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  1. #1
    Player
    Engel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    46
    Character
    Engel Zein
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 100

    Changes that I would love for Gunbreaker (and maybe general tank changes)

    Hey guys I posted this discussion in FFXIVDiscussion sub and I brough it here for further exposure

    This is not a numbers discussion! Numbers can always be moved and rebalanced so the overall damage meets the threshold SE wants. This is more a discussion of the feel of the role and Job, how fun it can be to play etc etc...

    I've been playing this game for way long and have been a DPS main most of my XIV life (have always been a casual Tank up to Extremes). Endwalker is the first expansion where I main the Tank role and play savage with it... in PF... and most of my perspective is current.

    Continuation: -Increase the range of all Continuation attacks-
    This button is fun to have, not going to lie. It gives me the good chemicals to mash the shit out of it! That being said, it is hella restrictive on boss movement! Let's not even talk about high ping play where your button press doesn't even register as you move… I honestly feel that increasing the range on it a bit would alleviate some of the problems this brings. Some have thrown out the idea of removing the whole thing and reworking it but honestly I can’t imagine the Job without it and lets be real SE would just turn it into another Diet Warrior.

    Sonic Break: -Remove it-
    Problem?? This is just a damage button, it doesn’t add anything to your rotation or your aesthetic and frankly I’m surprised it’s still here.

    Double Down: -Lower the cost to 1 gauge-
    Is there a reason it’s 2? Is it lore? I don’t know but I would love to Burst Strike more instead with the remainder of my powder gauges, and I think it adds a bit more flexibility to how you use them.

    No Mercy -Rework into charges-
    Here is my pipe dream idea (and probably the one most disagree with). Hitting No Mercy gives you 3 charges for 30 seconds (think Delirium). Charges are only spent on your next 3 Powder Gauge moves, heavily increasing their damage. My idea would hopefully remove the ping restriction of having to fit 9 GCDs within the window and free the other OGCDs from having to be used within it.

    Blast Zone -Slightly increase range and should be a cleave-
    Nothing inherently wrong with the move now but can we please?

    General Tank changes speedrun:

    -No damage on gap closers (or at least make it insignificant for the lore lol). It looks dumb to spam and it’s a utility tool.

    -Rampart removed and baked into less used Mitigations or brand new ones with perks (Camouflage with %50 Parry, Dark Mind with additional mit if Magical, Paladin with… idk a regen or additional healing increase, and Warrior with additional Testosterone)

    -Provoke should just take all threat from the current top threat player (Honestly this is to avoid stealing hate back and all that, ez swaps). By the same token Shirk should do literally the opposite…

    Please share your ideas about anything tank related!!! QoLs and give feedback on what you think!!
    (4)

  2. #2
    Player
    Ilegorn's Avatar
    Join Date
    Feb 2019
    Posts
    10
    Character
    Ilegorn Aurius
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 90
    Hum, the increase range of continuation is a good idea, although I would push for an engine upgrade that allows the boss to move while we as tanks move. Similar to WoW in that regard.

    Everything else I see no point in changing or straight up disagree with, especially the double down and No mercy rework.

    I had a strong hatred for double down when the expansion first came out but after getting more accustomed with the current gunbreaker I personally really like it and feels natural to use!
    (3)

  3. #3
    Player
    Aegis_Harvey's Avatar
    Join Date
    Jan 2022
    Posts
    15
    Character
    Aegis Harvey
    World
    Mateus
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Engel View Post
    Continuation: -Increase the range of all Continuation attacks-
    Agreed. The change to Iaijutsu feels great and this would feel about the same, though I find this "boss movement" complaint to be pretty overstated.

    Quote Originally Posted by Engel View Post
    Sonic Break: -Remove it-
    Problem?? This is just a damage button, it doesn’t add anything to your rotation or your aesthetic and frankly I’m surprised it’s still here.
    Strongly disagree. This is a completely reductive argument that could apply to anything. By this justification, every job should just be reduced to 1 button (at most) since everything else would just be another damage/heal button.

    Quote Originally Posted by Engel View Post
    Double Down: -Lower the cost to 1 gauge-
    There are 3 slots and DD costs 2 is to meaningfully disrupt the rotation from what it was before since bloodfest also generates 3 ammo. If DD were only 1 slot it would just degenerate to "use it instead of burst strike". It would remove "flexibility" because the optimal solution becomes much simpler, not add it. I also wish there were ways to use Burst Strike more, like an RNG proc or something, but this won't really help.

