Shopping Cartroronoazoro7317: Honestly as a GNB main since release. This change is very nice. I felt like it started to feel a tad clunky to play since this expansion started. Plus let’s be real we play Gnb to burst and this lets us burst much more. I love it!
JustJohn816: As a life long GNB main, those changes gave me a flagpole
I've literally had dreams about gnashing on a charge system
bitvanbite: hope they buff the servers next
ramon6783: Yeah. We're Lv.100 now for heck's sake. I really wish the devs could trust us to be able to help eachother out or trust our own individual capacities to actually LEARN OUR JOBS. Or yknow. MAKE QUESTS THAT ACTUALLY MAKE YOU LEARN YOUR JOBS. Like I've been playing through Tank Job quests, and none of them so far has made me need to know what sort of circumstances I should be using certain skills.
AlexanderVasquez-r9h: People are mad that gunbreaker is less annoying
xkey_blade9558: I am in the camp what loves the GNB changes. I a GNB main and overall its only a 1%nerf and the class feels way better to play.
Yeah the filler combo feels a bit boring without gnashing fang or still overall i like the changes.
I am still sad that they didnt fix the gnashing lionheart interaction where they cancel eachother i would love them to change that ^^.
eugenepark9665: the reason the jobs have been simplified - and as acknowledged by mr. happy as a mea culpa in his recent "job identity" video - is because they all need to be competitive in high-end raiding. like within 3-5% of each other, especially on a per-role basis. its impossible to balance all the jobs otherwise.
if you want the opposite scenario that you are advocating for - eg jobs that have alot of "flavor" and a much wider variance between skill floor and ceiling - then you must accept the situation that has plagued WOW for decades - every raid tier there will be 2-3 top performing dps jobs, and the bottom of the charts the variance for the worst jobs will be more like 20-30%. the devs will acknowledge the disparity, and "fix in a future update". this creates an endless revolving door of constant nerfs and buffs, and where some jobs are the "best" and some are the "worst" in a snapshot in time.
this also means that statics/PF will look to actively exclude the "bad" jobs and only allow the "good" ones - and this exclusionary behavior will trickle down into normal modes as well.
Sarantserel: I'm a long time RDM main and I feel similar to you about the manafication change. It's a huge flexibility tool, no doubt, but part of why I mained RDM for 3 expac is because I enjoyed having to figure out the correct timing for my melee combo in and outside of burst. While that element is still present for the combos out of manafication, that basically mean that only 1 out of 3 combo will require that solving element.
I'm someone that considers friction points to be a positive. I think that if a job has no fail states, especially ones unique to it, it flatten the job profiles and make learning and mastering that job less interesting. My friend who's a GNB main felt very similarly about the change to the job this patch. A lot of people praise the RDM/GNB change for being "QoL", but we both liked that our lives were "harder" before the patch.
Lily-iu9ms: The GNB changes are perfect in philosophy for me because the feel of the job stays the same, it makes the rotation not fall apart the second you use a ranged GCD, it gives some much needed flexibility, and that flexibility can turn to skill expression where the best players can move the rotation around to fit an eye gouge in NM and it's objectively better but a small enough gain that it's not mandatory. It makes the job more fun to play for everyone, more approachable for casuals, and more interesting for experienced players. It's one of the most successful job changes this patch imo.
WolfmanXD: Alright, I'm gonna be real here. This video is the epitome of what's wrong with the ffxiv community. This is not a criticism against you, Rinon, I love your content, keep doing what you do, you're amazing. But this perfectly encapsulates what's been a problem with the ffxiv community since AT LEAST heavensward with the addition of dark knight and Astrologian. The community can't agree on what the fuck they want. People bitch that one job is weaker than another because it can't do the same things as the others. First time this became a serious issue was in heavensward when paladin and white mage were pretty much sidelined. So devs homogenize the jobs so that you can bring whatever job you want into whatever content you want.
"bring the player, not the job" has always been the rallying cry.
But now that we have that, now that we have that homogenization and the jobs are more or less balanced (numbers aside), people are bitching that everything is too samey. And that's the problem. Too many people want too many different things. It's the old argument of "try to please everyone, you'll disappoint everyone." So se needs to pick a side and stick with it, and make that stance known. LOUD! If that's not the direction you want the game to go in, YOU have a decision to make, not se.
