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Thread: GNB Adjustments

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  1. #1
    Player Gserpent's Avatar
    Join Date
    Mar 2021
    Posts
    800
    Character
    Grinning Serpent
    World
    Maduin
    Main Class
    Culinarian Lv 90
    Way overcomplicating things. Revert the No Mercy buff (or at least the healing component), allow Draw and Junction to target allies. Ta-da, GNB is fixed.

    GNB is currently the highest DPS tank *and* the highest durability tank *and* the tank with the most healing/support all at the same time. The only thing preventing them from being so broken that they can just roll their face on the keyboard is that they can only access one of these playstyles at a time, and it's on a cooldown. Not being able to draw from allies is dumb and needs fixed, but at the same time, this would make it more likely they have access to all three modes in any given game, which is why the healing component of No Mercy needs to be reverted back to 10%.

    They lack CC, but this is an important balancing factor. If you think of each class as a square or pentagon or something, with different points being things like durability, DPS, "support", control, etc... no class is allowed to have all of them. Every class skews in typically two directions, with the other two being left low. This is a crucial aspect to balancing things, and what you're wanting is a GNB that would basically get everything all at once. No thanks.

    People that think GNB ult sucks honestly just suck at playing GNB, straight up. It's a 60 sec charge timer that gives 25% DR for its duration and applies a stacking 5% vuln up effect on everyone in the AOE (including through Guard) and can be ended for a 12k dmg 3 sec stun. Yes, you can be stunned during it, but you're too focused on "waaah, I didn't get to do my thing!" instead of realizing, your ult is so powerful it forces enemies to run away or stun you out of it. And remember, it's a *60 second* charge timer. It's up pretty much every major clash.

    I realize that this playerbase probably doesn't have a lot of experience with competitive games of this style (MOBAs being the most comparable type of game, DotA more than LoL or the others), and probably even less analyzing them, but something that *forces* the enemy to do something they don't want to do *is very strong.* If they *don't* interrupt your ult, you're stacking 20% vuln up on at least one person and stunning everyone nearby for 3 sec and hitting them for 14.4k, and during your ult you aren't an attractive target because of the 25% DR. If they *do* stun you out of it, that's a key skill that's used up to stop your ult instead of prevent someone from healing, to peel the MNK off their mage, etc. Relentless Rush is *really, really* good. You just need to learn how to use it in an optimal fashion. You want to force the enemy to react to it, to burn cooldowns on it that they'd rather have saved for something else.
    (0)

  2. #2
    Player
    waterboytkd's Avatar
    Join Date
    Jul 2019
    Posts
    86
    Character
    Andrew Waterboytkd
    World
    Cactuar
    Main Class
    Samurai Lv 90
    The problem with your solution is that it doesn't actually address the issue with GNB at all: you have little agency over which role you bring to the team. Even if you can target teammates, if there's no tanks on your team, and none on the enemy team, then you *aren't the highest durability tank* because you have 0 durability abilities. Same for healer. The same would be true for damage, but no dps classes in a match is an impossibility.

    The idea is to give them a single role. That role being "durable frontline fighter", and making Continuation *only* have the self barrier effect does that.

    How on earth do they get "everything all at once"? They still don't have an on-demand stun, slow, root, silence, etc. A single draw-in, with no other cc attached, on a 20s cooldown suddenly becomes "everything all at once"?

    Also, why did you bring up their LB, or my ability to use it? I literally said nothing about LB.
    (1)