Seeing what happened to GNB makes me fearful for what will happen to DRK in 8.0



Seeing what happened to GNB makes me fearful for what will happen to DRK in 8.0


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, pressInner ReleaseBloodfest, and then press3 Fell Cleaves3 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)
Last edited by ForsakenRoe; 12-18-2025 at 07:21 AM.
I main Gun breaker and played a few fights and noticed I'm drifting even worse now then before especially with Blasting Zone not sure what to make of it just yet going to take a bit of getting used too just like with the double down change at the start of Dawn trail but right now Burst strike feels absolutely useless


This is why the forums aren’t taken seriously. The devs actually make a positive job change which improves QOL, heightens the job fantasy (more booms, more burst), and even creates new exciting ways to optimize and it’s still not enough for you people.
And the two minute meta has nothing to do with this. GNB was already on the two minute meta like every other job, 120 is a multiple of 60. And people should care less about damage leaderboards that won’t be relevant in the next patch instead of how satisfying it is to play
Just created a account to type here because i could not believe that there's people that find the gnb changes bad.
The job was not hard, it just was fucking awful in specific scenarios and SE knews that and they kept changing the job and it seems finally they found the gold spot for gnb. Ask yourself
Why they decreased DD from 2 to 1 cart before? Because every burst you were obligated to have 3 carts stocked, some fights you had to do AOE rotation on a single target just to have 3 carts before a downtime, if not you lose 3 or more gcds building up gauge while everyone is bursting, the player was punished there for not doing a aoe rotation on a SINGLE TARGET.
Why they changed gnashing fang? Because a simple downtime could possibly destroy your entire rotation, imagine a fight, after your burst, your gnashing fang is about to come back and the boss turns untargetable for 10 seconds and come back or you need to respect one mechanic and thus go out of melee range, congratulations, now you gnashing fang is misplaced forever. What i could otimize here? Nothing! I just got punished because my job says so and not because i played bad, you can say "use gnashing fang later/earlier" but the truth is every single time after a burst gnb players needed to pray until the next gnashing fangs happens that nothing will prevent they from using it
GNB was the only job to be heavily punished because of a fight mechanic and the changes were necessary
no i think they're quite good actually, i don't see being punished for any bit of downtime in the previous iteration was fine or acceptable


Absolute comedy, that this thread was dead and buried under several pages of other topics, for around 24 hours. Most threads that go 24h without activity are effectively 'dead'.
But suddenly, something happened within the past few hours, that brought it back into focus. Something that would make people look for this thread specifically, despite it being buried behind several pages of other topics.
Wonder what that 'something' could have been. Guess we'll never know, eh
Personally, the Gnashing charges are whatever, I don't mind them adding that to alleviate drift issues. Doubling Sonic Break's DOT potency/halving its duration also has precedent, as they did that with things like Medica2 in the past, to make each tick feel more impactful, so I don't mind that either. If those were the only changes, I would have no issues, and would in fact call it 'good changes, thanks SE'. I'd even be okay with them having Bloodfest trigger the '6 Cartridges' effect, to prevent overcap/make 'exact ammo count' less of an issue going into your burst.
No, my primary concern is with the CD reduction to Bloodfest, and having to reduce all those potencies to make room for a second Lionheart combo per 2min. Changing Bloodfest into Inner Release, Lionheart into the 3 Fell Cleaves it grants, and by proxy, Double Down into Primal Rend, doesn't accentuate the GNB Identity, it just makes it feel more like every other Tank in its gameplay. Yes, 120 is a multiple of 60. Every Tank bursted at 2min. DRK still does, with a 'mini burst' at 60s and a 'full burst' at 2min when everything realigns. So why did GNB need to be moved from a 'mini burst/full burst' kind of thing, to a 'full burst every 60s' like WAR and PLD? Does DRK need Living Shadow to be changed to a 60s CD too, and for Shadowbringer to be reduced to 30s Charge time, with potency/duration reductions to facilitate this?
Job fantasy is that Lionheart, being the last Renzokuken finisher you unlock in FF8, hits very hard. It hits less hard now. I don't think that using it twice as often feels better, I think the exact opposite. Using something more often diminishes how 'cool' it feels. If their concern was the potency made it too variable in damage due to Crit Variance, there were ways to do that without resorting to 'make it feel even more like WAR/PLD'. For example, introduce Continuation steps after each hit. More booms, more Job fantasy, right?
Sod the damage leaderboards, too. You're right, people should care less about them. How satisfying something is to play, however, is entirely subjective, and whenever I needed to play Tank for something, I would prefer GNB over other Tanks specifically to try and avoid the WARification the Role has suffered, as much as possible. I figured the Healers would be the final refuge, because SE has previously been deathly allergic to adding new damage actions/'big hits' to them, but even WHM got one with Glare4 this expansion, so I guess nothing is safe from the WARificiation
Last edited by ForsakenRoe; 12-19-2025 at 11:21 AM.
"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...


This thread was on the front page of general discussion for me, I don't know what you are going on about or how it's relevant my points
I really think you are making a mountain out of a molehile here. Having some abilities be 120 or 60 doesn't really change the fact that every job is on the same two minute loop now. Moving one ability to every 60s vs every 120s hardly changes anything. Lionhart is a fun ability and I like being able to do it more. Otherwise you fill those odd No Mercy windows with just filler GCDs after the big buttons. Dark Knight is not a "120s job" just because it presses a single extra button during its even burst, that's ridiculous. You just seem way too hyperfixated on 120 vs 60 when in Dawntrail it barely even matters at the end of day. I'm not a 2 minute meta defender but this the current game we play in. Why is pressing a button at 60s vs 120s the end all be all for job identity in your book? I mentioned that the gnashing changes that are "whatever" to you allow for cool new optimization, that far outweighs the downsides of perceived loss of fake job identity from being a "120s job".
Trying to conflate GNB abilities with WAR abilities is also just reductive to me. Bloodspiller was rightfully called out as being too similar to Fell Cleave because it is a 50 gauge spender where you get 3 free uses every 60s. They are exactly the same. But now everything with a three step combo is Fell Cleave now? I guess Vicewinder and RDM melee combo are inner release now too. What are we even doing here? Just seems like agenda pushing. Every 60s cooldown is not Inner Release, just like every 120s CD wasn't Lionheart.
Last edited by Amh_Wilzuun; 12-19-2025 at 12:08 PM.
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