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  1. #1
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    462
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100

    GNB QoL and Balance Suggestions:

    *Creating a new thread as the issue with Rough Divide's No Mercy buff showing 20% when it is actually 10% appears to be a NA translation/typo issue.
    *EDIT: Updated suggestions in comments**

    While it's only been a few days since the new game mode came out, I have a small list of suggested QoL and balance changes I would like to see implemented on GNB in PVP. Starting with some QoL changes that do not change the job drastically:

    -Show in the tool tip that the healing AoE radius for Junction Cast:Healer oGCD's(like Continuation and Hypervelocity) is 10yalms. I had to go into a custom match to find that out myself, however, it would be very helpful if it was stated outright. As well as show the healing potency of the shield gained from Brutal Shell in the last hit of your main combo.

    -Allow Draw and Junction to be cast on yourself, or allies, instead of just an enemy target. Old Draw and Junction applied a debuff to target, so it could not have worked that way then. However, new Draw and Junction only applies a buff to self, so it should act akin to Blue Mage's Aetherial Mimicry on self or party members. It is a shame that you can only take on the role of a tank ONLY if there is a tank on the opposing team.

    -As new testing has shown, GNB's LB does NOT get interrupted by any form of cc except death, and will continue to do it's full channeling into the final hit. This is a surprisingly nice find, however you are still stuck in a walk speed, susceptible to knockbacks and draw-ins for the entire duration with no way to counter it. A duration decrease with the same effect(3 stack of 5% instead of 5 stacks of 3%), and either a movement speed increase or some anti knockback/draw-in would make it feel so much better.

    -For more of a balance take, I would like an additional effect to be added to Double Down. When you compare Double Down to something like Primal Rend or Salted Earth/Quietus or Confiteor that are roughly similar on paper, it sort of falls flat and is a tad dull, even for it's slightly higher base damage. Though not wanting to add to the massive list of hard CC's, I would suggest perhaps it have the benefit of a small AoE knockback maybe? Perhaps add a single stack of the Relentless Shrapnel debuff(3% vuln up) from the LB for 5sec? Maybe 100% lifesteal? Or anything else that comes to mind. Most PVP abilities have a multiple functions, a fact that I really enjoy, and would like to see on Double Down that I feel is failing in that category.

    -Could also be nice if there was an interaction with DnJ and the No Mercy buff from Rough Divide. For instance, DnJ: DPS Stance could change the No Mercy buff to 20% DPS, 10% Healing, DnJ: Healer Stance could change it form 10% DPS, 20% Healing, and DnJ: Tank Stance could be a 15% DPS, 15% Healing down the middle. Would add a little more depth and flavor to the job while making the stances it changes into slightly more impactful.

    Again, while it has only been a short while, GNB being a "Jack of all, master of none" style tank with the unique ability to swap roles on the fly sounds, and is, fun at times. It is currently falling a tad behind other tank jobs like DRK and especially WAR. My intent is not to make GNB the best, it is simply to bring it up to my perceived levels of the other jobs that are currently dominating the playing field. Other suggestions are appreciated, and I will continue to try and provide feedback when necessary.
    (12)
    Last edited by Ixon; 04-19-2022 at 02:29 AM.

  2. #2
    Player
    Ryan77k's Avatar
    Join Date
    Dec 2014
    Location
    Ul'dah
    Posts
    53
    Character
    Rufus Wightman
    World
    Omega
    Main Class
    Dark Knight Lv 90
    Ah, glad to see this thread. Lot of similar thoughts as I was having so it's good to know I'm not alone in my observations after about 200 games of CC.

    First thing is to definitely give us the ability to use DnJ on friendly targets as well as enemies. Its frankly silly that they let it go through with the limitations that it has when there are no role restrictions. Sure, there is almost always a WAR in every match anyway but still.

