This just tells me how uninformed you are. The change killed GNB, if other players were struggling with it, then it was a skill issue from thier side. Real GNB mains like myself didn't want any changes, it's unneeded and uncalled for.If playing clunky and easily getting fcked over by kill times means "good" to you, then that's a you issue. Because that is exactly how the job was to many many players and why this change was made. The job is now more flexible in downtime situations and has a more free playstyle which doesn't make you dispair as soon as you have to take a GCD of downtime and suddenly your entire rotation is messed up and you now end up having to either delay burst or live with sacrificing a cartridge. And in terms of rotation, not much changes btw. It plays mostly the same, just with less having to worry about everything lining up perfectly. And the "nerf" is around 1% by the way, it is not almost not noticable.

i love that you call-out people on their skills when you havent cleared anything that requires more than 3 working braincells lol Discussing about change is fine but telling people they have skills issue for disagreeing with you? nope
"Real" GNB mains complained about killtimes constantly, because there's almost nothing you can do to control when your party ends a given phase. I'm guessing you've never used the job in ultimate? But it's a little weird to call someone uninformed because they have an issue with a job that is primarily relevant to content with a level of difficulty you've never touched and have no perspective on...

tell me you've never used GNB on a fight with downtimes without telling me you've never


If a job has to adjust due to downtime why is this automatically a bad thing? Not always being able to play optimally and adjusting to situations can be fun to some people right?
You may not like that but people do at the end of the day why does everything have to be 100% clean and safe and predictable in terms of job design, why can't we expect some adjustments based on the encounter?
Would you rather be able to adjust your rotation to suit the fight, or, having the fight force you to change the rotation and then you having to play a less optimal rotation for the rest of the fight?If a job has to adjust due to downtime why is this automatically a bad thing? Not always being able to play optimally and adjusting to situations can be fun to some people right?
You may not like that but people do at the end of the day why does everything have to be 100% clean and safe and predictable in terms of job design, why can't we expect some adjustments based on the encounter?
I'm pretty sure most would rather be able to adjust their rotation to suit the fight. If I use Gnashing Fang slightly earlier, I can get it out before the boss jumps and still have it align with the buff window. Before the changes, Gnashing fang might have come off of cooldown and it just drifts with no way to adjust. I know which on I would prefer.
Player
I'm sorry but if you think these changes are bad for the job then you really don't play the job in content that matters.
These changes are insanely good for the job and the flow of it's rotation.
~1% damage nerf is not going to make your casual content unclearable.
I think you saw the potency reductions and were like "WTF WHY THEY NERFING GUNBREAKER THESE CHANGES SUCK"
It's called balance - Gunbreaker was already the best in class, giving it those changes without taking something away elsewhere would have made the job pretty overtuned.
Last edited by NightHour; 12-19-2025 at 11:03 PM.
The dev notes on the change pretty much sums up their job design philosophy these days:
Apparently it is unreasonable to ask the player to carefully manage their resources, everything must be made nearly impossible to fail.If gunbreaker did not manage their cartridges carefully during burst phases, executing Bloodfest would result in cartridge overflow. To rectify this irritation, we have added an effect to Bloodfest that increases the maximum number of cartridges available.
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