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  1. #1
    Player
    Zachia's Avatar
    Join Date
    Jun 2021
    Location
    Ul'dah
    Posts
    103
    Character
    Lazarus Zenebe
    World
    Mateus
    Main Class
    Thaumaturge Lv 90

    Gunbreaker Needs buffed

    So Gunbreakers LB can be interrupted. Was pushed back far against a mechanist or monk one of the 2 while using my LB on the Crystal in CC. Dancer also disabled my Guard ability, and outside junction and targeting a tank (good luck if they dont have a tank) you have 0 defensive cds and dont pull enough damage even with junction dps to compete with other DPS.

    Also not only that but when i got pushed out of my LB, i was unable to use any abilities at all while i was moving away to heal. Couldn't cast heals, or any other ability while i wasn't silenced. So thats also a bug or "working as intended" since pvp seems like a dumpster fire.
    (4)
    For the Horde! I mean.... For Ul'dah!

  2. #2
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,435
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I do feel that junction DPS has a good burst tool (Blasting Zone) as an ogcd to be threatening somewhat, but I don't think it's way enough to make up for the lackluster performance of the job especially compared to any decent melee DPS with actual defensives and burst sequences. DPS junction is just extra squishy with literally nothing more than a ranged DPS to survive. Compared to DRG that can output a way bigger burst, have a lot more mobility in and out, and has an area defensive, the choice is not hard to make. The LB also doesnt benefit from junction DPS.

    Healer and tank junctions are actually very good and don't detract from the LB, but they suffer from a heavily skewed efficiency between levels of plays: at low level it's insanely effective because a lot of people will target and attack the GNB constantly (and tank junction is an unkillable brick), but at high level everybody will just avoid the GNB until they have better opportunities at killing it (when they're the only one left, etc).

    The LB as you say suffers heavily from crowd control since the LB relies on the GNB being able to move and end at the right position. Again, very effective at low level when followed by Double Down, but very easy to shut down at high level with players that know what they're looking at.

    pvp is far from a dumpster fire, but some jobs are definitely either not meta, or underwhelming. GNB is one of the few unless you play at low level or casual.
    (3)

  3. #3
    Player
    Towa-Musa's Avatar
    Join Date
    May 2022
    Posts
    1,060
    Character
    Towa Musa
    World
    Mateus
    Main Class
    Gunbreaker Lv 99
    Gunbreaker feels underwhelming outside of CC, you don't do alot 90% of the time and then get pingponged around while you ult
    (3)

  4. #4
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,585
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    I don't necessarily think GNB LB is that bad for what it is and how short the charge time is. Yeah it sucks if you can get interrupted during it, but look at it from a brighter side, you are forcing resources out of the enemy and if not you punish them with the damage, damage down, vuln up and stun.

    As for the rest of the kit, I think DPS Junction is actually fairly alright, at most I'd add something like faster GCD timer like 2.2s under DPS. Tank Junction is based, don't see any need for changes.

    Healer Junction's Aurora imo should have a buff on top of the regen, to align with the support nature. It would be similar to Scholar Adloquium, +10% DMG and +10% HP recovery.

    As for the Junction System itself, honestly you should be able to choose teammates as targets like BLU Mimicry. This would alleviate accessibility issues greatly.


    Further changes are difficult to think of without a system change to increase the amount of PvP actions of each job from around 11-12 to 15-16 as GNB's kit is already loaded. At most a rework to the Limit Break but they seem confident to keep it.
    (6)

  5. #5
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,435
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Reinhardt_Azureheim View Post
    I don't necessarily think GNB LB is that bad for what it is and how short the charge time is. Yeah it sucks if you can get interrupted during it, but look at it from a brighter side, you are forcing resources out of the enemy and if not you punish them with the damage, damage down, vuln up and stun.

    As for the rest of the kit, I think DPS Junction is actually fairly alright, at most I'd add something like faster GCD timer like 2.2s under DPS. Tank Junction is based, don't see any need for changes.

    Healer Junction's Aurora imo should have a buff on top of the regen, to align with the support nature. It would be similar to Scholar Adloquium, +10% DMG and +10% HP recovery.

