Goals with this threadIn the recent "Patch Notes Reading" stream for Patch 6.10, Mr. Yoshida expressed (or at least, he did, based on an unofficial translation in the "FFXIV Reddit" Discord's "Translations and Live Letters" channel) that he encourages players to give feedback about what parts of their Jobs they both dislike and like, especially regarding Ninja and Samurai.My feelings about Ninja, as of Patch 6.11
This commentary was made after he saw an unexpectedly-heated response to the changes made in Patch 6.10, and he encouraged posting on the forums after trying out the job changes, because this feedback will be used to help shape future design decisions — both what to change, and what not to change.Personally, I am mostly happy with current Ninja. I feel like it works well overall, and I don't feel like it needs a major overhaul or rework.Bring back 70 second Huton
Instead, I feel like current Ninja just has a lot of annoying design "pocket lint" that could be cleaned up, without needing to modify the core rotational design much — basically, my personal complaints about EW 6.11 Ninja are limited to just QOL, Comfort, Aesthetics, Fantasy, Flavor, etc.I'm not smart enough to put into mathematical terms exactly why Huton at 60-second duration feels so bad to play with, but something about it feels... wrong.Mug and Ninki generation
The extra 10 second "slush space" of 70s Huton historically played nicely with the +30s from Armor Crush to give Huton refreshes a certain "leeway" in order to work around other rotational timings, or situational elements.
Now, it feels like every time that I naturally would want to refresh or top-up Huton, it's slightly too early to do it without wasting some of the timer. Everything just feels "off" about it.
I don't really understand why Huton had to be reduced from 70 seconds, but I do know that I really don't like it.
I mean... like... to be clear about this, I'm not trying to imply that 60s Huton is a crisis-tier concern. Ninja is still perfectly playable. This isn't one of those "nightmare fuel" design issues like some Jobs have had in the past.
It just feels bad. Something about the Armor Crush rhythm doesn't feel as smooth or intuitive any more, even though I can't articulate exactly why.It feels a little uncomfortable that Mug both generates nearly half a bar of Ninki, but also is now a Party Buff™, and so Mug button must be slammed again the instant that it lights up (in most situations).Raiju button bloat
Previously, Ninja could try to accumulate high Ninki, spend Ninki inside buffs, then Mug inside buffs in order to spend even more Ninki.
Now, there is an awkward design situation where I feel like I have to deliberately expend unbuffed Ninki right before entering a phase of amplified damage, in order to avoid wasting Mug's Ninki. This feels counter-intuitive.
But it's tricky to figure out how to adjust this, because Mug's Ninki generation is important to being able to activate "Bunshin" in a timely manner when beginning an encounter.
Perhaps the Ninki generation that is currently assigned to Mug could be switched to a different action, now that Mug is an important partywide cooldown.
However, I can't really think of another option. Ninja has very few OGCDs left, these days. It would feel awkward to have to "Dream Within a Dream" too early in encounter openers, and "Kassatsu" generating Ninki would feel just as awkward as Mug does now, if not moreso.
Perhaps an alternative solution is to remove the Ninki generation from Mug, and also remove the Ninki cost from "Bunshin".
Ninja would lose 40 Ninki every 120s, and gain 50 Ninki every 90s. For example, in a roughly 6-minute full-uptime encounter, this would be +250 Ninki from free "Bunshin", and -160 Ninki from "Mug", for a net gain of 90 Ninki.
Assuming about 7 potency per 1 Ninki, that's a pretty chunky "free" buff for Ninja, so some Potency adjustments (ie, nerfs) would pretty much have to be made elsewhere — possibly setting Bunshin to 120s CD, for example — but it would clean up the current awkwardness with Mug resource generation, which I think often feels "wasteful" now.I know, "button bloat" is starting to become one of those "trigger phrases" for players that are getting irritated by all the action removals.Ten Chi Jin fragility
But in this case, I feel like Forked and Fleeting Raiju kind of are unnecessary keybind bloat, after seeing someone else's post pointing this out:...so... why do the Raijus need to be separate buttons?
- Raiju Ready can only be triggered by Raiton.
- Raiju Ready is immediately removed upon activating any Combo Weaponskill (since Raijus are basically "combos" with Raiton... I guess?).
- Therefore, the Raijus are literally mutually-exclusive with the Combo Weaponskills.
While "Raiju Ready", Spinning Edge could become "Fleeting Raiju" and Gust Slash could become "Forked Raiju".
Then, you still have direct access to Armor Crush in case you really, really, really need to refresh Huton right now (since dropping Raiju Ready sadly seems less costly than using Huraijin).
