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  1. #1
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,467
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Carstien View Post
    I strongly disagree that making them run on a 1 min loop is a bad thing, there is no real reason that it would be. When it's a 2 min loop, because of tanks having less complicated rotations than a melee dps they begin to feel slow and stale. Look at DRK, the only one left on a 2 min loop, it's slow until you get there and then it's a frenzy. Evening it out is not a bad thing, in my opinion, and doesn't really change balance too much.
    Maybe the problem, then, is the 2min meta forcing everything to burst at a common denominator of 60s? WAR used to burst at 90s back in SB. DRK used to have some 45s CDs in its kit, etc


    As for me, I tried new GNB in a Trials Roulette (got Necron). It felt like it pretty much played itself. Lionheart was especially sad-feeling to me, both because it's used twice as often (feels less special) and the potency nerfs. If SE wanted to lower the potency on each of the hits (to reduce how much impact getting vs not getting Crits had), they could have given it a set of Continuation actions of its own, to mirror the Gnashing Fang combo. You know, the system that makes GNB unique from the other Tanks? Changing how often we use it to fall directly in line with... oh right, EVERY other Tank, why? What issue was there that GNB bursting at 2min had, that it bursting at 1min magically solves?

    Hell, why don't we just rip the bandaid off now, and make Lionheart combo guaranteed to Crit/DHit? If every Tank is fated to just trend towards elements of WAR's design, why not just go all in now, and make the rotations perfectly identical in potency, different only in VFX? Then we can have WAR, WAR with big sword, WAR with shield, and WAR with sword but it sometimes explodes. Worked well enough for Healers, right?
    (11)
    Last edited by ForsakenRoe; 12-18-2025 at 06:07 AM.

  2. #2
    Player
    Carstien's Avatar
    Join Date
    Dec 2013
    Posts
    333
    Character
    Richter Cade
    World
    Alpha
    Main Class
    Reaper Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Maybe the problem, then, is the 2min meta forcing everything to burst at a common denominator of 60s? WAR used to burst at 90s back in SB. DRK used to have some 45s CDs in its kit, etc


    As for me, I tried new GNB in a Trials Roulette (got Necron). It felt like it pretty much played itself. Lionheart was especially sad-feeling to me, both because it's used twice as often (feels less special) and the potency nerfs. If SE wanted to lower the potency on each of the hits (to reduce how much impact getting vs not getting Crits had), they could have given it a set of Continuation actions of its own, to mirror the Gnashing Fang combo. You know, the system that makes GNB unique from the other Tanks? Changing how often we use it to fall directly in line with... oh right, EVERY other Tank, why? What issue was there that GNB bursting at 2min had, that it bursting at 1min magically solves?

    Hell, why don't we just rip the bandaid off now, and make Lionheart combo guaranteed to Crit/DHit? If every Tank is fated to just trend towards elements of WAR's design, why not just go all in now, and make the rotations perfectly identical in potency, different only in VFX? Then we can have WAR, WAR with big sword, WAR with shield, and WAR with sword but it sometimes explodes. Worked well enough for Healers, right?
    You're not wrong, there are many ways they can even out the potentcy variance of lionheart, each with it's own problems. Talk about making it feel like WAR, that's what making it autocrit would do as you know. Giving it a continuation and lowering potency just turns it into gnashing fang. Not a bad thing but at that point why?

    A 1 minute burst though, is something that works for tanks because of the downtime between burst windows and how much less active every tank rotation is by design. They'd have to change that whole design to make it a bad option and as for the 2 min burst window itself, that isn't changing. It was made that way for a reason, so all jobs can feed into it or from it with consistency. That's why 90s buffs were generally removed, why anything but a 2min buff is pretty rare in jobs now. No matter what time frame you put for the raid buffs though, whether standardizing to a 1 min, 2 min, 3 min, 90 sec, etc...it doesn't matter. People will save their strongest skills for that window giving the option no matter where it is, after using in the opener, or they will complain that their best skills fall out of it. Look no further than MNK for an example that uses a redundant skill in the opener so they don't end up with their most powerful outside of raid buffs, where it would fall if playing as designed. If you've never tried it just look up double lunar opener for MNK.

    Ultimately there is no perfect solution for everybody but I think this one is pretty clean for me with my 1 day of experience in it. That's all I got.
    (5)

  3. #3
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,467
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Carstien View Post
    You're not wrong, there are many ways they can even out the potentcy variance of lionheart, each with it's own problems. Talk about making it feel like WAR, that's what making it autocrit would do as you know. Giving it a continuation and lowering potency just turns it into gnashing fang. Not a bad thing but at that point why?

    A 1 minute burst though, is something that works for tanks because of the downtime between burst windows and how much less active every tank rotation is by design. They'd have to change that whole design to make it a bad option and as for the 2 min burst window itself, that isn't changing. It was made that way for a reason, so all jobs can feed into it or from it with consistency. That's why 90s buffs were generally removed, why anything but a 2min buff is pretty rare in jobs now. No matter what time frame you put for the raid buffs though, whether standardizing to a 1 min, 2 min, 3 min, 90 sec, etc...it doesn't matter. People will save their strongest skills for that window giving the option no matter where it is, after using in the opener, or they will complain that their best skills fall out of it. Look no further than MNK for an example that uses a redundant skill in the opener so they don't end up with their most powerful outside of raid buffs, where it would fall if playing as designed. If you've never tried it just look up double lunar opener for MNK.

