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  1. #1
    Player
    firstc043's Avatar
    Join Date
    Dec 2021
    Posts
    4
    Character
    Dragonslayer Ornstein
    World
    Asura
    Main Class
    Red Mage Lv 90

    GNB suggestion: Could be better

    I've played a lot GNB during Shadowbringer,even some high-end duties,and I love the changes of GNB in Endwalker,Heart of Corundum is perfect,Double Down also very good,but there are still something uncomfortable:
    1. Problems about the Cartridge:In Shadowbringer,GNB can perform Gnashing Fang combo and complete 60seconds' damage burst.But now,for we have Double Down,the skill mechanics of GNB goes wrong.THAT is:we might not be able to carry out the whole damage burst just because there is no enough Catridge for some reason.
    2. WHAT's more,Gnashing Fang combo will have too many abilities to put in,image thatne GNB player wants to maximum his damage only to found he has to dancing his fingers like a MCH.Because he need to put everything into the No Mercy period and Gnashing Fang combos.
    3. Therefore,I have two adjustments method list below:
    3.1 Reduce Bloodfest's CD time to 60 seconds,also reduce Cartridges get from it from 3 to 2.Also,let Sonic Break share a same CD time with Bow shock.
    3.2 Increase Bloodfest's CD time to 120 seconds,also make Double Down can only be executed when"Double Down Ready",which triggered by No Mercy now,and lasts for 30 seconds.
    4. IF we set GCD time for near 2.4s,while overlapped using of Gnashing Fang combo and Blasting Zone,we cannot use Blasting Zone immediately after Abdoment Tear,therefore the action time of Blasting Zone will influent weapon skills to be cast properly.
    5. Last,let's focus on Rough Divide,which is a skill made to handling the accident occasion,e.g. A sudden movement requiring in high-end duties.
    Bringing charges to skills makes player can cast whenever they want before fully charged. Yet gap closers are supposed to keep recasting while stll available. To keep it recasting all time long, we cast Rough Divide before the second one charged, which makes it unavailable for seconds. Compared to Onslaught of WAR,This is quite unfair so we want make maximum charges to 3.
    Hope this thread is not too long for reading.
    (1)
    Last edited by firstc043; 12-26-2021 at 09:12 PM.

  2. #2
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    No. These wouldn't make GNB better, they would make the job worse. If you don't like weaving and don't like having to manage your resources to have enough for your burst window - play a Warrior or a Paladin. Bloodfest sitting at 90 second cd is the one thing keeping GNB's gameplay from becoming static like the other tank jobs. We have 4 tanks, one of them can afford to require a tiny bit more engagement and apm than the others. It is still very simple compared to some things we've had before SHB.

    The only QoL change GNB needs is increasing range on the Continuation abilities, so that they don't cause issues while moving bosses.

    At most, if people are really that heartbroken about Double Down, it could be changed to be usable with only one cartridge for half its potency and full potency when consuming two.
    (9)

  3. #3
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,030
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    There is one other change I would make, increase the potency of Gnashing Fang and slightly drop the potency on Burst Strike so you don't end up with this awkward Bloodfest burst window.


    And honestly, but this is a tank issue in general, I would remove the potency from gap closers.
    (2)

  4. #4
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    Quote Originally Posted by Satarn View Post
    At most, if people are really that heartbroken about Double Down, it could be changed to be usable with only one cartridge for half its potency and full potency when consuming two.
    thats just a stupid suggestion and would solve nothing because you'd still want two anyway
    Double down costing 1 would make gnb rotation feel way for comfortable or some other form of cartridge gain to make it not so dulll.
    (1)

  5. #5
    Player
    Vahlnir's Avatar
    Join Date
    Dec 2013
    Location
    Tent In the Middle of Nowhere
    Posts
    9,647
    Character
    Elan Centauri
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    It will take some getting used to, but with the rotation I've been using I'm actually enjoying GNB quite a lot. If you stock up on cartridges enough you will have no problems meeting the 60 second burst windows or the 30 second Gnashing Fang combos.
    (3)
    Quote Originally Posted by Naoki_Yoshida View Post
    Personal Housing
    While I cannot give a specific date on when personal housing will be implemented, I can say that prices will be completely separate from free company housing, and, naturally, far more affordable.

  6. #6
    Player
    CKNovel's Avatar
    Join Date
    Aug 2019
    Posts
    1,915
    Character
    Cassia Kaedhan
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Absurdity View Post
    There is one other change I would make, increase the potency of Gnashing Fang and slightly drop the potency on Burst Strike so you don't end up with this awkward Bloodfest burst window.

    And honestly, but this is a tank issue in general, I would remove the potency from gap closers.
    The gapcloser thing I can agree with.
    But I wouldn't drop Burst Strike potency, Fated Circle is better on 2 target but the aoe combo is worth on 3+ target. I'd rather have them make their mind about that.
    (0)

  7. #7
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Duskane View Post
    thats just a stupid suggestion and would solve nothing because you'd still want two anyway
    Yeah, duh. That's the point. Where did you get that I meant for it to make single cartridge Double Downs optimal? I've pretty clearly stated that having to bank enough resource for burst is a good mechanic imo and should stay. What such change would do is slightly mitigate the screw ups, by letting you recover some potency and not mis align your cooldowns, without killing the resource banking aspect. Like, I don't even think that's necessary, you should be punished with dps loss when you mess things up, I'm just trying to throw a bone to people who seem to have an issue with it.

