Re: Job Adjustments and Additions Part I (07/03/2009)
I think it's a signal from SE to tanking NINs that they should be doing more than swinging at the mob and occasionally provoking to hold hate. Bonus evasion will reduce your damage taken and bonus enmity will improve the hate generated by all your actions - not just provoke, but also ninjutsu, which can get quite a bit of hate if you bother to use them. (The new abilities are level 40, same as the elemental Ni wheel.)
Probably it will be intended to balance out so that a ninja who uses ninjutsu for more hate and evades more attacks will hold better hate and need less healing, but one who relies solely on swinging and provoke will benefit less, if at all.
It would be logical to introduce more higher level enfeebling ninjutsu to complement this playstyle (Jubaku: Ni and Dokumori: Ni already exist as mob only spells, all they would have to add would be scrolls) but I don't know if SE will want to do that much in one update.
Whether SE will actually get it right is harder to be sure of, but it looks good so far. (Also a very good call to make these above SJ level. I'm sure PLD/NIN would love Yonin and DD/NIN would love Innin but it would be way too good for them - getting Ni is already OP for a subjob.)
It also looks like if your party's speed is determined by healer MP, you want to use Yonin to reduce your damage taken and/or keep hate off the DDs more often, but if your party has plenty of healing and its speed is determined by how fast you can kill, you want to *not* use it, even if you're tanking, so you'll do more damage. Unlike SCH, SAM, and WHM, the tradeoffs in these abilities are significant enough that the neutral stance (not using either ability) might remain worthwhile in some situations.
In any case, updates to RDM and NIN prove that this is not just about who needs improvement, they want to give cool stuff to everyone. It's just hard to give cool stuff to jobs that are already borderline overpowered without making them absolutely overpowered.
P.S.: Good catch on the Red Oni/Blue Oni thing. I think a good example of this, if you've seen it, is Samurai Champloo - Mugen is red oni, Jin is blue oni.
Originally posted by Malacite
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Probably it will be intended to balance out so that a ninja who uses ninjutsu for more hate and evades more attacks will hold better hate and need less healing, but one who relies solely on swinging and provoke will benefit less, if at all.
It would be logical to introduce more higher level enfeebling ninjutsu to complement this playstyle (Jubaku: Ni and Dokumori: Ni already exist as mob only spells, all they would have to add would be scrolls) but I don't know if SE will want to do that much in one update.
Whether SE will actually get it right is harder to be sure of, but it looks good so far. (Also a very good call to make these above SJ level. I'm sure PLD/NIN would love Yonin and DD/NIN would love Innin but it would be way too good for them - getting Ni is already OP for a subjob.)
It also looks like if your party's speed is determined by healer MP, you want to use Yonin to reduce your damage taken and/or keep hate off the DDs more often, but if your party has plenty of healing and its speed is determined by how fast you can kill, you want to *not* use it, even if you're tanking, so you'll do more damage. Unlike SCH, SAM, and WHM, the tradeoffs in these abilities are significant enough that the neutral stance (not using either ability) might remain worthwhile in some situations.
In any case, updates to RDM and NIN prove that this is not just about who needs improvement, they want to give cool stuff to everyone. It's just hard to give cool stuff to jobs that are already borderline overpowered without making them absolutely overpowered.
P.S.: Good catch on the Red Oni/Blue Oni thing. I think a good example of this, if you've seen it, is Samurai Champloo - Mugen is red oni, Jin is blue oni.
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