    As for the Junction System itself, honestly you should be able to choose teammates as targets like BLU Mimicry. This would alleviate accessibility issues greatly.


    Further changes are difficult to think of without a system change to increase the amount of PvP actions of each job from around 11-12 to 15-16 as GNB's kit is already loaded. At most a rework to the Limit Break but they seem confident to keep it.
    I actually do think that GNB LB is very potent on its own, but gets literally ruined by stuns. It would be like if you could stun a DRG being in the air trying to execute Skyshatter. Guard already works against GNB LB..

    I still do feel that DPS junction is shit for the simple reason that DPS junction has no real defensives. The only saving grace is the high HP pool from being a tank, but that will melt incredibly fast and with zero sustain at the first damage that flies your way. It feels like jumping into melee as black shift RDM except RDM does it way better and actually has tools to zoom in and out. You can add a faster attack and that would be a buff sure, but it would not solve the fundamental problem of the lack of survivability for a melee DPS.

    I do feel that especially at high level, Healer junction is the best out of the 3 because even if people aren't trying to kill you, you can still heal allies and the output is pretty good. The upfront 12k heal from Aurora is also a pretty hefty heal able to compare to WhM/AST heals imo. I wouldn't spit on some manner of mitigation, but that's definitely not the junction that needs it the most. I do feel that Healer junction is already alright kinda, it just depends on getting a healer on the opposing team, which isn't always a given.

    I do feel that while picking from allies would be handy, it would also be a nightmare balance for the simple reason that it could ruin the already pretty mediocre matchmaking and you could end up with even more imbalances between roles. Yes I say roles, because I do think there is roles, and i'll die on that hill, especially since the matchmaker is apparently trying to balance this out even if sometimes it just shits the bed: it means the devs are aware of those roles being a thing.
    (0)

  6. #6
    Player
    Llynethil's Avatar
    Join Date
    Feb 2021
    Posts
    266
    Character
    Llynethil Kindle
    World
    Balmung
    Main Class
    Botanist Lv 90
    Why not make junction act like mch drill combo? Add charges or cd or something to it so you can switch from tank to dps to heal and back to tank with just one button, but make it only 2 charges or something so you can't just spam change junction.

    Dunno if anyone knows how Tyr plays in Smite, but like that except also heal junction thrown in there (or just scrap heal junction and only keep tank + dps but add a heal effect somewhere on some ability)
    (2)

  7. #7
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,585
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Llynethil View Post
    Why not make junction act like mch drill combo? Add charges or cd or something to it so you can switch from tank to dps to heal and back to tank with just one button, but make it only 2 charges or something so you can't just spam change junction.

    Dunno if anyone knows how Tyr plays in Smite, but like that except also heal junction thrown in there (or just scrap heal junction and only keep tank + dps but add a heal effect somewhere on some ability)
    Because that would be frankly a lot worse and more predictable than having the option to swap between two specific ones mostly and whip out the third one as an occasional tool instead.

    As I said, being able to use it on your own teammates would ensure a minimum of two junctions possible to be used, which would solve the consistency issue and guarantee Tank Junction at minimum and improve access to DPS and Heal Junction as well.

    The cooldown of Junctioned Cast is also long enough that without adjustments or additional game mechanics to reduce or reset the cooldown timer that rotating Junction would just feel jank.
    (1)

  8. #8
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    I just want to point out that GNB's LB is not "interruptable" other than by killing the GNB. If you are stunned, Silenced, Miracled, Charmed etc, then you will be unable to manually execute Terminal Trigger to finish it early, and you may not even be able to move around, but you will in fact continue to dervish and auto-execute Trigger at the end. Regardless of if the animation itself continues to play, the damage and effect will continue upon those in range. You may have been unable to Recouperate because you were still actually spinning even if the animation was no longer playing (the LB buff should remain).

    The same goes for the similar DNC action "Honing Dance". These are easy enough to test via duels against WHMs or other jobs.

