Hi, this is actually an Enhanced Unmend nerf, since you can't even theoretically get increased Plunges as damage tools anymore after you meet DPS thresholds in phasing.
Please compare this trait to Enhanced Shukuchi, where you are granted a FREE movement tool when using any two-step Ninjutsu, specifically Raiton and Hyoton, you know, things you actually use in your rotation.
There's no damage on Shadowstride. Why not just drop it by, say, 15 seconds?
Last edited by OdinelStarrei; 06-07-2024 at 04:13 AM.
That's the point, a completely useless trait that does not shake up gameplay in any manner being served up as part of the "shiny new job actions!"Hi, this is actually an Enhanced Unmend nerf, since you can't even theoretically get increased Plunges as damage tools anymore after you meet DPS thresholds in phasing.
Please compare this skill to Enhanced Shukuchi, where you are granted a FREE movement tool when using any two-step Ninjutsu, specifically Raiton and Hyoton, you know, things you actually use in your rotation.
There's no damage on Shadowstride. Why not just drop it by, say, 15 seconds?
Oh, of course. I'm not debating that. I just think it's important to point out how you can think something is bad, only to find out it's actually worse than you thought in new, and interesting ways.
It should just give an entire charge if damage isnt involved.Hi, this is actually an Enhanced Unmend nerf, since you can't even theoretically get increased Plunges as damage tools anymore after you meet DPS thresholds in phasing.
Please compare this trait to Enhanced Shukuchi, where you are granted a FREE movement tool when using any two-step Ninjutsu, specifically Raiton and Hyoton, you know, things you actually use in your rotation.
There's no damage on Shadowstride. Why not just drop it by, say, 15 seconds?
I just find it funny in the 1.0 documentary that Yoshi P said he was shocked that there weren't any of the staple FF jobs and now he's effectively gotten rid of them himself with his design choices![]()
What's even the point of having a gap closer when it will always be available when you need it anyways?
Like, any time we're going to see any sort of knockback or short melee downtime mechanic it's going to be invalidated by the gapcloser just arbitrarily *always* being available, as it serves no other purpose.
You at least plan them out in encounter by encounter right now, but what's the point if it's always there?
I'd rather have no gapcloser so i have to be a little bit more creative in maintaining maximum uptime through positioning and popping sprint. If EW fight design continues into DT, you might actually be better off not even keybinding it.
Why do people want this? It just takes away even more of what little gameplay friction this game has.
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