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  1. #361
    Player Chamaan's Avatar
    Join Date
    Mar 2011
    Posts
    83
    Character
    Chamaan
    World
    Valefor
    Main Class
    PUP Lv 99
    On behalf of every warrior everywhere: Please tell the developers that if they really believe a complete immunity to damage is balanced with a worse version of Formless Strikes, we're happy to swap abilities with samurai and call it a day.

    This warrior two hour offers nothing to warriors that MS can't do with the raw physical power Mighty Strikes (and Tomahawk, as Byrth pointed out). You asked for other suggestions, we gave them. Pick one please and use it instead of your idea.
    (5)

  2. #362
    Player Windwhisper's Avatar
    Join Date
    Mar 2011
    Posts
    120
    Character
    Windwhispering
    World
    Asura
    Main Class
    SMN Lv 99
    This thread could use the picture of the dartboard where every default field is "boost SAM".

    jokes aside. SAMs new 2h is very powerful. in comparism to their new 2h most pf the other new ones look like a good laugh.
    (5)

  3. #363
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Quote Originally Posted by Kalilla View Post
    The development team needs to make sure that players will use these abilities. There would be nothing more insulting to players than adding new 2 hours that we'll never use.
    Not just insulting, but every ability slot, every byte of memory used on an ability no one wants will prevent countless possible future improvements from being made for years to come. And of course developer time is all too scarce these days, so that must not be wasted either. I honestly believe that no new ability at all is better than one that is bad.
    (11)

  4. #364
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Quote Originally Posted by Camate View Post
    Greetings!

    Thanks for all the feedback thus far on the new 2-hour abilities.
    Along with the feedback from the test server, we will be sure to utilize it for further adjustments.

    In regards to effect durations and values, they will most likely be adjusted before they are implemented to the live server so please try them out first on the test server and get a feel for them. We are looking forward to hearing your thoughts after testing them out.

    We are getting closer to the final stretch to implement these abilities on the test server, so hang in there just a bit longer.

    Additionally, we made a few corrections to two of these new abilities. (The original list posted yesterday has been corrected as well.)
    • RDM:
      Incorrect: Grants an increase to the effect and effect duration of enhancing magic.

      Correct: Grants an increase to the effect of enhancing magic.
    Regarding the RDM two-hour, there are reports that the effect increase is less than 2x. This is unacceptably underwhelming. The new two-hour should not offer less than triple potency, and should apply to all Enhancing magic, from Protect to Gain spells. Anything less is worthless compared to Chainspell. The new two-hour, while in effect, should also be immune to dispelling effects.

    Merits should adjust the duration of the Job Ability while in effect, the duration of which should start at a minimum of a minute, to account for the time spent actually casting the spells. The duration of the affected spells should be enhanced by Composure.

    Quote Originally Posted by Sotek View Post
    RDM has always been more of an enfeebler, if anything SCH is more of an enhancer. Give us this 2Hr so I can enjoy the delicious irony of having a 2Hr that would double the potency of Embrava, but never will since their recasts are linked. Well I assume they're linked at least, and their effects wear off if you use the other 2Hr to avoid exploiting COR to stack two 2Hrs.
    Players need to stop regurgitating this falsehood. RDM was never an enfeebling specialist, nor has S-E ever advertised it as such; if there was ever a point that the dev team implied it was or should become a better enfeebler(over other jobs with the same potential), I'd welcome a source to that reference.

    Until merits, RDM didn't even have tier 2 Paralyze/Slow/Blind effects, NIN got tiers one and two natively, as well as a tier 2 poison effect parallel to RDM. BRD has always had more unique enfeebles in it's songs, as well as a more powerful slow. BLM had native control of the elemental DoTs, where RDM didn't. DRK had Stun and Absorbs, PLD had Flash. Until merits, the only unique enfeeble in RDM's powers was Gravity. Not to mention that, prior to WoTG, WHM, BLM, and SMN had superior native INT and MND stats to improve potency of said spells, to include a slightly more exclusive equipment inclusion (and example here would be Seer's from the Promathia era). Even DRK has superior Dark magic skill for superior Bio damage.

    More importantly, with the exception of three or four spells, most of these enfeebles were underwhelmingly inefficent against most boss-level monsters. It was the unique combination of Bio, Poison, Gravity and Bind that made RDM any sort of threat. In the time after Aht Urgan, even this was made irrelevant.

    It's the players alone under the delusion that RDM is some kind of enfeebling specialist; everyone was desperate to easily label the class and simply latched on to it's A ranked Enfeebling skill, the usefulness of which is debatable.
    (4)
    Last edited by Sunrider; 08-23-2012 at 06:47 AM.

  5. #365
    Player Amokzz's Avatar
    Join Date
    Jul 2012
    Posts
    7
    Character
    Amokzz
    World
    Valefor
    Main Class
    NIN Lv 99
    RNG needs some love the new 2h is nothing special, its at best 15min JA material and our old 2h does half the dmg of an Aftermath Crit...