    Double Down definitely needs an added effect of some kind to be on par with similar abilities too, not least of all because you have to aim it by movement which isn't always the easiest thing when you're being blasted left right and centre by MCH or WAR displacement effects. Maybe a heavy effect so that you can more reliably chase down with your GF combo and continuation.

    Add some kind of sustainability to the 1 2 3 combo as well. Right now Brutal Shell does nothing but damage, but the animation still has the little blob come from the target and into us like it should be healing/shielding. Makes no sense. Besides, GNB needs a bit more sustain or actual tanking abilities built into the core kit and not tied to DnJ. I miss GF combo absorbing HP for each hit. Even if it was returned for half of it's old value it would still go a LONG way to improving our survivability.

    As for the LB, it sure is fun in low rank and casual. But in higher tiers it becomes practically worthless due to how long it takes to ramp up in this extreme burst gameplay style. Even going in at full health rarely lets you channel fully before you are obliterated by every DRG, SAM and NIN in every match. I saw a suggestion on the JP server to make it faster, like a 3 sec channel. And I think that's a solid change personally.
    (4)

  3. #3
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    462
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Agreed. I don't even really get the full charge for the LB. I usually spam it to get the stun immediately, as if I don't, I will most likely get CC'd and lose out on the final hit, which is the best thing about it. It's saving grace is that it seemingly has a very low charge time to achieve LB, as I usually get my LB faster than almost anyone else. I would like to keep that without making it too strong and without simply adding anti-CC to the wind up like WAR.

    I agree it could use a little sustain outside of DnJ. Let's say you are forced into DPS stance only, you have zero way to shield or heal yourself unlike every other DPS who has at least something defensive like Riddle of Earth, Chiten, Arcane Crest, etc. or even some self healing. Perhaps an added "50% damage as healing" to every cartridge GCD like Gnashing Fang combo GCD's, Burst Strike, and Double Down would help. GNB just needs a little more to be great.
    (3)

  4. #4
    Player
    Ryan77k's Avatar
    Join Date
    Dec 2014
    Location
    Ul'dah
    Posts
    53
    Character
    Rufus Wightman
    World
    Omega
    Main Class
    Dark Knight Lv 90
    That was a point I was going to bring up actually. When looking at the amount of sustain built into the core kits of melee DPS without any RNG required makes it really silly that GNB has absolutely none unless there is a tank/healer in the match, which isn't ALWAYS a guarantee. So yeah, hope they address that little factoid sooner than later instead of leaving it for months.
    (3)

  5. #5
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    462
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    We MIGHT, with heavy emphasis on that MIGHT, see a PVP balance update in 6.11 when they are doing the small update to drop the patch with the new Ultimate. Which is why I wanted to get this out ASAP because if they do that it's less than two weeks away.
    (1)

  6. #6
    Player
    Shirolumi's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    154
    Character
    Nova Phantom
    World
    Cerberus
    Main Class
    Gunbreaker Lv 90
    I think GNB is pretty okay overall but some things sadden me unless I'm playing wrong. But just comparing it to other jobs, let's look at the toolkit compared to just some other melees. I think the strength is the damage it brings?

    I'm counting out the universal skills when looking at these ones.

    1. No on-demand heal unless junction which gives 6k heal and regen for 12s BUT you sacrifice damage (Blasting Zone).

    WAR has 10 sec heal (amount depending on skill used.)
    NIN has 10k heal altho it sacrifices damage.
    DRG has 8k with damage tacked on.

    Yes, it can be cast on others but most of the time that has barely saved anyone in my experience.


    2. No on-demand mitigation unless junction which gives 20% damage reduction for 6 seconds BUT you sacrifice damage (Blasting Zone).

    SAM has 50% damage reduction every 30 secs.
    DRK has TBN for 8k shield.
    NIN has 16k shield altho it sacrifices damage but can also hide to escape.

    3. No party support or mitigation except Aurora which I still not a fan of.

    4. (The most important imo). No on-demand CC.
    PLD has a stun.
    SAM has a stun.
    NIN has a stun.
    WAR has a aoe stun and draw-in/heavy. Every 15 sec.
    DRK has a draw-in and bind.

