Oh, a MNK main..I'd want the following:
DRG:
- lower the damage buff and remove the increase to damage taken from Life of the Dragon (no other dps melee or ranged has a self-debuff like this, only tanks that I can recall)
- LB damage nerfed by ~30-40% if the Life of the Dragon buff remains the same, 20-25% if it gets nerfed
- make the LB ignore guard. SAM, MNK, and NIN all ignore Guard with their LB's but DRG is left out. Either they should all ignore guard, or all be susceptible to it. I'm for the second option personally, but I doubt they'd ever do it.
NIN:
- Cut the shield and healing ninjutsu in half for potency. As a primarily played range playstyle, there is no need for NIN to have that much sustain in its kit when its not forced to eat AoE damage or ranged attacks while doing its job/trying to play optimally
- Lower the threshold for Death Link to 30%. 50% is too high. 1shot the target and upon successful execution, give a second and final charge of the raw LB potency for 20s that gives a Trick Attack debuff on the target for 5s and grants a Ninjutsu use every GCD landed inside of that debuff.
- Nerf the range of the dash
- Nerf the potency of the ranged shuriken by 20-30%
SAM:
- nerf the range of the LB and make it to where it can't go over/around walls if it stays in the same current format
- change Chiten to a 12s duration with a 10% mitigation
- Change Kuzushi to a 12s duration and have it put a 1000 potency bleed on the target after the first attack. while attacking a bleeding target, heal for 3000 potency per target attacked. healing potency is doubled if target is cc'd.
- If you LB a target with Kuzushi, hit the primary target for 24,000 potency. also reset Kuzushi's duration for said target and anyone else afflicted and does 5x the bleed potency, 2x the base heal potency.
- Get rid of the cast times, period.
Keep SAM relatively squishy but able to sustain and outplay through a fight through healing mechanics to get more burst rotations off while still having a relatively punishing LB that is no longer useless at high elo and is considered cheese at low elo due to having no easy outplay. The same way RDM can LB to undo a DRG LB, a SMN can Phoenix LB to under a SAM LB now.
If they do what you ask then half the potencies of ALL MNK action. A Monk can literally stunlock a healer and comboshot him (in FL)
Last edited by Garten; 09-05-2022 at 01:45 AM.
To be honest we wouldn't see any major change or rework until 7.0 lol. Best we can get it just small adjustment job from rest 3 major patch endwalker.
Make no mistake. I'm not you alliances. I'm here cause I just do what I felt is right thing to do.
The LB change is unnecessary imo. We shouldn't be removing counterplay from the game. Also Horrid roar is kinda shit for a job that has no tools to stick to its targets lolI'd want the following:
DRG:
- lower the damage buff and remove the increase to damage taken from Life of the Dragon (no other dps melee or ranged has a self-debuff like this, only tanks that I can recall)
- LB damage nerfed by ~30-40% if the Life of the Dragon buff remains the same, 20-25% if it gets nerfed
- make the LB ignore guard. SAM, MNK, and NIN all ignore Guard with their LB's but DRG is left out. Either they should all ignore guard, or all be susceptible to it. I'm for the second option personally, but I doubt they'd ever do it.
SAM is by and large the most awkward job to play in PvP. I feel like cast times on a melee are somewhat sensible in PvE, given that your opposition is fixed in place.
However, in PvP, the flow of the opposition is fluid. As a SAM, you will routinely find your cast abilities washing out as the enemy has scooted outside of your little 8 yalm cast. This is more egregious in FL/RW than CC, for what it's worth.
Also, even starting to main SAM now, I still fundamentally disagree with all 1HKO's in any moderately competitive environment. They are the definition of corny.
Im 50/50 here cool idea but i feel DRG LB works either way if we go your route definitely make them a get off the point no matter what but then again if your able to guard it its still that way if you don't have guardI'd want the following:
DRG:
- lower the damage buff and remove the increase to damage taken from Life of the Dragon (no other dps melee or ranged has a self-debuff like this, only tanks that I can recall)
- LB damage nerfed by ~30-40% if the Life of the Dragon buff remains the same, 20-25% if it gets nerfed
- make the LB ignore guard. SAM, MNK, and NIN all ignore Guard with their LB's but DRG is left out. Either they should all ignore guard, or all be susceptible to it. I'm for the second option personally, but I doubt they'd ever do it.
