Everlasting Fligh cure potency 100 -> 60 .

    FIX Bug issue with all pet .

    SMN reworked for 5.1 .
    For the rework '' egi assault ''in pet bar '' will be use in obey or auto
    or stay the same but will be use in cast time ''
    press Dreadwyrm Trance '' will summon bahamut lvl 70 ''
    ruin 3 stay the same in the effect, but use ruin 3 remplace outburst by deathflare 300 potency in aoe '' nerf by 50% after first target ,
    same system of pheonix slightly weaker
    Rework generation of Ruin IV '' in battle generate 1 ruin IV every 15 sec lvl 74,
    and 30 sec lvl 62 .
    (0)
    Last edited by remiff; 07-26-2019 at 09:36 AM.

  5. #5
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,488
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Laur1x View Post
    1) I have never in any game seen the "Assassin" class listed as any sort of support or pseudo-support role ever. It's generally the melee DPS king, and when comparing it to MMO's (which is kinda silly, I know) it's just a buff-bot via TA that hits with two wet noodles instead of actual daggers.
    I've got to admit I do always find it a bit odd that the Assassin style class is the most support orientated of the melee DPS. It probably has some history of being that way in the FF franchise, but not being especially familiar with most of the series it does seem a bit strange to me.
    (0)

  6. #6
    Player
    Laur1x's Avatar
    Join Date
    Jun 2015
    Posts
    77
    Character
    Ryomou Shimei
    World
    Faerie
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Jandor View Post
    I've got to admit I do always find it a bit odd that the Assassin style class is the most support orientated of the melee DPS. It probably has some history of being that way in the FF franchise, but not being especially familiar with most of the series it does seem a bit strange to me.
    I'm not super familiar with most of the series either, I'm just speaking as an MMO veteran who has played pretty much every "new and shiny" MMO the past 15 years.

    I understand us being on the bottom end when we had things like Goad, Enmity Skills, on top of TA. Well guess what? Now we only have TA, and the gap between us and other melee isn't small anymore. It's quite literally 2-3K DPS now.

    I love the aesthetics of NIN, the animations, flashyness, overall playstyle, etc -- For me it's purely a numbers problem at this point. Yes the double weaving/clipping sucks, but I could get past that clunkyness if we could perform competitively with other melee.
    (0)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,029
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Jandor View Post
    I've got to admit I do always find it a bit odd that the Assassin style class is the most support orientated of the melee DPS. It probably has some history of being that way in the FF franchise, but not being especially familiar with most of the series it does seem a bit strange to me.
    To me, it's the norm. Rogues have always been utilitarian despite their intentionally attractive aesthetic, as far as I've found. Even many a class literally called "Assassin" has had defensive utility in the form of its poisons or the utilities necessary for performing its damage when lacking a group -- which can then be diverted towards group-assisting functions when one does have that group. That's not to say that assassins can't be the glass cannons that mages or the like can be -- mages, too, have often been just a literal jumble of utilities, especially in earlier games despite taking on a pure-damage aesthetic in later MMOs -- but I don't think anything in the name necessitates a pure damage dealer given all the precedence to the contrary even inside MMOs.

    And let's be fair: we don't have an Assassin. We have a Ninja, a coordinated infiltrator/evader aesthetic, rather than something focused all killing to the exclusion of all else.

    Quote Originally Posted by Wilford111 View Post
    Should RDM have their MP costs on some of their spells lowered? I heard MP management was a lot worse now after 5.0
    Probably. Still testing to get the right amounts.

    Quote Originally Posted by Shucky View Post
    Let's not go back to Heavensward MCH.
    Putting an anti-latency safety on Hypercharge =/= going back to HW MCH.
    (0)
    Last edited by Shurrikhan; 07-26-2019 at 01:10 PM.

