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  1. #11
    Player
    baklava151's Avatar
    Join Date
    Aug 2021
    Posts
    278
    Character
    L'tanan Tyanu
    World
    Malboro
    Main Class
    Warrior Lv 82
    Quote Originally Posted by CKNovel View Post
    It's not necessary, it's just a QoL.
    All QoLs aren't necessary but they're all nice.

    Shaving a few thing to weave is the objective, I know it could lead to GNB having an extra mitigation but it could also make the tanks different.
    Well, two things I think they could do.

    - Give Brutal Shell's additional effect (heal + barrier) to Savage Claw as well, I don't see any reason why GNB should lose that sustain in the middle of Gnashing Fang (which is maybe what you had in mind reading your post again, not sure).
    - Get rid of Hypervelocity (probably not likely) to open up some weave space again

    Quote Originally Posted by CKNovel View Post
    Camouflage currently has many downgrades of its own:
    -Bad against big single hit
    -Weaker against magical (most TBs), Inconsistent against physical
    -Not good on its own, diminishing return with multiple cooldowns

    It's true that it has a niche but that's exactly the argument, it's the most niche cooldown and should be applicable to more situations.
    Dark Mind for example is niche but has much more applications.
    Even if niche, it's still useful to have over not having it at all.
    (2)
    Last edited by baklava151; 06-15-2023 at 06:09 AM.

  2. #12
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,289
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Scholar Lv 100
    Quote Originally Posted by baklava151 View Post
    - Get rid of Hypervelocity (probably not likely) to open up some weave space again
    I've previously said to do this, but not by removing it outright, but instead:

    - DoubleDown is now 2 hits of 600p, rather than one of 1200. This helps show it's two strikes (as it spends 2 cartridges) and also reduces Crit Variance (tm)
    - DoubleDown is learned at 86, and Hypervelocity is now learned at 90
    - Hypervelocity now follows on from DoubleDown, and is increased in potency to compensate for the fact you're using it less times per minute

    also if possible:

    - Bloodfest (the 'gain 3 cartridges') is now called Draw and Junction to better fit the FF8 naming convention, and to more accurately represent the skill's effect
    - Double Down is now called Bloodfest, as a reference to Seifer's LB in FF8
    - Hypervelocity can probably stay as is, or be named DoubleDown, either works
    (0)

  3. #13
    Player
    Kesey's Avatar
    Join Date
    Jul 2018
    Posts
    766
    Character
    Kesey Stryker
    World
    Zalera
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    - Double Down is now called Bloodfest, as a reference to Seifer's LB in FF8
    I'm pretty sure the skill is called Double Down because it's using two cartridges, in essence you're landing a big hit and double down on the damage by letting two cartridges go instead of the normal one. And for a job that hasn't existed in a final fantasy before this outing, it goes a long way to making it stand on it's own lorewise, as opposed just being a rip-offed Seifer/Squall.

    No sure any of the renaming conventions mentioned need to happen.
    (1)

  4. #14
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,289
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kesey View Post
    I'm pretty sure the skill is called Double Down because it's using two cartridges, in essence you're landing a big hit and double down on the damage by letting two cartridges go instead of the normal one. And for a job that hasn't existed in a final fantasy before this outing, it goes a long way to making it stand on it's own lorewise, as opposed just being a rip-offed Seifer/Squall.

    No sure any of the renaming conventions mentioned need to happen.
    From what I understand, every move's name is taken from Lightning, Seifer or Squall (some from Dissidia). At least, the SHB stuff, idk what a hypervelocity is. But that's also why I said 'also if possible', chances are people would get confused if names got changed now they've been what they've been for over 3 years, so that part can be ignored. The actual numbers bit is the main meat of the idea/change
    (1)

  5. #15
    Player
    Zofian's Avatar
    Join Date
    Jun 2020
    Posts
    119
    Character
    S'hozqha Kalaquaz
    World
    Shinryu
    Main Class
    Arcanist Lv 2
    Jobs that have an ability that gives a free fill to the job gauge NEED those abilities to have reasonable recast/cooldown times, they are important to the 'culture' of the job. Unfortunately Gumbreakers' got upped from 90 seconds to 120 (at Endwalker release I believe), which hurt it's feel massively and this change alone is what caused me to stop playing it. Having to wait an extra 30 seconds for a 'free job gauge fill' turned Gunbreaker into a mundane string of trigger slashing with nothing interesting to break it up.

    Red Mage's Manafication (which half-fills both sides of their job gauge) has a 110 second timer, only 10 seconds less than the current Gunbreaker's gauge-filler- but there's a lot more going on with Red Mage as it's split between casting and melee, not to mention being able to heal and resurrect, and the 10 second difference in the timer itself of course still counts for something.

    This change kind of turned/revealed Gunbreaker as being Red Mage without the magic. Also I think we could trade in some of Gunbreaker's SIX shield skills (not even counting superbollide) for some other offense-based actionables.
    (0)
    Last edited by Zofian; 07-27-2023 at 08:48 PM.

  6. #16
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,118
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    As someone who mains Gunbreaker, I am just going to keep things on topic of the thread, which is Gunbreaker AND Bloodfest.

    Starting with Bloodfest since that seems to be the focus; I am okay with with Bloodfest having 2 charges on a 90-120 second cooldown, but would require some other expansion level changes that I also see being possible if this happens.

    Now with that out of the way Gunbreaker as a whole for level 90-100; I would like to see MOST Gubreaker exclusive skills getting a second charge and reduced cooldown timer, which would easily fit the theme Gunbreaker might want to have since it has a gunblade, which would be a very active charge tank(though you would need to remove charges from the last two skills Dark Knight gets near the end of Endwalker, but no one likes Dark Knight on a gameplay level, especially after Stormblood, so no real loss there).

    The obvious skills that would not have reduced recast timers and charges, would be Superbolide(because if it did every tank would complain about that wasn't Gunbreaker, so that would be one way of balancing Gunbreaker with other tanks) Double Down, Gnashing Fang, and Blasting Zone, mostly to balance the DPS on Gunbreaker and so that the devs can actually attempt on making DPS rotations for the other tanks actually be interesting, at least on GCD side of things.

    Of course this means that Gunbreaker DPS goes up a lot in training dummy fights since No Mercy, Sonic Break, and Bow Shock would also have a second charge but that's the point.

    Speaking of those skills, they would be the only skills that have a second charge, but not a reduced recast timer, to try and balance out the fact the you might have to move away from the boss since the Devs really like making tanks and healers suffer more with Vuln stacks and instant death stacks(by the way I never did like the instant death ones since they are 100x worse than vuln stacks) even though Gunbreaker REALLY wants uptime.

    As for Aurora which already has a second charge, instant cure potency of 800 or something on top of the regen, that's all the devs can really do with Aurora.

    Heart of Light could be buffed to apply Cure potency of 600 that also applies Brutal Shell buff equaling the amount healed for the entire party and Aurora buff, for those meaty raid busters.

    Maybe direct potency buffs for Continuation skills if devs are feeling spicy.

    That's basically all I expect from 7.0 Gunbreaker, and that's the best case scenario I can potentially come up with.
    (0)
    Last edited by DRKoftheAzure; 08-07-2023 at 06:39 AM.
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

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