I think NIN should start at 50% or 45% then go down by 10% each chain after or just be a one kill at 75% though I know alot of people wouldn't like thatNIN:
- Cut the shield and healing ninjutsu in half for potency. As a primarily played range playstyle, there is no need for NIN to have that much sustain in its kit when its not forced to eat AoE damage or ranged attacks while doing its job/trying to play optimally
- Lower the threshold for Death Link to 30%. 50% is too high. 1shot the target and upon successful execution, give a second and final charge of the raw LB potency for 20s that gives a Trick Attack debuff on the target for 5s and grants a Ninjutsu use every GCD landed inside of that debuff.
A very creative concept and I too think the 1 shot gimmic is lame I think its not even creative. Your idea sounds really fun but also alot to more complex for casuals.SAM:
- change Chiten to a 12s duration with a 10% mitigation
- Change Kuzushi to a 12s duration and have it put a 1000 potency bleed on the target after the first attack. while attacking a bleeding target, heal for 3000 potency per target attacked. healing potency is doubled if target is cc'd.
- If you LB a target with Kuzushi, hit the primary target for 24,000 potency. also reset Kuzushi's duration for said target and anyone else afflicted and does 5x the bleed potency, 2x the base heal potency.
- Get rid of the cast times, period.
Don't get me wrong I like it but people might complain like they do for RPR
I loving the bleed and heal idea alot though giving you sustain and burn while you burst with aoe yeah know what You have my vote for that
but I would change the LB to a line aoe and Kuzushi will detonate the bleed into 10k + the 24k and you heal for 50% of the dmg (might be the weeb in me though)
Horrid Roar is the strongest mit in the game and if your getting piled on you can get away miss me with that one
Free the Glam!, Duel Pistols (Gunner)?
Something that would insanely help make the SAM fluid would be (IGNORING THE NUMBERS THAT CAN BE ADJUSTED):
- Remove the casttime
- Make Soten auto trigger the current Yuki/Gekko/Kasha Combo but not more than once per switch
- Make Mineuchi do more damage when current health is low not max wtf
- Increase Chiten uptime from 5 to 8 and lower the bonus damage
- Remove the onehit LB and replace it with something that has way lower CD
Right now SAM is just fundamentally broken, not unplayable but just unenjoyable for absolute everyone.
It's a lot of work on the other hand look they can't even deal with NIN and all you have to do there is:
- Set Seiton to max 2 usages
- Remove Meisui (Optional)
- Make Stealth not break the first 2 seconds after usage (Optional)
and all DRG needs is:
- Increased Movement speed
I'd say DRG LB is fine as it is right now. Like, the job as a whole is probably the most "balanced" in that it has some pretty clear counterplay which is neat. Less guard ignoring moves is better.Im 50/50 here cool idea but i feel DRG LB works either way if we go your route definitely make them a get off the point no matter what but then again if your able to guard it its still that way if you don't have guard
Horrid Roar is the strongest mit in the game and if your getting piled on you can get away miss me with that one
And horrid roar is great IF you can hit someone with it and IF they're targeting you but as soon as you get CC'd and they walk away or if you're just not being hit it loses any value outside of the sad little 4k or so damage it does.
You've basically just said that "Horrid Roar is good if you use it correctly" and then "but it's bad if the person counterplays it".I'd say DRG LB is fine as it is right now. Like, the job as a whole is probably the most "balanced" in that it has some pretty clear counterplay which is neat. Less guard ignoring moves is better.
And horrid roar is great IF you can hit someone with it and IF they're targeting you but as soon as you get CC'd and they walk away or if you're just not being hit it loses any value outside of the sad little 4k or so damage it does.
I think it's fine where it is, right now it's nice to combine with every other life of the dragon buff so you don't get dicked as easily and you can really use it to hold the point for a short period of time if you need to, if you're holding off for your team.
I agree that the LB is fine where it is, I would make 0 changes to it in either buffing or nerfing it.
as my lb as dragoon doesn't go threw guard, nor do i have any form of CC or stun. so imo if Sam wants changes then add a fear effect to horrid roar and make wyremwind thrust it's own button and retune my missing jumps.
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