    Ultimately there is no perfect solution for everybody but I think this one is pretty clean for me with my 1 day of experience in it. That's all I got.
    Yes, in case it wasn't obvious, me saying 'Make Lionheart guaranteed to Crit' was sarcasm, alluding to how you would, with such a change, press Inner Release Bloodfest, and then press 3 Fell Cleaves 3 Lionheart Combo hits. And all 3 hits would be guaranteed to Crit and DHit and everyone would cheer and say 'wow this feels so cool I love big number'

    'At that point, why?' Why, is because Gnashing Fang is a GNB thing, and Lionheart with Continuation feeling like a GNB thing (Gnashing Fang) makes Lionheart itself feel like a GNB thing, instead of a bastardized 'every Tank has this' thing. It would feed into GNB identity, not diminish it, to have more Continuation usage in the rotation. Heck, stick a Continuation onto Double Down too

    I am aware of Double Lunar opener on Monk. But that proves the point: Every Job conforms to the 2min burst window, and if it doesn't for any reason, either SE changes it so that it does (because god forbid we acknowledge that the 2min meta is the problem, not the Jobs), or the playerbase finds a rotation that forces conformity, even if that means the resulting rotation is janky as hell. Overcapping a Nadi on purpose seems counterintuitive to me, but thanks to SE's lack of action to address the issue, and the DPS gain from playing the 'weird' rotation, that's how MNK is until further notice. But there's been times in the past when weird interactions didn't get hammered into conformity by SE. NIN, in SB, was able to get a TINY DPS gain by using Fuma - Katon - Doton with TCJ, rather than the standard Fuma - Raiton - Suiton the devs expected. Rather than immediately crater the discovered gameplay, they applied a nerf elsewhere in the kit (iirc it was to one of their 123 combo), to make sure NIN didn't massively overperform, but let the weird optimization remain in place (then they cratered it in 5.0/5.1 by adjusting the Ninjutsu potencies (and making them GCD), and then fully buried it in 6.1 when they made Hide reset Doton)
    (2)
    Last edited by ForsakenRoe; 12-18-2025 at 07:21 AM.

  4. #4
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,416
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Seeing what happened to GNB makes me fearful for what will happen to DRK in 8.0
    (4)

  5. #5
    Player
    Daralii's Avatar
    Join Date
    Jul 2015
    Posts
    3,252
    Character
    Endris Caemwynn
    World
    Coeurl
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Derio View Post
    Seeing what happened to GNB makes me fearful for what will happen to DRK in 8.0
    Bloodied Oblation
    Lv. 102
    [Insert Bloodwhetting's list of effects]
    9000 MP
    (1)

  6. #6
    Player
    Kelg's Avatar
    Join Date
    May 2012
    Posts
    550
    Character
    Kelg Granthal
    World
    Sargatanas
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Derio View Post
    Seeing what happened to GNB makes me fearful for what will happen to DRK in 8.0
    Drk is pretty much already warrior with less healing so idk how much worse it can get
    (1)

  7. #7
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,458
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Kelg View Post
    Drk is pretty much already warrior with less healing so idk how much worse it can get
    If I had to guess:
    -Living Shadow cooldown reduced to 60s
    -Shadowbringer reduced to 30s CD with two charges
    -TBN no longer costs MP to use
    -TBN no longer grants Dark Arts on break
    -TBN when hit grants a regen
    -TBN's CD increased to 25s
    (1)

  8. #8
    Player
    Terhix's Avatar
    Join Date
    Dec 2021
    Posts
    157
    Character
    Thane Ryder
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Oizen View Post
    If I had to guess:
    -Living Shadow cooldown reduced to 60s
    -Shadowbringer reduced to 30s CD with two charges
    -TBN no longer costs MP to use
    -TBN no longer grants Dark Arts on break
    -TBN when hit grants a regen
    -TBN's CD increased to 25s
    This is most likely given current design direction, unfortunately. I'm hoping that if TBN becomes just another 25s non-interactive cooldown it at least gets two charges or a -10s cooldown upon breaking, otherwise Holy Sheltron will be the one of the strongest and the most flexible tank short CDs in game (which it already is, but if you squint you can pretend that current TBN has more uses per minute).
    (0)

  9. #9
    Player
    Avenheit's Avatar
    Join Date
    Sep 2013
    Location
    Griddy
    Posts
    144
    Character
    Arvae Lancer
    World
    Malboro
    Main Class
    Dark Knight Lv 100
    I want more to the delirium combo, its honestly the most bad ass 3 hit combo in the game.
    (0)

  10. #10
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,458
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Avenheit View Post
    I want more to the delirium combo, its honestly the most bad ass 3 hit combo in the game.
    Delirium should be a 40s CD.
    Reduce the potency to compensate but keep the MP generation as is

    Easiest fix to DRK on the planet.
    (6)

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