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  1. #1
    Player
    Vendalwind's Avatar
    Join Date
    Jul 2019
    Posts
    340
    Character
    Vendal Solairune
    World
    Cactuar
    Main Class
    Ninja Lv 90

    My Hoped for NIN rework, fleshed out simple ideas from many sources.

    Spread throughout a couple threads I've been gathering a list of some of the simplest but most QoL or buff without complexity loss options that are available. I will update this first post list as discussion is had and as more time passes, based upon stuff in this thread and the balance and other threads. Not all of these ideas would work together, some of them I don't even really like, but hoping a few make it in by 5.1 or at least catch DEV attention. THESE ARE OPTIONS. I DONT WANT ALLLLL OF THESE. IN FACT THERE ARE A FEW I DISAGREE WITH, but a few of these would be nice and its meant to be a collection of simple changes i've seen in the forums
    ALT ideas were inspired by discussion. and .5 ideas were also inspired or taken directly from conversation here or in the balance discord.

    1. Remove bunny Mudra. Allow missteps to function exactly like dancers. (costs a wheel spin but doesn't set you back any further)

    2. Allow movement during TCJ. ALTERNATE have TCJ give you three charges that retain ninjutsu and works for three casts, effectively the same result, but even allows weaving, (which i think might be a bit too much personally).

    3. Raiton made into a long duration low potency dot + buff basic Fuma. ALTERNATE make Fuma a bleed dot and Raiton higher Pot.

    4. Throw dagger no longer interrupts Mudras and weapon-skill combos. (i love this idea, More in my opinion for those moments when you go out of range than for mid-Mudra)

    5. Connecting Hyosho to Fuma instead of Hyoton.

    5.5 Hyoton causes Shatterpoint status that guarantees the next weaponskill Crits+DH!!!

    6. with #5 in mind Change mudras as such: Ten: Fuma, Chi: Raiton, Jin: Katon, Ten Chi: Suiton, Jin Ten: Doton, Chi Jin: Huton. no more 3 step Mudras.

    7. Bunshin duration nerfed but full teased effect regained. OR have Bunshin grant charges of duality.

    8. Alter Meisui+Mug for less redundancy and complexity. Meisui plays off Hyoton and to cause extra dmg 120 second cooldown + buff mug resource gain. ALTERNATE: Mug naturaly progresses to meisui as they are unified, mug instead of suiton grants access to trick.

    9. Tighten Mudra status window (from 5 seconds down to 2 seconds), make Ninjutsu cast current Mudra combination (from the status which tracks it) when Mudra expires without interrupting anything, Thus removing Ninjutsu button, reducing clipping.

    10. Ninki generation reduced to 6/9(with Bunshin) Cast cost reduced to 60, Mug + Meisui 30 per. prevent over capping as easily.

    11. Enhance Shukuchi's max range slightly. Reduce cooldown to 45 seconds. Having the same range as a traditional jump to target move just makes it a weaker version in most applications. It needs a payoff for its difficulty.

    11.5 New move Windstep. Consumes both casts of shukuchi, only usuable when shukuchi is at 2 charges Transports you to the targets rear with the same enhanced Shukuchi range.

    12. Let TCJ cast on each Mudra input removing the need to press Ninjutsu button 3 times during the cast. Make cool-down between each Mudra 1 seconds instead of .5 seconds. Drastically streamlining the move. Works well with #9.

    13. Nerf Trick to 5%. Disconnect DWD from assassinate. Let DWD work off of trick to provide an additional 10% personal dmg buff for the NIN for 10 seconds after it lands. Make assassinate a standard oGCD

    14. Alternatively give us a party in combat Mov Speed buff so we retain some unique utility.

    15. Shadowfang made part of armor crush combo. (SE->SF->AC) {I don't like this one but it would work well enough given refreshing SF would effectively set you up to always overcap huton anyways.}

    16. Bring back assassinate, Its a minor change that added some special flavor to NIN as a better finisher. Still allow DWD to proc it early.

    More Intensive changes:
    -Move Mudra to client-side so that latency was no longer an issue. only the final ninjutsu cast would resolve on server side as a single spell.

    Looking forward to responses! and to make changes or add more to this list. Asa final note please stay on subject. you can bring up other classes for balancing discussion purposes and comparison, but please don't hijack the thread into a buff X class thread. Thank you all!

