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  1. #1
    Player
    betadraconis's Avatar
    Join Date
    Jul 2019
    Posts
    3
    Character
    R'thuban Tia
    World
    Siren
    Main Class
    Ninja Lv 80

    suggestions to improve the state of ninja in 5.0

    personal note

    these are my personal thoughts about shadowbringers ninja from a ninja main since 3.0, when i first started playing ffxiv. i have loved ninja from day 1 despite having punishing high ping. i want nothing more than to continue playing ninja but feel like i'm now a detriment to groups due to changes in the job that make it both less rewarding overall and more punishing for players of average to high ping. although i have seen many ninjas saying some of the same things i am going to address, i don't speak for the ninja community but would rather want to encourage other ninja mains speak up and add their own thoughts, so the developers and community have a good understanding of our job as it currently stands.

    intro

    for me, ninja has simultaneously never felt better and worse than it does right now. aesthetically and from a simple play style perspective, ninja has never felt more like a ninja should. the animations, skills, and rotation look and feel amazing for the most part. ninja has been lucky to get some of the best changes to any job in the game with their 2 new ninjutsu, bunshin, and the quality-of-life adjustments with kassatsu charges, suiton duration, meisui, ten chi jin cooldown, shukuchi charges, shade shift, and 2-step shadow fang. i've never felt more like a ninja than when executing my combinations and cooldowns optimally. unfortunately, the payoff for flawless execution is incredibly lacklustre when you consider how active our new rotation is and the higher difficulty of its execution, especially at higher ping.

    this goes beyond low dps, which a simple potency adjustment could somewhat fix, but there are a few other small changes that could make ninja rewarding to play again. i talk about ping a lot because it's something i have to deal with. obviously, i personally will not be able to compete at quite the same level with top players, and i don't try to. but i want to be able to play to the best of my ability and have fun with the job i love and not be told to play something else. ninja needs to be fun and rewarding for everyone regardless of their ping or group setting.

    a few new problems

    ninjutsu

    although the new ninjutsu and the frequency at which we can use them are both great additions to the ninja kit, the new rotation now essentially always requires 2-step mudras (or more), and this means mandatory clipping of your gcd no matter what your ping is, and the clips are only made worse at higher pings. this "requirement" is due to the incredible potency buffs to raiton and the new ninjutsu and the nerf to fuma's potency with the loss of ninja's dripping blades trait and slashing debuff.

    double weaving

    the new rotation now also requires double weaving because of how many cooldowns that must be executed in a narrow window. this window is narrow in part due to the urgency of trick attack, which if not used optimally for your group leaves the question of why bring ninja at all. double weaving is difficult for ninjas even with no ping due to our fast gcd but again is only made worse at higher ping.

    bunshin

    this is a great animation and idea for a skill, but it is missing a lot of value. the fact it does a flat potency no matter what gcd is used is remarkably unrewarding. i could do nothing but spam throwing daggers and get the same value from bunshin as i could when doing my rotation properly. also, not as big a deal but still feels bad, at a 15-second duration, ninjas should be able to get 8 hits inside this window but are generally limited to 7 due to some of the clipping that happens with all the increased ninjutsu and other cooldown weaving during the optimal window.

    shukiho and ninki

    tying ninki to weaponskills is a great idea but due to the problems with animation delays and double weaving, it actually further widens the gap between low ping and high ping players who may now be 1 or more gcds behind optimal uses of ninki skills, per minute. additionally, generating 8 ninki per weaponskill instead of 6 but keeping the ninki cap at 100 and the cost of ninki spenders at 80 means ninjas have at best 2 gcds to use a ninki spender without overcapping.

    assassinate

    this is not quite as troubling as the other issues addressed, but it needs to be said that it feels lacklustre and just adds to mandatory ninja cooldown spam without a rewarding payoff.

    trick attack

    no discussion of ninja can happen without mentioning its core utility skill. for better or worse, trick attack still exists. the problem is that outside of the top performing groups, most raids fail to utilise trick attack to its full potential leaving ninja's raid dps contribution too low to add enough value. due to high potency adjustments and changes to other classes, it may even be at a point where it's no longer worth it even for optimal groups. there are a lot of assumptions around trick attack but the problem is the same. trick attack has been an unrivalled raid utility since its introduction.

    some possible fixes to bring ninja back to a rewarding level

    please note that i don't have a great technical understanding of how the game works, so i'm aware i may be making impossible suggestions. i have tried to keep these ideas reasonable, but if there are obvious reasons these suggestions wouldn't work, feel free to point them out and help come up with an alternate solution.

    reduce animation delays for ninja skills

    animation delay means the amount of time you are forced to wait to execute your next skill (weaponskill or cooldown) due to the animation lock from the previous skill you used. for most classes, the delay is around .7 seconds which allows for comfortable double weaves between slow gcds even with higher pings. ninjas have a faster gcd than most other classes, so it stands to reason we need to have less animation delay on our skills than other clases to allow for a similar level of comfort during double weaves. a delay of .5s would be manageable even for ninjas with higher ping.