    Quote Originally Posted by Engel View Post
    No Mercy -Rework into charges-
    Here is my pipe dream idea (and probably the one most disagree with). Hitting No Mercy gives you 3 charges for 30 seconds (think Delirium).
    Let me just stop you at "think Delirium" and move on.

    Quote Originally Posted by Engel View Post
    Blast Zone -Slightly increase range and should be a cleave-
    This just sounds like change for change's sake. It could maybe use something to differentiate it from the other similar oGCDs across the tank jobs, maybe make it fully ranged?

    Quote Originally Posted by Engel View Post
    -No damage on gap closers (or at least make it insignificant for the lore lol). It looks dumb to spam and it’s a utility tool.
    Seems like another popular opinion these days but... have you considered just not using them for damage? On new blind content putting yourself in an animation lock is not worth the damage or opportunity cost of needing later when/if you're out of position.

    Quote Originally Posted by Engel View Post
    -Rampart removed and baked into less used Mitigations or brand new ones with perks (Camouflage with %50 Parry, Dark Mind with additional mit if Magical, Paladin with… idk a regen or additional healing increase, and Warrior with additional Testosterone)
    No. Having more mitigation buttons and the choice of when to overlap them is better than fewer. Removing them just messes with the skill ceiling while doing nothing to the floor.
    Quote Originally Posted by Engel View Post
    -Provoke should just take all threat from the current top threat player (Honestly this is to avoid stealing hate back and all that, ez swaps). By the same token Shirk should do literally the opposite…
    Huge no. Again, messes with the skill ceiling while adding nothing. A successful tank hand off is not hard and it's one of the few remaining responsibilities tanks have regarding aggro management and not pulling off each other.
    (8)

  4. #4
    Player
    Xiaoki's Avatar
    Join Date
    Aug 2013
    Posts
    76
    Character
    Balar Avagnar
    World
    Ultros
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Aegis_Harvey View Post
    Agreed. The change to Iaijutsu feels great and this would feel about the same, though I find this "boss movement" complaint to be pretty overstated.


    Strongly disagree. This is a completely reductive argument that could apply to anything. By this justification, every job should just be reduced to 1 button (at most) since everything else would just be another damage/heal button.


    There are 3 slots and DD costs 2 is to meaningfully disrupt the rotation from what it was before since bloodfest also generates 3 ammo. If DD were only 1 slot it would just degenerate to "use it instead of burst strike". It would remove "flexibility" because the optimal solution becomes much simpler, not add it. I also wish there were ways to use Burst Strike more, like an RNG proc or something, but this won't really help.


    Let me just stop you at "think Delirium" and move on.


    This just sounds like change for change's sake. It could maybe use something to differentiate it from the other similar oGCDs across the tank jobs, maybe make it fully ranged?


    Seems like another popular opinion these days but... have you considered just not using them for damage? On new blind content putting yourself in an animation lock is not worth the damage or opportunity cost of needing later when/if you're out of position.


    No. Having more mitigation buttons and the choice of when to overlap them is better than fewer. Removing them just messes with the skill ceiling while doing nothing to the floor.

    Huge no. Again, messes with the skill ceiling while adding nothing. A successful tank hand off is not hard and it's one of the few remaining responsibilities tanks have regarding aggro management and not pulling off each other.
    Its quite hilarious in the response to Sonic Break you complain thats its a reductive argument and then respond with an even more reductive argument.

    LOLOL Why dont we just make every Job 1 button LOLOL

    Also, Rampart doesnt need to exist anymore. Dont need to have Rampart and the tank's 30% damage reduction cooldown anymore. Tanks have enough defensives now.