For my personal stance, I think homogenization is the lesser of 2 evils. It's a hell of a lot better than having one tank completely sidelined for an entire expansion because they can't block magic, or they don't have the helpful tools that the other options in the role have.
whimdoesstuff5155: Scholar won, they get more book
DamianRavenhold: I think that regardless of how weird it feels right now. The changes to Red Mage was absolutely necessary. The job was just in this weird position where it requires to be in a melee spot during burst, but did not have the damage to justify it.
The devs, especially since halfway through endwalker, love having burst phases right when mechanics pull you away from the boss (which is fine, I love the current fight design). But as the red mage main in my static, I couldn't justify to my friends why I needed to get up close for two sword combos when we can barely squeeze the melees and tanks.
M7S in particular broke the camels back for me and I ended up just switching to black mage for the rest of the tier since it was just so bad trying to find any way to do my burst. It was unfun.
Raionhardt: Attaching it to plenary makes sense. You mit and then top up the party.
I don't know how you see that it lost a unique use case. Co-healing with a WHM has always felt like shit. It's been a constant complaint from anyone that plays a shield healer. Every mit check in ultimates was tighter with a white mage too
Free misery on pull is too much. It puts them too far above other healers.
joshuamaurer9784: Huge quality of life change for gnb. Great change to gnashing fang to allow flexibility during bursts. Having bloodfest at 1 min feels way better to hit. I think the increase to 6 max charges during bloodfest is a bandaid on the problem gnb has had since endwalker: double down. You aren't using double down outside no mercy combos, just make it available during no mercy like goring blade during fight or flight.
digitalatom6433: @rinon I wholeheartedly agree with you on what you said near the end of the video starting from tackling RDM. I've long been frustrated with this direction of job design, and I too am nervously hopeful that 8.0 will see the jobs go towards where they were ever meant to without the accursed 2-minute window. RDM especially has effectively been a torture victim of the 2-minute window, and has never received any changes to the initial problems it had at its introduction, and instead only got what I call A Lazy Bandaid Slapped On A Leaking Tank Attack, or ALBSOALTA's for short. They're attacks that add only a flashy animation and another button to spam mindlessly without it changing ANYTHING about how the job works. You see them everywhere nowadays... and they must die, IMO. Along with the 2-minute window.
JordanMak-u6p: I get and appreciate that while not liking the direction of some changes, that you try your best to remain positive. But there's something about this line of complaint that is starting to feel so tired and played out. I am not quite as good as you, but I do typically place like 30-100 in savage tiers on evening gamer hours while doing blind prog and so I feel like I have a decent understanding of the game at a high level. Better than most at least. And I've been having so much fun with the gnb and whm changes. The fact that you are complaining about plenary is crazy to me. If anything I would complain about the collective buff as that duration would have been a meaningful difference between the two buttons. Also, yes I understand there will be less opti for gnb in ulti especially with sonic break. But you will probably still want to make sure you have at least 1 cart going into a new phase (potentially more if potting) and we gained a bit of opti to think about with gnashing charges. Idk, I just really don't get the dooming. This patch is the first time I've ever felt like I wasn't griefing playing whm and I've been having a ton of fun on it. I'll probably play it in prog. Sorry that hasn't been your experience. That makes me a bit sad.
Sometimes it just really feels like so much job dooming is literally coming from like the 10 best players on that job and niche optimizations that 99% of the playerbase will never interact with. Like I'm a fan of new ast and while I appreciate the complexity of the endwalker cards, you could get 99s without even having a plan and just following a general priority. Basically we're just talking about speeds where that mattered. Sometimes I feel like content creators/world racers are just really out of touch with what most people find fun in the game.
SuaveRenegade: I'm in the batch of Gunbreakers who aren't fond of the change. In many ways I feel the way many Black Mages did when their timers were removed. Is the change a "quality of life" improvement? I mean maybe, but for that we lost alot of what made Gunbreaker unique. Now its just a minute burst tank like Paladin and Warrior. Except with less beefiness. Couple with the damage loss on all our skills, it just feels like a kick in the balls. And yeah maybe some folks struggled to learn, but that is canonically how gunblades are meant to be. They aren't easy. if you're gonna commit to learning this flashy boomsword, you have to be ready to get good. Now I'm just Burst, 1-2-3, 1-2-3, 1-2-3, again and again. I do not like this change.
k97-bb: The devs really need to think about how these simplified jobs feel in older content/roulettes. Especially since FFXIV tries to keep things evergreen rather than funneling everyone to endgame (like WoW).