    some change to the mudra recast timer

    similar to the issue above, the .5s mudra recast timer has had an interesting history. from what i've heard about when ninjas were first introduced to the game, the delays between mudra were almost unplayably bad, resulting in many, many rabbits. i don't have a full understanding of what changed, but it has not been too bad since heavensward, although it's worth mentioning high ping players still experience occasional issues with mudra and ninjutsu execution. even though the animation delay on mudras is .5s to match its recast timer, this ends up being slightly longer for high ping players. if possible, reducing this timer to .3s would help tremendously. if that's not possible, are there other options to fix mudra and ninjutsu execution so there isn't a discrepancy between high ping and low ping players? adding some value back to fuma shuriken could be a decent workaround, but it wouldn't solve the overall problem especially for the new ninjutsu used with kassatsu.

    bunshin potency and timer adjustment

    let bunshin's potency equal half of the actual weaponskills used and let it work with shadow fang. this punishes bad play and rewards optimal combo use during this window. increase the timer to 16s to give us a safer cushion to execute 8 weaponskills inside the window. 8 is a much more natural and optimal use for this skill without adding too much headache to an already busy rotation. i don't want to go into great detail about this 8-skill point here but can explain more in a separate post in this thread if it causes any confusion.

    change to ninki generation and cost

    keep ninki generation to 6 per weaponskill and use the shukiho ii trait to reduce ninki spenders' cost to 60. to go along with this, reduce mug and meisui's ninki generation to 30. this gives ninjas much more flexibility in using their ninki spenders without the fear of overcapping. this also could allow top players to eek out more use and potency from meisui without causing trouble for higher ping players who might want to avoid overuse of this skill.

    assassinate dot

    it would be nice to add some kind of reward to assassinate beyond executing it as a free cooldown after dream within a dream. perhaps adding a bleeding dot to successful execution of assassinate when shadow fang is ticking could add reward to ninjas who keep their dots ticking. this is more an afterthought and nowhere near as big a deal as the other problems above, but it could still add value to good play instead of just being a flashy but otherwise boring free cooldown.

    trick attack

    i'm not quite sure how to address this issue as removing it entirely just means ninja would need to become a greedy dps, a spot which is already filled by several other classes. maybe nerfing trick attack to 5% vulnerability and giving ninjas a personal 10% damage up buff during this window could help to keep this skill rewarding to ninja without being a game-breaking meta for everyone else.

    potency adjustments

    these are basically boring and can be done at any time during any random patch to fine tune ninja's place in the dps charts. ninja is not just undertuned. i'm sure we'll have some potency changes in 5.05, but the problems with ninja right now go beyond what flat potency adjustments will really fix and i hope this post highlights that. ninja is in some ways easy to play with its fluid rotation and easy-mode ninjutsu that comes with the quality of life changes from 5.0. but in other ways the job is now more difficult than ever in a way that potency adjustments won't adequately reward. higher potencies will only widen the gap between low-ping top-tier raiders and the average ninja who just wants to do their best.

    thank you for reading!

    this was my first forum post coming from a place of genuine frustration with a job that i have loved for years. i'd love to hear what the rest of you guys think. i hear complaining here maybe has more traction than complaining elsewhere, so hopefully we can start a discussion that will raise awareness about ninja's current place in the raiding community.
    (4)
    Last edited by betadraconis; 07-20-2019 at 06:04 AM. Reason: edited for length

  2. 07-19-2019 11:30 PM

  3. 07-19-2019 11:31 PM

  4. 07-19-2019 11:31 PM

  5. 07-19-2019 11:32 PM

  6. #2
    Player Neela's Avatar
    Join Date
    Apr 2015
    Location
    Bevelle, Besaid Island
    Posts
    1,710
    Character
    Flower Girl
    World
    Zodiark
    Main Class
    Dancer Lv 90
    there is no such thing like an „easy pot adjustment“ for Ninja as long as it’s only purpose in this game is to be a TA-Turret for fflogs-parses. That skill is just your Nemesis. Balancing around TA is nearly impossible - u can’t please pDmg for non raider, rotation flow and skillaligments all at once while still keeping the balance in an endgame-raid setup. : /
    (0)

  7. #3
    Player
    Arkenne's Avatar
    Join Date
    Nov 2014
    Posts
    1,350
    Character
    Aiot O'lein
    World
    Cactuar
    Main Class
    Rogue Lv 80
    If you edit your original post you can go past the word limit.
    Odd forum quirks

    Tho I do agree that "Clipping" is the NIN life this time around, I did embrace it for what the Ninjutsu system was bringing along now. If the Ninjutsu and oGCDs were going to be the new Heavy side of NIN's DPS and the GCDs were the fillers, I was more than glad to welcome the Clipping life.
    After all, as I believe, so long you can put 3 AE combos inbetween SF renewals and SF doesn't drop for longer than 1 second or is renewed at the 4s mark feels like its not that much of a loss. Looking at it this way, Clipping doesn't feel as bad anymore.

