Join me on a trip down memory lane where I talk about why we used to optimize around the 1 minute burst timings.
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I just think that the worst part about the NIN change is that it's very much in line with the trend of streamlining and (over-)simplifying pretty much every job etc. in this game and that seems to be the general consensus of the people I spoke to.
Really want to know the name of the outro song
I think it's interesting that in easier content and prog you could just ignore the old way raid buffs worked and that the old way was really only impactful at the higher level. A lot of the content in this game can be cleared while barely focusing as it stand rn, so it's just interesting seeing the xiv dev team continue to simplify an already easy game and to see how far it'll take them, especially since they want like this game to keep going for years to come.
I can tolerate making every buff 2 minutes, I guess, but I don't like the over-simplification route they're going down since it's inevitably going to start touching job identity, if it hasn't already (*glares meaningfully at SAM, SCH, and DRK*). This game is final fantasy, not dps simulator, and I wish the devs would respect that.
While my rotation on NIN hasn’t changed at all (in fact the timers of mug and trick perfectly line up or close enough to not matter too much), it does feel odd to not be working off that one minute timer with the rest of the party
doing my rotation vs doing my rotation with buff icons, its the same picture.meme
get rid of party buffs they make everything about the game worse; unless its going to be a class/role identity (ranged phys) like real bard from FFXI. but dont sprinkle random partywides across random jobs and roles, that literally makes no sense because it ends up one of three ways: either its just a nuisance (that off chance you have a nin in the group u mentioned), not worth playing around, or so good it becomes mandatory.
extreme optimizers give themselves too much credit. theyre the kid that asked the teacher for homework. once the new rotation is figured out its still just that, the rotation. do they need a POB cuz they can read the rotation from thebalance like anyone else?
It’s not just about the oversimplification, it’s about taking away the uniqueness and specialty of the jobs which they’re so vocal about keeping
The oversimplification and homogenization of the game is actively driving me away from endgame content. RDM is one of the only jobs that feel genuinely unique right now but the ninja change removed what little optimization I had. I don’t understand why the devs keep doing this. I’m probably not gonna do savage next tier because so much of my fun was derived from tracking buff windows. Casuals don’t care about anything involving this so doing it so that casuals have an easier time doesn’t make a lot of sense. At this point I’m more likely to pick up WoW and raid in dragonflight than I am to continue savage or ultimate. I hope the devs realize how unpopular this direction is, admit they were wrong, and go back to how things were in stormblood (minus TP)
I'm split too. It seriously lowers the ceiling for how much you can push your dps and optimize, but it is also nice to know you won't have to think about it too much.
I think it just reduces pressure to make sure everything lines up. But for anyone playing Extremes or higher, the NIN changes will change nothing. Jobs that already have 60s bursts as part of the kit, will still burst at 60ish seconds. Additionally, for jobs that have 60s and 120s buffs, you still have to use them properly so they align for the even number buff windows.
Nin change is pretty much accompanied with SAM 6.0 change. People are still told to do the filler bs despite having 2 charges of every big cd, and SAM custom spreadsheet rotation was something to look down on just because they want to catch the 1 min TA for a minuscule gain.
I main GNB so I’m happy lol. Makes my already hectic gameplay a bit more chill.
So many acting like job identity takes a hit with changes like this, but what even is job identity in 14?
A job uses a different weapon, but per combat design, must be interchangeable with its peers. In the past, ninja was guaranteed a spot because of trick attack being effectively a 1min raid damage buff, and since then other classes have received group buffs on various timers so that they could do what amounts to being the same thing as ninja, it just looks different.
However, a ninja’s identity was never putting a debuff that increases damage taken, instead it was always about moving fast, sneaking around, and ninjutsu spells. A dragoon’s identity isn’t it’s weird crit buff it was given, but it’s jump attacks and sweet dragon-like armor. Monk’s identity has nothing to do with buffing the damage of its teammates, but everything to do with punching and kicking stuff — hell, it doesn’t even have boost in 14, or high HP, the main things that made it stand out in the old games. Giving these classes buffs didn’t ruin their identity or add to it, it just made them viable. If anything, these buffs took away from brd’s and redmage’s identities as ranged supports.
In 14, they’re all just melee damage dealers that look different, and in order to be interchangeable, they must share the fundamental aspects that make a melee dps useful. Outliers were always going to be ironed out.
Ensuring that burst windows fall on certain spots no matter what job combination means they can figure out how to place dps checks and really push how tight it can be. A 1min timer could be too often for full party buffs, and may cause imbalance down the road which would force a decision to be made — either nerf ninja’s potency, hurting their solo viability, nerf the impact of trick attack, or just put the raid buff on a 2 min timer, and let ninja keep its potency and solo viability.
They definitely can roll it back though, and will if people complain enough. But I don’t think it’ll be a good thing necessarily.