    Fully reducing the cost on Double Down would also add a whole-ass 'nother Burst Strike every minute, which would require potency reductions to the job and add another Hypervelocity weave to the burst, which you people seem to always complain about. How's that for a stupid suggestion?

    Quote Originally Posted by Absurdity View Post
    And honestly, but this is a tank issue in general, I would remove the potency from gap closers.
    Yeah, the tank mobility skills could also use a rework in general, to make them more distinct from each other, instead of all being a bunch of Plunge clones, while we're at it.

    I would love for GNB to get its gap closer replaced by some form of explosion-based jump that launches you forwards like Hell's Inress. Pulling packs on RPR feels so damn good. I'm doing it to give tanks the Crest regen and Arm's Length, it's utility, I swear.
    (2)
    Last edited by Satarn; 12-27-2021 at 10:14 PM.

  8. #8
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    yep thats right you would get 1 extra burst strike
    but you wouldn't be punished for only have 2 carts during nm since you wouldn't be delaying Combo/DD CD choosing one or the other.
    (0)

  9. 12-28-2021 11:35 PM

  10. 12-28-2021 11:36 PM

  11. #9
    Player
    firstc043's Avatar
    Join Date
    Dec 2021
    Posts
    4
    Character
    Dragonslayer Ornstein
    World
    Asura
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Satarn View Post
    No. These wouldn't make GNB better, they would make the job worse. If you don't like weaving and don't like having to manage your resources to have enough for your burst window - play a Warrior or a Paladin. Bloodfest sitting at 90 second cd is the one thing keeping GNB's gameplay from becoming static like the other tank jobs. We have 4 tanks, one of them can afford to require a tiny bit more engagement and apm than the others. It is still very simple compared to some things we've had before SHB.

    The only QoL change GNB needs is increasing range on the Continuation abilities, so that they don't cause issues while moving bosses.

    At most, if people are really that heartbroken about Double Down, it could be changed to be usable with only one cartridge for half its potency and full potency when consuming two.
    thx 4 ur advise anyway. i enjoy gnb for its apm and rotation n i didn't mean that i want gnb more like war or pld.
    If what's followint is too long that u dont want to read: I love gnb as a tank with higher apm, but i dont like it to be too diffcult on restoreing rotation.

    My point is like if u were down then picked up, No Mercy's ready, Bloodfest still unavailable, how can u got 3 catridges to begin the burst. well im fine with having no DD in this one, but 30s later when Bloodfest's ready should i cast DD right now or leave it into next No Mercy? That basically means I will lost 1 DD in this fight.
    This also happens when u just finish the (for example, the beginning) burst ur target leave the field, and when it's back, No mercy is ready but Bloodfest still got 30s recast. This might be rare case but still disgusting.

    surely u remember the timeline of the fight, and can calculate all these potency and solt out the right answer, but I think this is not that fair compared to other tanks and I still hope to make it clear to see or just make some changes to gnb then such issue will no longer exist.
    (0)

  12. #10
    Player
    NyneSwordz's Avatar
    Join Date
    Oct 2017
    Posts
    574
    Character
    Dugu Qiubai
    World
    Midgardsormr
    Main Class
    Marauder Lv 90
    Quote Originally Posted by firstc043 View Post
    I've played a lot GNB during Shadowbringer,even some high-end duties,and I love the changes of GNB in Endwalker,Heart of Corundum is perfect,Double Down also very good,but there are still something uncomfortable:
    1. Problems about the Cartridge:In Shadowbringer,GNB can perform Gnashing Fang combo and complete 60seconds' damage burst.But now,for we have Double Down,the skill mechanics of GNB goes wrong.THAT is:we might not be able to carry out the whole damage burst just because there is no enough Catridge for some reason.
    2. WHAT's more,Gnashing Fang combo will have too many abilities to put in,image thatne GNB player wants to maximum his damage only to found he has to dancing his fingers like a MCH.Because he need to put everything into the No Mercy period and Gnashing Fang combos.
    3. Therefore,I have two adjustments method list below:
    3.1 Reduce Bloodfest's CD time to 60 seconds,also reduce Cartridges get from it from 3 to 2.Also,let Sonic Break share a same CD time with Bow shock.
    3.2 Increase Bloodfest's CD time to 120 seconds,also make Double Down can only be executed when"Double Down Ready",which triggered by No Mercy now,and lasts for 30 seconds.
    4. IF we set GCD time for near 2.4s,while overlapped using of Gnashing Fang combo and Blasting Zone,we cannot use Blasting Zone immediately after Abdoment Tear,therefore the action time of Blasting Zone will influent weapon skills to be cast properly.
    5. Last,let's focus on Rough Divide,which is a skill made to handling the accident occasion,e.g. A sudden movement requiring in high-end duties.
    Bringing charges to skills makes player can cast whenever they want before fully charged. Yet gap closers are supposed to keep recasting while stll available. To keep it recasting all time long, we cast Rough Divide before the second one charged, which makes it unavailable for seconds. Compared to Onslaught of WAR,This is quite unfair so we want make maximum charges to 3.
    Hope this thread is not too long for reading.
    Hmmmm not sure
    (0)