    A full enmity reset on top of the new 2h would be a way in the right direction.
    (4)

  6. #366
    Player Shiyo's Avatar
    Join Date
    Jun 2011
    Posts
    705
    Character
    Kitori
    World
    Bahamut
    Main Class
    NIN Lv 99
    Samurai
    Meikyo Shisui excels in instantaneous power. On the other hand, the new 2-hour ability is for cases where an enemy's AoE damage is too strong and getting close is dangerous. It will allow you to evade special attacks while dealing damage.

    *Magical attacks will not be evaded, but will be made so that the damage received is 0. This will not have any effect on breath attacks, though.

    With this ability we are aiming to make it possible to have a stable way of fighting by increasing defensive capabilities and diverting your time in battle towards enhancing offense capabilities.
    Stop designing bosses/NM's that require everyone to be invincible or else they get 1 shot by unavoidable AOE. This is unfun for both the melee AND the mages, but even more unfun for mages.

    We should not have to employ PD/sam 2 hour strats in order to beat things, damage should be both avoidable AND curable, not unhealable and unavoidable. It seems you actually ENJOY designing bosses this way, as you are adding new ways for players to be invincible and still deal damage. Why?

    Please realize how mind numbingly boring it is as a mage/support job to play in PD/embrava 2 hour zerging environments.
    (18)
    Last edited by Shiyo; 08-23-2012 at 06:43 AM.

  7. #367
    Player
    Join Date
    May 2011
    Posts
    462
    Quote Originally Posted by Hashmalum View Post
    Not just insulting, but every ability slot, every byte of memory used on an ability no one wants will prevent countless possible future improvements from being made for years to come. And of course developer time is all too scarce these days, so that must not be wasted either. I honestly believe that no new ability at all is better than one that is bad.
    QFT and forwarded to the "To the director" thread, made a few general points about useless abilities while at it x.x hopefully I'm not speaking crazy /sigh.
    (4)

  8. #368
    Player Zadimortis's Avatar
    Join Date
    Jan 2012
    Location
    Just over your left shoulder...
    Posts
    19
    Character
    Zadimortis
    World
    Phoenix
    Main Class
    BLU Lv 99
    It greatly concerns me that Beastmaster's new 2-hour is not on the list.

    They must actually, legitimately think it's okay.
    (15)
    Don't make me get metaphorical with you.

  9. #369
    Player Shibayama's Avatar
    Join Date
    Mar 2011
    Location
    Bastok for life baby.
    Posts
    142
    Character
    Shibayama
    World
    Bismarck
    Main Class
    BLM Lv 99
    So, I'm confused. Is the new Dancer 2 hour going to be finished once any flourishes are used 3 times, or does each category get 3 uses?

    Either way I don't really see this as being too useful for content like Neo-Nyzul. Lets be serious, the concept of this 2 hour should be offence vs trance's defensive use, not "Well this one makes use of flourishes like how trance uses waltzes and steps just because!"

    So I would propose adding one of the following additional effects to the DNC's 2 hour in addition to the reset-timer / 3 re-use flourish effect one of the following ways:

    1) While under the effect of the 2 hour, doubles all damage output from the dancer.

    Since pretty much all of our flourishes are combat related, this has good synergy with the concept of having this 2 hour be offense related. Just being able to use 3 combat flourishes back-to-back isn't enough to make DNC desireable for events - this would atleast give dnc some zerg potetial.

    2) While under the effect of the 2 hour, makes any effects the dancer receives from enhancing flourishes AoE.

    Remember how dancer was originally supposed to be a front-line support job? Apparently the devs don't since all we've been getting are solo damage boosting abilities lately. This ability would help get dancer's to lots of events and would justify the short duration. The ability to shoot 200-300 tp into the other melee or pass on some forced crits to sam weaponskills with climactic would help incorporate DNC into a melee-zerg 2 hour strategy nicely. Most importantly, this has a large benefit for dnc who don't have rudras, while also giving those who do a nice boost!

    I understand that the devs have envisioned certain uses for each new 2 hour with an offensive use, now you have to ask:

    Exactly what content situation would this ability be needed for? Right now even with the changes, this has no desirability or synergy for strategies, thus giving players no real reason to seek out a dancer for events. Other than needing to quickly finish off a mob solo, I can't see a situation where this would be useful - I'm tired of dancing solo, and I already have an ability on a 3 minute timer that lets me use Reverse/building/climactic to the maximum effect!
    (3)
    Last edited by Shibayama; 08-23-2012 at 07:55 AM.

  10. #370
    Player Calamity's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    188
    The bst community would still like to hear a practical application for killing our pet for stoneskin. Enlighten us please?
    (15)

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