"potential problem" (from my personal experience)
juncion relies heavily on the other team's comp while tank like drk, pld and war have the same kit, ability to bind, stun, slow, heal, mit and shield
gnb on the other hand, has to select a target to draw juncion, and what will happen if the other team is missing a role? such as dps, tank or healer? not saying you will ever run into a 4 healer 1 tank, or a 4 tank 1 healer comp and currently theres only 4 healer and 4 tanks in the game so you can't run into a 5 healer comp but i run into a 5 dps team all the time, and im forced to play like a dps and yet can't offer the same value as one, the utility that juncion offer, the flexibility thats unique to gnb is gone
gnb in pvp also suffer the same problem they have in pve, that is continuation, you love to believe the potency on continuation and double down would 100-0 someone but reality is it doesn't, in fact everyone would 1tap you like anyone else or ignore you completely because you don't apply the same pressure as other tank or dps
and as soon as a role like tank, healer is missing, gnb suddenly lose its ability to mit, heal or shield, and its ability to deal damage as a juncion dps is so close 0 that everyone ignores you in a fight, no real cc outside of limit break, you will be stunned in it, die in it, everyone has the ability to walk away from it
no dps? no blasting zone, no bonus potency on continuation
no healer? no aurora, no party healing on continuation
no tank? no nebula, no barrier on continuation
"adjustment"
**remove juncion draw, blasting zone, aurora, hypervelocity(or pull a kaiten and remove it from the game completely)
**change to continuation bonus as follow
*jugular rip - now create a barrier around self, "grant tank jucntion"
*abdomen tear - now apply a damage over time on target, "grant dps juncion"
*eye gouge - now heal self and nearby party members, "grant healer juncion"
"new juncion will overwrite the previous juncion", expire after 5 seconds
*double down - juncion bonus
-tank, reduce damage taken on self 20-30%
-dps, increase potency 20-40%, increase damage taken on targets 5%
-healer, heal self and nearby party member cure 2000-8000, apply either stun, bind or heavy on targets
**new skill - heart of corundum, apply mit 10-20% to self and heal over time 15 seconds cure 300 when hp falls below 50%
**limit break - will only spin 3 times, deal increased damage on 2nd swing and stun on 3rd doing no damage
(the numbers given above is an example and by all mean, be adjusted)
my reason for these changes, is that gnb
*will now has a pre mit(heart of corundum) when entering a fight, the player will not be dead down instantly but with the short duration, the player wont able to stay in the fight for too long either
*continuation will always bring the same utilities to the battle with a self barrier, a single target dot, and a raidwide heal with the restriction is that they have to be hitting someone, and they will always need gnashing fang combo to activate it
*double down, what it brings will be different depending on when it is being used, and with the need to use continuation, and juncion 5 seconds duration, the player just can't hoard it for the next fight
this way, the job kit can be consistent from match to match yet flexible with each and every continuation/double use in a fight,
although i main gnb in pve, i play drk in pvp
other tanks do however have their own problems but i can't speak for them as i don't know how their kits even go
i would love some adjustment on gnb in pve too but since it takes them years to apply much needed qol on bloodweapon, living dead, inner release, i can only cope
oh yea, its fine if you don't agree to my post, don't make a thread and ask for more continuation, don't do that please... its already bad enough