I guess you could argue "But what if Huton will drop in exactly 5 seconds, and I currently don't have a combo active, and I need to use Spinning Edge to start my combo right now?!"
...but... like... I don't know... it seems like maybe that's a situation so rare, that you could probably just plan better for the next pull, or something?
Personally anyway, I would be up for the trade of gaining 2 keybind slots in exchange for having to Huraijin once per 5 months on some horribly scuffed pull during a bad reclear trip where I somehow mismanaged Huton to the point of needing to choose between Raiju and Armor Crush.I think that "Ten Chi Jin" is a cool and fun action that is, unfortunately, marred by a ridiculously-fragile design implementation.Bunshin cooldown
I think that it's absurd that an entire 120s CD — that is rotationally-crucial, especially with the addition of "Meisui" — can simply vanish, just because your fingertip accidentally brushes a Strafe keybind, or you release your finger from a movement key 0.02s too late after triggering the "Ten Chi Jin" key.
This is pretty much my only complaint about "Ten Chi Jin", and the only change that I personally want to see to this action — stop making it break so easily.
It feels awful to have to babysit this cooldown, and try not to breathe on it wrong, especially during hectic encounter situations. It kind of disrupts the whole rhythm of the combat for me when I need come to a full-stop and hesitate a moment just to try to make sure that "Ten Chi Jin" isn't going to have a fit, and instantly delete itself.
Possible solutions could be things like:• Just disable movement keys while "Ten Chi Jin" is active. Players concerned about emergency situations can still manually click it off and cancel the action.I don't personally care too much about the exact change — as long as "Ten Chi Jin" stops instantly breaking from trivial movement, I'll be pretty happy with this action.
• Make the zone on the floor that "Ten Chi Jin" creates behave like Black Mage "Ley Lines". While standing inside it, you can do the "Ten Chi Jin Mudras". While standing outside it, your Mudras are locked-out.
• The ritual zone moves with the Ninja (ie, it remains "attached" to your character as you move around). The ritual lines "gray out" while moving, disabling Mudras. When you stop moving, the ritual lines "light up" again, allowing Mudras.
• Just make TCJ a personal buff on the Ninja, and discard with the "ritual diamond" entirely. If you want to jump and run in a circle around the boss while doing your Ten-Chi-Jin mudras, well, have fun.I know. I am a boring person. I like things orderly, consistent, and predictable. So you can probably guess where this is going.Allow "Enhanced Shukuchi I" to trigger from "Suiton"
Now that I mentioned Bunshin CD in the previous point, I actually think it feels awkward to have Bunshin as a "hangnail" cooldown on a 90s CD.
I do understand that SE is trying to make rotations still have some variance and texture to them, rather than all being 60/120 clockwork cycles, but... well, honestly, I kind of like having a clockwork cycle, personally. For me, I get enough "variance" and "texture" from the encounter mechanics themselves, and I enjoy my rotation following predictable cycles of "beats" that I try (emphasis on "try") to stick to as closely as possible.
For me, this actually isn't about the Potency of Bunshin itself. I'm not consciously hungering to try to push more potency into the big 120s damage-amplification windows.
Instead, I just... like the feel of Ninja's personal 120s rotation a lot better whenever it lines up with Bunshin:So, I think that I actually would kind of prefer if Bunshin either just dropped to 60s CD (with the inevitable potency nerf to it and Phantom) or jumped up to 120s CD.
- It looks cool to see my after-image effect constantly triggering during the "big 2-minute burst" loop.
- It feels a lot better, and just... more fun... for me, to get to use Phantom Kamaitachi during Mug windows, when I'm unleashing all of my other "big actions".
- Ninja is otherwise all about coordinating all of its tools together. So it feels kind of... limp? And almost pointless? When Bunshin's cooldown pops up at random between Trick Attacks. For me, there's this sense of a fairly-unsatisfying "Oh, I guess I should press that." It's almost an after-thought, because the impact just feels unexciting during those "middle-of-nowhere" Bunshins.
Currently, "Enhanced Shukuchi I" resets the Shukuchi CD when a Ninja uses Katon, Raiton, or Hyoton.Make Hide less terrible
...but... like...
"Suiton" is actually a key tool for managing disconnects any time that being forced off-target lines up with Trick Attack being ready soon.
And it's also single-target, just like "Raiton" and "Hyoton" (ie, "Hyosho Ranryu").