  8. #8
    Player
    Laur1x's Avatar
    Join Date
    Jun 2015
    Posts
    77
    Character
    Ryomou Shimei
    World
    Faerie
    Main Class
    Samurai Lv 80
    Quote Originally Posted by Shurrikhan View Post
    Ninja
    • Dream Within a Dream now automatically changes to Assassinate for 10 seconds after usage during which Assassinate Ready is active.
    • Fuma Shuriken potency increased from 280 to 320. It is now more competitive with Raiton as a no-clip option.
    • Hyoshou Ranryu reduced to 500 potency, but now replaces Fuma Shuriken as a cast of any single Mudra, rather than replacing Hyoton. This on average exchanges 100 potency for about 25% of a GCD’s uptime, worth at least 100 potency, while improving fluidity.
    • The 1-second forced pause between Ninjutsu casts prior to the final 3-mudra cast during Ten Chi Jin has been reduced to .75 seconds. This makes it more fluid without giving further advantage therein to players with lower latency.
    • Suiton potency increased from 130 to 250, while Trick Attack has lost its Rear attack potency bonus. This is a loss of only 20 potency to Suiton-Trick Attack, compensated for by the minute buffs above. This makes Meisui a damage increase over Raiton of 100 potency, minus the further clipping of the extra Mudra in Suiton, making it a faint damage gain worth using rotationally.
    Maybe I'm being dense, but I'm not comprehending that DWAD change. Either way Assassinate hits like a wet noodle, even though it's a critical direct hit. They should up it to 250 or 300 for how little we use it anyways.

    I'm totally on board with the Fuma/Hyoshou change, but a much easier fix would be to just bring back dripping blades and change Hyoshou to work like Fuma, without nerfing potency since we're already hurting on pDPS.

    TCJ change is fine, but that's not the real issue.

    Suiton potency nerf from SB -> ShB made no sense, and nerfing TA potency even while buffing Suiton doesn't make sense either.

    They need to make TA NIN only, and buff potencies across the board, or at the very minimum make it only 5% to rDPS. If they just obliterate TA they could do things like increase Bhava's wack damage.

    Also, Aeolion Edge was nerfed from SB -> ShB despite potency adjustments, because they didn't compensate enough for dripping blades removal.

    Bunshin is also a complete mess of an ability and needs to be reworked or actually mimic combo skills like in the media tour build again.

    Basically, your changes are nice and all, but unless they heavily nerf/remove TA rDPS contribution, NIN is forever stuck at being a bottom-dwelling melee DPS that can barely beat DNC. We need to stop being crippled by one ability, TA needs to go and we should be doing over 1K more pDPS. That way we're actually somewhere in the middle of the pack, or at least somewhat competitive to MNK/DRG and leave the true "top 3" to selfish BLM/SAM/MCH.
    (2)
    Last edited by Laur1x; 07-24-2019 at 06:28 PM.

  9. #9
    Player
    Taranok's Avatar
    Join Date
    Mar 2015
    Posts
    797
    Character
    Arilaya Syldove
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    DWAD specifically allows you to use assassinate, so having DWAD turn into assassinate for the duration of assassination ready just makes sense.

    Also, those summoner changes aren't QoL improvements so much as a regression of the class to older, worse mechanics without regard for how it works right now or the direction the devs want the class to go.

    The class needs a general reduction in oGCDs, and there's no mention of EA1 and 2 or how clunky the rotation flows to begin with, which changing aetherflow back to SB's version wouldn't exactly help, especially with the added overhead of making it recharge out of combat, which would require entire systems to be designed to facilitate it.

    It's basically missing the mark on what SMN needs.
    (1)

  10. #10
    Player
    LenaSuccubus's Avatar
    Join Date
    Mar 2019
    Posts
    2
    Character
    Lena Tereraa
    World
    Tonberry
    Main Class
    Arcanist Lv 70
    I love the changes you listed in the OP and having played a few of these jobs at 80 i Definitely think they would go a long way in fixing the disparity that exists right now.
    I just dont think SE is the type of developer to listen to player feedback such as this, so as hopeful as i am for stuff like this to make it into the game, I wont hold my breath. player feedback has never been a strong point with SE, sadly.

    But implementing these suggestions would basically fix these jobs, only thing that'd need doing is the programming required. it is a shame
    (0)
    Last edited by LenaSuccubus; 07-24-2019 at 07:31 PM.

Page 1 of 3 1 2 3 LastLast