I wish they would test jobs at the level caps at least (i.e 50, 60, 70, 80, 90, 100) rather than only focusing on how they feel at 100 in DT content.
idgie534: I played GNB for Cruiserweight and while getting carts and avoiding drift could be challenging in some fights- not losing a Gnashing Fang usage on the second platform in M7S was exceptionally tight if you played with a 2.50 GCD- that was one of the things that made it feel fun. I felt like I had to plan ahead and really put in some effort to maximise my damage, and it paid off- I got my first oranges in savage last tier.
I'm sure I'll adjust to the changes over time but it just feels sad to see a job I really enjoyed playing get dumbed down. If people struggled with GNB there were already options- playing with a faster GCD made it much more forgiving if you drifted Gnashing Fang or Double Down because the drift would naturally correct itself, and frankly if you still couldn't hack it there were three other tanks with more forgiving rotations to swap to.
I don't feel good about the trend towards trying to make every job in a role equally easy all the time in all content. What's the point of the armoury system in that case? It should be fine for there to be jobs that are easier and jobs that are harder, some that excel in a particular bit of content and some that are more challenging, because you always have the option to swap.
siriuslydude: My biggest gripe with the GNB Bloodfest change is that your burst now requires 0 prep or buildup whatsoever. Its now just a free "press this to do your burst for free" in the same vein as Inner Release and Delirium (and kinda Requiescat, i know you still need MP for it but PLD is so mp positive nowadays). Your only overcap state is if you just forget to press Burst Strike now in filler.
Im not a big fan of these buttons strictly for that reason.
Yes, cart management wasnt a big thing, but it was there and gave some weight to the jobs gauge. I also didnt like how DRKs Living Shadow had its Blood cost removed at launch, and how WARs non-fell cleave actions got beast gauge costs removed long ago.
The powder gauge might as well be the "Burst Strike gauge" at this point along with the "Fell Cleave gauge" and "Bloodspiller gauge".
You still do a filler Gnashing (apparently in non 100 you hold both charges for each min which sounds mind-numbing if thats true) but point is, the changes made GNB more "14 tank like".
People seem to enjoy it (more burst less filler after all and people like flashy moves), so i could be a minority in the gripe.
FloatingGhost: yeah it feels bad for sure.. i locked in gunbreaker for the next savage a day before patch and was rudely awakened to what i loved about it being torn away - it was already a passion pick, lacking an power niche (want dps? drk. safety? pld. ease? war) where having an interesting rotation carried it, and now it just has... the same 1min rotation as every other tank. what reason do i have to play this any more? "looks cool :)" doesn't really cut it..
i'm gonna miss you, gubber
knightofzerosetsuna: My first job years back was Bard. Which I picked because I thought it was gonna be a sub bps/buffer ya know like a bard. Over time the job has had somewhat of a buffer role but I personally think that all physical range needs to lean more into that role. As a dps that who's primary role is to inspire or buff the party. I also agree that making every job in each category basically the same flavor with different coloring is a bad. Each healer, tank and dps is unique in what they do and those traits should be emphasized. It gives people a real sense of accomplishment and pride to say they main a specific job not just that role in the raid.
Th3Crazy: GNB main here no these are the best job changes I've ever seen. Making gnashing much more functional in down time scenarios. The blood fest changes just make flashiest and most fun moves being available more often with doubling my maximum carts to prevent over capping in burst is incredible best job is on top once again
KascGoobbue: I love the gunbreaker changes. It manages to both make the job easier at a non optimal level and more engaging and deep at an optimal level. With the new EX, the micro downtime is really fun to optimize the two gnashing stacks.
I think with the optimal eye gouge smuggled burst windows, gunbreaker is now the only job in the game who has to worry about where it is on its combo during the burst. It feels incredible to optimize and master, and since the DPS gains are so small, super optimization is completely unnecessary, making it a thing you do for fun if you enjoy that kind of stuff. It makes me really reminisce of EW black mage. I hope they make more changes like this in all the jobs.
KeyWorlds: Most encounters have crazy shit arround the even minutes and there’s already 4 melee jobs trying to maintain uptime and I hated focing myself in there. Parties would get angry and understandably… so i think that it’s a positive change for raiding since i am a magical RANGED job.
I just don’t get why people get angry, they think their peepee is bigger cause they can play around this annoyance. If you hate it so much, just corps-a-corps and do the combo in melee like.. easy
blueskyflips: Red Mage burst feels weird now. prefulgence is no longer a finisher, ranged melee combo.
Dec 20 2025