    *edit* just so i can save my rework, this was pre 5.08 patch in mind

    NIN-Balanced mathed out gust slash dps increase to 200, which proved correct. Which was 50 potency added to a skill used ~ every seven seconds. This gives us an image of the potency NIN needs to gain to match up the about how much potency per minute needs to be added, But before getting to that lets re apply venomous strikes at a value of 5% closing up the gap immediately. Based on the gap being ~ 1.2kdps the remaining 4% dps gap (about 600 dps) that needs to be closed is approximately 700 dps. 425 potency per minute based ont he above is almost 200 dps increase. So 425*3 = 1275 potency per minute needed to cover the remaining 4% gap. the 5% bonus to that potency comes out at about 63, so lets just say after venomous is added that 1200 potency is still needed per minute to hit the goal. (do the math yourself if you wish but i promise this checks out)

    QoL changes with potency evaluated

    1: Remove bunny Mudra. Allow missteps to function exactly like dancers. (costs a .5 second wheel spin but doesn't set you back any further) [if combo doesnt make sense/result in a Ninjutsu act as if button was never pushed], Alternately keep bunny, but make it on cast cast Ninjutsu cooldown so you can attempt it again next oGCD slot. TCJ would still need to have bunny removed tho entirely. no effect on potential max dps.

    2: Ten Chi Jin triggers effect on Mudra cast with general ~.7 second oGCD cooldown. This removes three button pushes, and effectively reduces the time spent casting the skill(and the immobility) by ~2 seconds (from 5-7 down to 3-5). Total TCJ button count reduced from 7 to 4. this is one extra GCD every 120 seconds. so on average 300 potency gain every 2 minutes, or 150 per minute potency. Goal remaining 1050.

    3: Change Mudras as such: Ten=Fuma, Chi=Raiton, Jin=Katon, Ten->Chi=Suiton, Jin->Ten=Doton, Jin->Ten->Chi=Huton.
    Hyosho from Fuma, Goka from Katon when Kassatsu-ed.
    Hyoton removed.
    Dropping Huton is still punishing, but clipping is now less of a problem in general.
    TCJ paths remain the same (ie Ten Chi Jin would yield Fuma, Raiton, Suiton as normal etc.) this is effectively 1 extra GCD every 4-6 ninjutsus. for simplicity sake lets consider perfect scenario of 4 on a faster than normal 2.0 GCD NIN (norm is ~ 2.1) due to reduced inputs and clipping this saves 1 gcd every minute and 20 seconds. so 300~ potency per 80 seconds. 225 increase per minute. SO 825 remaining.

    4: Fuma 280 potency applies a bleeding debuff called Bloodburst lasting 10 seconds worth 220 potency if triggered before it expires.
    Kassatsu-ed Hyosho triggers the effect.
    Both moves (Raiton and Fuma) are now used. Fuma is applied before a Kassatsu for a 100 potency gain over Raiton, but if Kassatsu is unavailble Raiton is the better choice at 400 potency. This encourages better Ninjutsu management further as casting Fuma then Kassatsu next ogcd then Hyosho is proper play. Should also be useable after TCJ if #2 is implemented, otherwise window might be too tight for some ping (TCJ=5-7 seconds + GCD with Kassatsu weave 2 seconds, +GCD with cast). TCJ multiplier should not apply to the debuff. kassatsu is once per minute. this change would be 100 per minute. 725 remaining.

    5: Throwing Dagger no longer breaks the gcd combo, thus enabling its free use during disconnects. Ninja's do regularly use kunai etc.
    long fights maybe require the use of ~ 3 if even that throwing daggers in most of these savages, more use would be seen with this change, but I still estimate this bonus to be extremely minor. regardless lets say 25 potency per minute for simplicity sake. 700 remaining

    6: Buff Suiton potency to 150, this makes Meisui really just a Ninki control tool since 40 Ninki =1/2 a 500 potency Bhava. Therefore using Suiton->Meisui is not a potency loss compared to Raiton. 30 potency gain, at maximum of once per minute. probably less. given meisui usage, but occasionally enhanced by TCJ. lets just call it 30 potency gain. 670 per minute remains.

    I would next buff DWD by 100 per hit, (300 total gain) 370 remain, then buff assassinate which is a forced direct hit/crit by 100, lets call it 170 cause why not depends on the value of crit a player has and the multipliers.

    200 potency per minute remains that probably could most easily be spread onto GCDs. Spinning edge is used every 6.3 seconds ish. if you gave it 20 potency, that would add almost 200 potency per minute. Goal reached.
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    Last edited by Vendalwind; 09-28-2019 at 05:52 AM. Reason: avoid bumping but add my refined rework to save it for later use.

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