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Thread: GNB QoL Change:

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  1. #1
    Player
    KariTheFox's Avatar
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    Hikari Tamamo
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    Balmung
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    I'm liking Endwalker GNB more than Shadowbringers now that I've gotten used to it. My main complaints are that that moving bosses still feels pretty bad because of continuation. And that dying at all seems like a pretty severe upset to your rotation that you can never really recover from.

    As for making double down cost one cartidge - I don't like that idea. Costing two cartridges seems pretty central to the identity of the ability, I'd prefer SE balance around that instead of taking away what makes it unique.
    (1)

  2. #2
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    Aluja89's Avatar
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    Aluja Bright
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    Cerberus
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    Quote Originally Posted by KariTheFox View Post
    I'm liking Endwalker GNB more than Shadowbringers now that I've gotten used to it. My main complaints are that that moving bosses still feels pretty bad because of continuation. And that dying at all seems like a pretty severe upset to your rotation that you can never really recover from.

    As for making double down cost one cartidge - I don't like that idea. Costing two cartridges seems pretty central to the identity of the ability, I'd prefer SE balance around that instead of taking away what makes it unique.
    You might not like it but the increase in max cartridges becomes an illusion. Like there is supposed to be a point in becoming more powerful otherwise why even increase our max cartridges.
    (1)

  3. #3
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    NaidCaldera's Avatar
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    Naid Caldera
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    Shiva
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    Lancer Lv 80
    Double Down should stay at 2 cartrigdes, its an important part of the ability lore/fantasy, an easy "fix" could be to increase the cd to 120 and increase potencys of other skills so you need less cartridges per minute
    (0)

  4. #4
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    Aluja89's Avatar
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    Aluja Bright
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    Quote Originally Posted by NaidCaldera View Post
    Double Down should stay at 2 cartrigdes, its an important part of the ability lore/fantasy, an easy "fix" could be to increase the cd to 120 and increase potencys of other skills so you need less cartridges per minute
    What.........?
    (0)

  5. #5
    Player
    Ixon's Avatar
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    Nola Ustrina
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    Cactuar
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    Quote Originally Posted by NaidCaldera View Post
    Double Down should stay at 2 cartrigdes, its an important part of the ability lore/fantasy, an easy "fix" could be to increase the cd to 120 and increase potencys of other skills so you need less cartridges per minute
    "Double Down" in FFXIV is taken from Seifers Limit Break in Final fantasy 8 called... Bloodfest: https://www.youtube.com/watch?v=Lb86P49jb1Q

    It's obvious that SE took inspiration from both Squal and Seifer's move sets in FF8, but then took liberty when naming them and updating their animation. I do not think there is anything lore related about cartridges at all, so SE is at liberty to do whatever they want.
    (2)

  6. #6
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    NaidCaldera's Avatar
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    ofcourse they can do whatever they want

    maybe i worded it the wrong way, for me it makes sense that Double Down uses 2 cartridges because you strike 2 times with it and i dont think they will change that

    and i like for abilties to makes sense and be immersive (from a non balance standpoint)
    (1)

  7. #7
    Player
    Ixon's Avatar
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    Quote Originally Posted by NaidCaldera View Post
    ofcourse they can do whatever they want

    maybe i worded it the wrong way, for me it makes sense that Double Down uses 2 cartridges because you strike 2 times with it and i dont think they will change that

    and i like for abilties to makes sense and be immersive (from a non balance standpoint)
    While I understand that sentiment, we also use just one cartridge to perform: Gnashing Fang > Jugular Rip > Savage Claw > Abdomen Tear > Wicked Talon > Eye Gouge. So if we can use one cartridge for a six-fold attack, using just one for Double Down doesn't seem too farfetched to me. Plus, DRK got pretty much the same exact thing with the two charges of Shadowbringers, but for some reason theirs is completely free.
    (1)

  8. #8
    Player
    NaidCaldera's Avatar
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    yes that always bugged me, from a thematic standpoint every explosion skill should use 1 cartridge, but sadly there is no easy way to make that work with a 2/3 cartridges system

    also i think we should not compare this to drk, drk has way worse gameplay, they should not balance more abilities crossclass, we dont need more warrior clones
    (0)

  9. #9
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    Shurrikhan's Avatar
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    Tani Shirai
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    Quote Originally Posted by Ixon View Post
    While I understand that sentiment, we also use just one cartridge to perform: Gnashing Fang > Jugular Rip > Savage Claw > Abdomen Tear > Wicked Talon > Eye Gouge. So if we can use one cartridge for a six-fold attack, using just one for Double Down doesn't seem too farfetched to me. Plus, DRK got pretty much the same exact thing with the two charges of Shadowbringers, but for some reason theirs is completely free.
    Except, you're only using the cartridge for the one skill, Gnashing Fang. All skills thereafter are quite literally a combo / Continuation of that skill. If the skill is to be called Double Down, why wouldn't it cost double?

    The main question is whether being mindful of one's gauge is fun, which is likely to see mixed answers. Take Stormblood-period SAM's gauge-margining for example. More seemed to like it than not --though likewise a majority seemed willing to sacrifice part of that for Hagakure being less restricted.

    Thereafter, it simply falls into the same matter of GCDs. For instance, if Double-Down had a combo GCD, then it'd simply replace two Burst Strikes.
    (0)

  10. #10
    Player
    KariTheFox's Avatar
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    Hikari Tamamo
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    I do think there are issues with cartridge generation, especially between no mercy phases. I would just prefer if SE tried to tweak things around it. Lore and flavor considerations aside, I like that we have a more costly resource to play with, I think the job would lose something if it just turned into a way to dump a cartridge anytime it's on CD.
    (0)

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