    Lastly ...."skill ceiling"? Really?! You should be a comedian because thats funny.
    (2)

  5. #5
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Engel View Post
    No Mercy -Rework into charges-
    Here is my pipe dream idea (and probably the one most disagree with). Hitting No Mercy gives you 3 charges for 30 seconds (think Delirium). Charges are only spent on your next 3 Powder Gauge moves, heavily increasing their damage. My idea would hopefully remove the ping restriction of having to fit 9 GCDs within the window and free the other OGCDs from having to be used within it.
    No, please no... DRK already suffered this fate, GNB doesn't need to suffer it too... Save the free gauge/spam abilities for WAR...
    (4)

  6. #6
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Aegis_Harvey View Post
    There are 3 slots and DD costs 2 is to meaningfully disrupt the rotation from what it was before since bloodfest also generates 3 ammo. If DD were only 1 slot it would just degenerate to "use it instead of burst strike". It would remove "flexibility" because the optimal solution becomes much simpler, not add it. I also wish there were ways to use Burst Strike more, like an RNG proc or something, but this won't really help.
    Probably the one hill I'll die on is wondering why people think having Double Down costing two cartridges is better than one. I've seen multiple answers, but it still does not make sense to me and that the two cost is artificial inflation to make it "feel" like it's worth more than it actually is.

    "If DD were only 1 slot it would just degenerate to "use it instead of burst strike"." - but this is already the case.
    "It would remove "flexibility"" - It's a partial reason why GNB is LESS flexible now than it was in ShB. In ShB, you only absolutely needed 1 cartridge for a burst, because your burst mainly revolved around Gnashing Fang, and this kept all your cooldowns aligned. Meaning you could adjust when and where you spent your other gauge as the fight demanded. In EW, you absolutely need a full 3 cartridges per burst, or else a cooldown falls out of alignment. To which no other tank suffers this much between WAR's gauge, PLD's MP, or even DRK's gauge and MP, where for cooldowns sake only Living Shadow matters, and Blood Weapon will ensure you have that gauge in 3 GCDs! There is zero flexibility in GNB's rotation other than where you dump gauge for Bloodfest, but even then you are using Bloodfest on cooldown to maximize usages. Comparatively, Primal Rend is free on the activation of Inner Release, Shadowbringer is free on DRK, and the Confeiteor Combo on PLD is free on the activation of Requiscat, allows you to be ranged for 8 GCD's, and completely changes the PLD's rotation in a meaningful way. Why Double Down costs gauge to begin with, or why the costs is so high comparatively, is missed on me.

    All the 1 cart cost does is make it really clunky on fights with downtime, makes it the most punished tank if you die before a burst(unless you happen to have Bloodfest), punishes you for dumping cartridges even if it would be the most optimal choice(can't cartridge dump onto mobs before a boss unless you have Bloodfest or you will be many GCD's behind the rest of your group), and to me just seems like a superficial "buff" to GNB going into EW. "How do we buff GNB? They have two carts, GIVE THEM THREE! They have one cart moves, GIVE THEM A TWO CART MOVE! Think how string the other players will think they feel!". I main'd GNB in ShB, and continue to do so in EW. However I personally only see positives if Double Down was changed to 1 cart, not quite understanding why people are so opposed to it as to me, clunky =/= skillful. If it were to change to one cart, you would still play GNB about the same, you would just have more flexibility with your cartridges and be less frustrated in certain scenarios overall.
    (6)

  7. #7
    Player
    Engel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    46
    Character
    Engel Zein
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 100
    Hmmm in regards to DD imagine it is exactly like now except it cost 1 PG. Maybe I wasn't clear... I would not nerf the thing or replace, in our current rotation it would just leave a Powder Gauge for another Burst Strike
    (1)

  8. #8
    Player
    Engel's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    46
    Character
    Engel Zein
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Ixon View Post
    Probably the one hill I'll die on is wondering why people think having Double Down costing two cartridges is better than one. I've seen multiple answers, but it still does not make sense to me and that the two cost is artificial inflation to make it "feel" like it's worth more than it actually is.