    GNB's LB is incredibly strong for being a 1 min cooldown and especially when combined with Rough Divide for the movement and damage bonus. It's definitely balanced around the opponents being able to run away, guard, or knock the GNB away, and it's as certain a death as Sky Shatter if players don't get out of the way, especially because it's easy to instantly follow-up with a Double Down.

    GNB definitely struggles with being focused more than other melee because much of its damage comes from oGCD actions that could otherwise be recuperates and it's lack of a good escape option. It's very much a 'hit em hard and fast' job that relies upon other jobs setting up controls to knock opponents down because it lacks any good control of its own. Its limit break stun isn't even exactly 'on demand' because of the 1 sec delay in being usable after beginning the Limit Break, prompting quick guards or avoidance from savvy players; so I favor using it when there's multiple targets to hit or move between, or when they "have to" pass me like many stage hazard events.
    (1)

  9. #9
    Player
    Zachia's Avatar
    Join Date
    Jun 2021
    Location
    Ul'dah
    Posts
    103
    Character
    Lazarus Zenebe
    World
    Mateus
    Main Class
    Thaumaturge Lv 90
    Quote Originally Posted by Post View Post
    I just want to point out that GNB's LB is not "interruptable" other than by killing the GNB. If you are stunned, Silenced, Miracled, Charmed etc, then you will be unable to manually execute Terminal Trigger to finish it early, and you may not even be able to move around, but you will in fact continue to dervish and auto-execute Trigger at the end. Regardless of if the animation itself continues to play, the damage and effect will continue upon those in range. You may have been unable to Recouperate because you were still actually spinning even if the animation was no longer playing (the LB buff should remain).

    The same goes for the similar DNC action "Honing Dance". These are easy enough to test via duels against WHMs or other jobs.

    GNB's LB is incredibly strong for being a 1 min cooldown and especially when combined with Rough Divide for the movement and damage bonus. It's definitely balanced around the opponents being able to run away, guard, or knock the GNB away, and it's as certain a death as Sky Shatter if players don't get out of the way, especially because it's easy to instantly follow-up with a Double Down.

    GNB definitely struggles with being focused more than other melee because much of its damage comes from oGCD actions that could otherwise be recuperates and it's lack of a good escape option. It's very much a 'hit em hard and fast' job that relies upon other jobs setting up controls to knock opponents down because it lacks any good control of its own. Its limit break stun isn't even exactly 'on demand' because of the 1 sec delay in being usable after beginning the Limit Break, prompting quick guards or avoidance from savvy players; so I favor using it when there's multiple targets to hit or move between, or when they "have to" pass me like many stage hazard events.
    That makes a lot of sense actually. Well then I hope they could fix the bug cause i legit thought my LB was interrupted and got pissed :/ no one elses LB's can get interrupted.
    (1)
    For the Horde! I mean.... For Ul'dah!

  10. #10
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Zachia View Post
    That makes a lot of sense actually. Well then I hope they could fix the bug cause i legit thought my LB was interrupted and got pissed :/ no one elses LB's can get interrupted.
    Yeah, no one's limit breaks can be interrupted, but like any action in any mode of this game (even PvE), if the character initiating the action dies before the effect takes place, or the target is no longer targetable before the effect lands, the effect is averted entirely.

    This is super noticeable with actions that have a long animation before the effect, from Hallowed Ground to Tornado Kick to Limit Breaks. It's extremely easy to die before you get any benefit if you use DNC's limit break improperly, but ones like RDM can be shut down before the damage and healing actually applies despite the instantaneous animation.

    Even DRGs can be killed midair, "in the grave" awaiting doom from damage that's due to resolve upon them if it was sent before they' became untargetable from jumping. Timely stuns or pigs etc will also apply as they go skyward, and you can see they're still cc'd up in the air on the UI. Only difference between them and GNB is that once they're up there (and not dead from any hits that may have landed), they're safe.

    Aoes even secretly hit targets in sequence, not simultaneously. So, boss enrage clears happen where the boss dies when 7/8 players get killed by the enrage. Theoretically it's possible you could have a SAM counter Zantetsuken 5 players and die after only killing 4.


    Edited for clarity.
    (1)
    Last edited by Post; 08-03-2023 at 02:58 AM.

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