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.

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