    "If DD were only 1 slot it would just degenerate to "use it instead of burst strike"." - but this is already the case.
    "It would remove "flexibility"" - It's a partial reason why GNB is LESS flexible now than it was in ShB. In ShB, you only absolutely needed 1 cartridge for a burst, because your burst mainly revolved around Gnashing Fang, and this kept all your cooldowns aligned. Meaning you could adjust when and where you spent your other gauge as the fight demanded. In EW, you absolutely need a full 3 cartridges per burst, or else a cooldown falls out of alignment. To which no other tank suffers this much between WAR's gauge, PLD's MP, or even DRK's gauge and MP, where for cooldowns sake only Living Shadow matters, and Blood Weapon will ensure you have that gauge in 3 GCDs! There is zero flexibility in GNB's rotation other than where you dump gauge for Bloodfest, but even then you are using Bloodfest on cooldown to maximize usages. Comparatively, Primal Rend is free on the activation of Inner Release, Shadowbringer is free on DRK, and the Confeiteor Combo on PLD is free on the activation of Requiscat, allows you to be ranged for 8 GCD's, and completely changes the PLD's rotation in a meaningful way. Why Double Down costs gauge to begin with, or why the costs is so high comparatively, is missed on me.

    All the 1 cart cost does is make it really clunky on fights with downtime, makes it the most punished tank if you die before a burst(unless you happen to have Bloodfest), punishes you for dumping cartridges even if it would be the most optimal choice(can't cartridge dump onto mobs before a boss unless you have Bloodfest or you will be many GCD's behind the rest of your group), and to me just seems like a superficial "buff" to GNB going into EW. "How do we buff GNB? They have two carts, GIVE THEM THREE! They have one cart moves, GIVE THEM A TWO CART MOVE! Think how string the other players will think they feel!". I main'd GNB in ShB, and continue to do so in EW. However I personally only see positives if Double Down was changed to 1 cart, not quite understanding why people are so opposed to it as to me, clunky =/= skillful. If it were to change to one cart, you would still play GNB about the same, you would just have more flexibility with your cartridges and be less frustrated in certain scenarios overall.
    You hit the nail on the head for me!
    (1)

  9. #9
    Player
    Aegis_Harvey's Avatar
    Join Date
    Jan 2022
    Posts
    15
    Character
    Aegis Harvey
    World
    Mateus
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Xiaoki View Post
    Its quite hilarious in the response to Sonic Break you complain thats its a reductive argument and then respond with an even more reductive argument.
    LOLOL Why dont we just make every Job 1 button LOLOL
    I didn't make a reductive argument, I extended their logic ad absurdum. This is precisely why I used the three preceding words "By this justification". Please read my posts more carefully in the future.

    Quote Originally Posted by Xiaoki View Post
    Also, Rampart doesnt need to exist anymore. Dont need to have Rampart and the tank's 30% damage reduction cooldown anymore. Tanks have enough defensives now.
    Translation: Tanks have the right number of defensives now so we should reduce the number of defensives they have.

    Neat.

    Wouldn't it be better if we tried to engage with each other in good faith instead of like this?

    Quote Originally Posted by Ixon View Post
    Probably the one hill I'll die on is wondering why people think having Double Down costing two cartridges is better than one.
    I would like to point out that I didn't say 2 vs 1 was better. As far as its impact on the on-paper rotation goes, a cost of 2 (plus 3 total carts and 3 cart bloodfest) changes the timings more than a cost of 1 would and the penalties for screwing up your ammo gen are greater, naturally. For the same reason, the penalties are also higher for the situations you point out (death, downtime). I guess we're just using two different senses of the word "flexibility" here.
    (7)
    Last edited by Aegis_Harvey; 02-15-2022 at 08:32 AM.

  10. #10
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    466
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Aegis_Harvey View Post
    I would like to point out that I didn't say 2 vs 1 was better. As far as its impact on the on-paper rotation goes, a cost of 2 (plus 3 total carts and 3 cart bloodfest) changes the timings more than a cost of 1 would and the penalties for screwing up your ammo gen are greater, naturally. For the same reason, the penalties are also higher for the situations you point out (death, downtime). I guess we're just using two different senses of the word "flexibility" here.
    I would genuinely like to know what flexibility you are referring to then. There is no real flexibility in current GNB's gauge usage like the other jobs have, being able to use even a single gauge whenever you want without it negatively affecting the cooldowns and rotation of the next upcoming burst. The current GNB rotation is a bit jank at the moment, with no simple 1-4 minute loop like most other jobs have(and like GNB used to have in ShB), and requiring you to use No Mercy after Gnashing Fang in your "3 cart + Bloodfest" bursts for optimal damage. I do not know if simply changing the cost of Double Down to 1 cart would automatically fix those issues, that would require some simulation testing, but I think the job would feel a lot smoother like it used to in ShB.
    (6)

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