So, uh... for the sake of gameplay consistency when using Ninjutsu while off-target, could "Suiton" be added as a trigger for this Trait?By the standards of Rogue/Thief/Assassin archetypes in other games, FFXIV's "Hide" is... really gross and unpleasant.Return some party utility
• It's clunky to even use — it still requires a macro just to toggle it off.Sorry if I'm coming across as petulant here, but... why does the Rogue/Ninja Hide have to be so crude? It feels so weird.
• It has a weirdly-long 20-second cooldown. Why does it need a cooldown at all? What dastardly exploit am I going to do with this... spam "Huton" at the market board?
• It reduces your movement speed by 50% — why? What terrible sin am I going to do with normal-movement Hide... use it to avoid 3 quest mobs once per 2 years?
• It's always useless vs. Bosses, removing one of the iconic "Rogue things" in most MMOs... sneaking up besides the opponent and preparing for an opening strike.
• Its only practical function is to reset Mudra cooldowns. Which is weird. Those could just reset automatically after combat ends.
You know that some random guy with a fishing pole is a more effective "stealth agent" than my trained Upright Thief / Doman Ninja? What's the Banri Oda lawyered-up explanation for that?
I think that no great harm would come to FFXIV if you just allowed Ninjas to:I think that this would feel more in-line with modern MMO interpretations of Rogue/Thief/Assassin archetypes. The current design feels straight outta 1996.
- Toggle Hide without a macro. (???)
- Set the Hide cooldown to 1, or 3, or 5 seconds.
- Move at full speed while Hidden.
- Approach Bosses while Hidden without being detected.
I used to like how Ninja was one of the "trickier" DPS, that contributed a wide variety of different tools to a party.Clean up the levels that Ninja receives certain actions
I get that Enmity-management has essentially been deleted as a gameplay mechanic in FFXIV, so the classic FFXIV Ninja utility wouldn't make sense any more.
But I would still enjoy having tools along the lines of Bard's "Nature's Minne" or Dancer's "Curing Waltz" — just ways to contribute that feel "versatile", rather than being all about pure DPS.
For me, the fundamental difference between this kind of stuff and Dragoon's "Dragon Sight" is that Dragon Sight is also a personal damage buff, forcing it to be awkwardly applied at one of the tightest and most inopportune times that a Dragoon can possibly want to have to swap targets, or fiddle around with "soft targeting".
But support utility is a little different, the timings are generally more forgiving, and it can be pushed and rearranged since it's not so fixated on maximizing usages per encounter.
Just as quick examples:...And so on.
- "Shadewalker" could increase the target's Parry rate by 50%, allowing it to be used to as a helpful Tank tool during long auto-attack periods.
- "Smoke Screen" could temporarily drop a party member's Enmity to zero — so you could use it to try to save someone if a Tank KO's.
- "Goad" could increase a single party member's movement speed temporarily.
I don't know... I guess this really isn't that important, overall, but it's just some flavor that I miss Ninja having.
I think that being down-synced, in general, feels awful for almost all Jobs in FFXIV, but I think that being down-synced with Ninja feels unusually-bad compared to a lot of Jobs.
My primary complaints are:My suggestions to improve this are:
- No AOE Weaponskill until Level 38.
- No Armor Crush or Huraijin in any Level 50 / ARR content. This makes a lot of Roulette duties often feel kind of tedious.
- Hellfrog comes before Bhavacakra, so there's a range of Stormblood duties where I have to keep flipping back and forth to my AOE hotbar just to spend Ninki while fighting single-target bosses.
- Ten Chi Jin without Meisui is really weird, because it changes the entire rotational logic compared to L72+, by encouraging rearranging Ten Chi Jin positioning to try to use it exclusively to trigger Suiton for Trick Attack.
- Not having Hyosho Ranryu until L76 is very annoying, because muscle-memory defaults to the awful Hyoton, as you constantly forget and get surprised by content without "Enhanced Kassatsu" active.
- Death Blossom is granted at Level 18. Stop messing around and tormenting Melee DPS, specifically, in low-level duties.
- Either Armor Crush or Huraijin is granted at some point before, or at, Level 50.
- Swap "Bhavacakra" to Level 62 and "Hellfrog Medium" to Level 64, 66, or 68, or just learn both of them at Level 62.
- Learn "Meisui" at some point before, or at, Level 70.
- Grant "Enhanced Kassatsu I" Trait at Level 50, at the same time that "Kassatsu" is learned. "Enhanced Kassatsu I" increases the Potency of "Hyoton" to 700 while "Kassatsu" is active. Then rename the L76 Trait for Goka / Hyosho to "Enhanced Kassatsu II".