    I like it that Ninki is now generated by GCDs, to be honest that just feels right. I don't get why Mug is the only offensive oGCD that generates Ninki tho, DwaD and Assassinate sounds more like the logical answer. Altho I can only agree that high ping players are affected in this front, I really wouldn't like for it to go back to its roots of AA generation only. However, saying that, it IS true that Bhava and Bunshin Ninki requirement being at 80 when the cap remains at 100 is ridiculously tight.

    Trick Attack... is honestly in the way...
    Either they overestimated this skill so much that the whole rest of the NIN skillset is being overshadowed.
    Or they changed so much stuff in the NIN that they lost track of how much damage it would output and these were the potencies result they "guessed" at would be fine...

    In any case, all Im expecting to see at 5.05 are flat potency increments...
    (1)

  8. #4
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    At the very least they could return the Dripping Blades trait to boost NIN DPS back up so that it is not competing for being the worst DPS in the game not worth bringing for the trick attack.
    (1)

  9. #5
    Player
    osutin's Avatar
    Join Date
    Jul 2019
    Posts
    28
    Character
    Strygr Chocobocalypse
    World
    Leviathan
    Main Class
    Samurai Lv 74
    Do you guys anticipate a buff with the next patch? I haven't played since HW and can't remember how well SE deals with balance adjustments/community feedback.
    (0)

  10. #6
    Player
    betadraconis's Avatar
    Join Date
    Jul 2019
    Posts
    3
    Character
    R'thuban Tia
    World
    Siren
    Main Class
    Ninja Lv 80
    Quote Originally Posted by Arkenne View Post
    If you edit your original post you can go past the word limit.
    Thanks, sorted!
    (1)

  11. #7
    Player
    TheGrimace's Avatar
    Join Date
    Sep 2012
    Location
    Hildibrand's Pocket
    Posts
    1,268
    Character
    Knives Jonquil
    World
    Excalibur
    Main Class
    Rogue Lv 100
    Thanks for this detailed list of ideas and options. I think a lot of them would be very helpful to the job as a whole.

    I can't speak for everyone, but I have always liked the basic idea of Trick Attack and Sneak Attack since FFXI. I don't need the ability to stick around solely for party utility, but having it exist in some form is favorable. With the lack of TP and the game's enmity changes, the job has lost a lot of its original identity along with the undertuning issues, and I do like to be a job that exists in part to help other party members.

    Rest assured, I think the enmity and TP changes were beneficial and required, but they have put the job in a difficult situation with Trick Attack. Ultimately I share many players' opinion that the job should not be hindered due to a single skill, and worst case scenario, I'd rather the skill's vulnerability rebuff be removed than have our job continue to be so limited.
    (0)

  12. #8
    Player
    betadraconis's Avatar
    Join Date
    Jul 2019
    Posts
    3
    Character
    R'thuban Tia
    World
    Siren
    Main Class
    Ninja Lv 80
    an idea i got for trick attack recently came from the trust system where one of the npcs has their own version of trick attack that lasts 20 seconds. obviously a 10% vuln for 20s would be broken, but nerfing the vuln to 4-5% but extending the duration would give the class as a whole a lot more flexibility in smashing out their burst damage. top-tier ninjas might still opt to front-load most of their damage due to other raid buff durations, but giving people with high ping an option to spread out their cds a little more to avoid double weaving could be the single most impactful change that would make a lot of the other pain points less of an issue.
    (0)

  13. #9
    Player
    oph's Avatar
    Join Date
    May 2015
    Posts
    48
    Character
    O'phyro Dhekku
    World
    Shiva
    Main Class
    Ninja Lv 80
    I resonate with most of the things written here, for me the only needed change is how Bunshin interacts with Ninki and maybe give Meisui a little something more, if it was the only timer/sync job mechanic we had to worry about then it wouldn't be even an issue, but when you add this additional layer on top of an already multiple layered job then it just stops being complex and becomes cumbersome instead.

    I play games to have fun and relax after a long day and the current NIN is fun but not relaxing at all, and I'm not even factoring the effort = reward regarding the low dps we put out which is another nail to this coffin that is slowly burying NIN and it's showing how it's popularity sort of plummeted and only long time mains are still around and voicing their issues and concern with the job.

    If no relevant changes are brought on next week's patch, I fear NIN will be a bottom feeder and just have it's TA bot status reinforced further this expansion.
    (0)

  14. #10
    Player
    Arkenne's Avatar
    Join Date
    Nov 2014
    Posts
    1,350
    Character
    Aiot O'lein
    World
    Cactuar
    Main Class
    Rogue Lv 80
    Quote Originally Posted by oph View Post
    I fear NIN will be a bottom feeder and just have it's TA bot status reinforced further this expansion.
    Problem is that, its pDPS is so difficult to maintain and so low when performed fine that if you mess up once not even TA rDPS will be a saving grace.
    Pretty much having a NIN around is not even a matter of meta, but a downright hindrance for everyone, even itself...
    (0)

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