Yeah it's either that or change Bloodfest to 60 seconds.Imo the best option for an immediate fix is to make Double Down cost 1 gauge, buff NM duration to 21-22sec to include a last Hypervelocity, and to not change any potency until it's seen if the damage is still within acceptable ranges.
For a long term solution I like the idea of building a second gauge through the use of cartridge actions to fund moves like Double Down.
Well as I said, I might just be doing things wrong, muscle memory being what it is I am still somewhat stuck in my old ways. I hope I'll come around, that the adjustment needs to happen on my end.
So far though, it still feels a bit odd, like it's the first job I've played where it's more fun to play it when it's level synced than it is to play it at the level cap.
Last edited by Jandor; 12-15-2021 at 08:43 PM.
Hilariously this is exactly how Reaper operates. 1-2-3 until Bloodstalk gives you access to 4 and 5 for a gcd. 4 and 5 build a second guage that activates Reaper form.Imo the best option for an immediate fix is to make Double Down cost 1 gauge, buff NM duration to 21-22sec to include a last Hypervelocity, and to not change any potency until it's seen if the damage is still within acceptable ranges.
For a long term solution I like the idea of building a second gauge through the use of cartridge actions to fund moves like Double Down.
I feel like the current design forces you to downshift the tempo, and that's the awful feeling. You pop into a dungeon, wall to wall pull, pop your defensives, pop NM, go to town with Double Down, Sonic Break, Bow Shock, Blasting Zone, Rough Divides drifting into a spin to win AoE rotation of AoE combos into Fated Circles. This pacing is fine, but the issue is when you get down to the last few, low health mobs. In ShB this pacing continued because you could jump into your Gnashing Fang combo to finish off the last few mobs before moving on. In EW though, you can't because you are forced to start manually building gauge going into the boss or next mob pack so you are able to burst correctly like you did before. It's the same in the add phases in the EX trials, or any other time you know there will be downtime before a burst. The necessity to sluggishly build full gauge just to ensure you can even burst properly feels like a rotational speed bump.Well as I said, I might just be doing things wrong, muscle memory being what it is I am still somewhat stuck in my old ways. I hope I'll come around, that the adjustment needs to happen on my end.
So far though, it still feels a bit odd, like it's the first job I've played where it's more fun to play it when it's level synced than it is to play it at the level cap.
The reluctant feeling for cartridges is awful
a 60 second bloodfest would probably have to only give 2 carts and honesty would rather it be 55 seconds just so it ready before NM
I personally don't think a ~60sec Bloodfest is the answer tbh. I actually kind of like the 90sec timer for Bloodfest, as it reduces some of the monotony from minute to minute as you will be forced to burn gauge during burst downtime to keep it on cooldown. If anything only changing this would: 1. Add yet another oGCD during GNB burst(which we already have enough), and 2. would only further exacerbate the issue with current Bloodfest + No Mercy burst windows(that with full gauge going into BF + NM you have to NM after Gnashing Fang to fit all of your hardest hitting gauge combo's in).
Seems like someone figured out a rotation that flows surprisingly well. No real indecision here, just a bit more of a buildup of cartridges with a pretty good payoff.
https://www.youtube.com/watch?v=Seua-yrZC6s
I feel less indecisive now while using this since it puts everything we had and everything we gained to pretty good use. If anything I've been enjoying it more now, though I will still need to get the rotation down through practice and doing content. Obviously there are still improvements that could and probably should be made, but I can live with this.
Last edited by Vahlnir; 12-18-2021 at 11:23 PM.
The rotation got quite long now before it repeats after the somewhat easier one in 5.x
I can see why it throws off some people though as it involves some stack building after your initial burst. As soon as you hit the second bloodfest, that's where you can use your hypervelocities more often and then you reach back to the bloodfest+no mercy alignment and repeat from there.
Maybe it could work if double down was a continuation attack from fated circle that'd cost an additional catridge but I guess we'll have to see after potential 6.05 changes...
Why not give a full round of cartridges? its icon looks like a magnum gun or smth like that. Instead of having 3, make it 5, or 8, or any higher number then 4; Like, where do i pop cooldown in my burst window? What if boss goes untargetable and my NM comes back up... If i RLLY MUST use continuation every cartridge spender, give me more cartridge slots so i can have more freedom to choose 'when' i should burst or not.
My whole problem with GNB is the continuation combo. It fking sucks. Imagine a TB hitting you while you are in the middle of your continuation combo... (I had this problem since 5.0) Should i drift my GCD to fit heart of stone + nebula... or should i hope for a healer shield and only pop 1 def ogcd?
Or just let healer adjust. lol.
Why i cant i have both? Pop any or every CD inside a NM window. Just make that stupid 'continuation' acummulate his buff instead of forcing you to use right after a cartridge spender.
Like this:
make all the 'ready to ____' last around 20 secs and let the accumulate inside Continuation in the same order you got them, so it goes: ( Gnashing - Savage - Wicked ) you get 'ready to rip', ' ready to tear' and 'ready to gouge'. If you decide to mash continuation only after Wicked Talon, the combo would go (Jugular rip - Abdomen Tear - Eye Gouge). while you weave GCDs in between, could be your normal 1-2-3 or Sonic Break and DD.
This is just an example, but you could even start mashing Contin. after Savage Claw and double weave Rip and Tear.
Increasing NM time to 22 or 25 seconds would be great too.
Was that clear? i'm kinda bad at putting my imagination into words
Last edited by GalaxyEyes; 12-19-2021 at 01:35 AM.
Ahh, yes, of course. Damage windows being what they are, 3 cartridges makes for a greatly increased feeling of downtime or time spent merely in preparation for the next window than did having 2 cartridges. So let's make it 8.
??????
Now this I'll agree with.My whole problem with GNB is the continuation combo. It fking sucks. Imagine a TB hitting you while you are in the middle of your continuation combo... (I had this problem since 5.0) Should i drift my GCD to fit heart of stone + nebula... or should i hope for a healer shield and only pop 1 def ogcd?
Or just let healer adjust. lol.
It seems to have two directions by which it might be solved, though. The first is to give Continuation itself some defensive value. The second is to make it more bankable so you can viably delay it, such as by being granted 3 charges of Continuation to be used over 10 seconds, rather than as a fixed combo, and/or gaining a second charge of Gnashing Fang.
Of course, each has issues: the first might occasionally encourage that GF be held for defensive value, which can feel off-putting (though, I'd personally be fine with that), while the second would make our damage windows all the more bloated and probably immediately defeat the point of GF having two charges unless we also created some reason not to use them within, say, start another GF combo within 15s of the last one's completion (or otherwise cram two combos into each NM window).
Last edited by Shurrikhan; 12-19-2021 at 03:06 AM.
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