    GNB has the LB, but as you have pointed out there may be time where u can't even get to the stun.

    Now I know, the playstyles of these jobs differ and there is 100% reasonable that DRG should have a heal when they have skill that make them take more damage for example.

    But I think giving GNB some CC would be welcome.

    I've noticed that most of the time, I just go for BLASTING ZONE since holding onto Aurora or Nebula rarely has done any difference and it gets us faster kills, same with Gnashing Fang combo since having staggered shields behind attacks feels weaker than just a shield that you can pop. Or I'm just playing it wrong. But with Draw & Junction being on a 30c CD and without targetable allies I feel like it's not really something you can be flexible with on the go either.

    However, changing to SAM and rarely having the problems that I have with GNB. And I rarely see any other GNB players too. In the end, I do feel squishier than many dps. So if you guys have any tips that would be welcome.

    I propose removing CD on D&J but remove Powder Barrel. Make Burst Strike a separate skill that can stun for 1 sec instead of having it tied to a combo. Make D&J able to target allies.
    (4)
    Last edited by Shirolumi; 04-15-2022 at 05:12 AM.

  7. #7
    Player
    ChrisJennings's Avatar
    Join Date
    Apr 2022
    Posts
    1
    Character
    Cade Roth
    World
    Mateus
    Main Class
    Gunbreaker Lv 90
    So as not to flood the forums with similar posts, I also mourn the fact that GNB's LB is easily-countered, that they lack survivability compared to other tanks, and their overall lack/inexistent CC.

    Here's a few suggestions I think would be welcome:
    (note, I wouldn't expect them to apply all these changes, if any)

    - Give GNB Bow Shock, and have it apply a different kind of CC depending on the role selected with DnJ. E.g bind for DPS, stun for tank, heavy for support. If that would make GNB too strong, you could instead give them Sonic Break and have it fill the same gap.

    - Have GNB's limit break also give damage reduction (10-20%) during the channel and for 5 seconds after the channel ends.

    - Return GNB's self-healing and barrier to their Brutal Shell for a small (but consistent) option of survivability.

    - Give GNB lightning shot, and have it apply stacks of a debuff, where it detonates at maximum stacks (probably 3) to deal bonus damage and apply heavy.
    (6)

  8. #8
    Player
    Shirolumi's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    154
    Character
    Nova Phantom
    World
    Cerberus
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by ChrisJennings View Post
    So as not to flood the forums with similar posts, I also mourn the fact that GNB's LB is easily-countered, that they lack survivability compared to other tanks, and their overall lack/inexistent CC.

    Here's a few suggestions I think would be welcome:
    (note, I wouldn't expect them to apply all these changes, if any)


    - Give GNB lightning shot, and have it apply stacks of a debuff, where it detonates at maximum stacks (probably 3) to deal bonus damage and apply heavy.
    Oh I miss lightning shot, sometimes I instinctively press that button where it used to be when someone is running away.
    (1)

  9. #9
    Player
    Ryan77k's Avatar
    Join Date
    Dec 2014
    Location
    Ul'dah
    Posts
    53
    Character
    Rufus Wightman
    World
    Omega
    Main Class
    Dark Knight Lv 90
    Considering WAR has 2 gap closers and a draw in, PLD can attack fairly reliably from range with spells, and DRK has a bind–admittedly slightly harder to use–I don't see why GNB can't get Lightning Shot back, to give us SOMETHING to do at a distance.
    (2)
    I could've done so much with my life. Then I played FFXIV. 10/10

  10. #10
    Player
    Ixon's Avatar
    Join Date
    Mar 2011
    Posts
    462
    Character
    Nola Ustrina
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Lightning shot with the ability to increase the next GCD by 50% would be awesome, I do miss it lol.

    I like the bow shock idea, though they could just slap on different CC effects based off your DnJ stance onto Double Down as well.
    (2)

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