If the devs were worried that the new ws's would be too strong, did they consider making them usable only if you have 300tp?
OH SE, you guys so funny, I darn near pooped myself.
So,
I was gonna quote everything basically.Make a nice neat post, bold, italicize, and underline things that popped out at me.
However, all of that just really doesn't quite say it.
People have very accurately expressed their feelings, have provided hard numbers, logic, eloquent verses of sarcasm and countless pictures that show Mr. Tanaka very much like we find pictures of George W. Bush on the internet.
If the development team is so insistent that these weapon skills require extensive penalties, weakening of, and lowering the practicality of these weapon skills. Then perhaps they should at least apply this train of thought to all current new merit-able weapon skills they have implemented.
Reason: Their current choices are "Jobist", lack the appeal towards various jobs, while favoring a select few. Effectively alienating a good percent of jobs.
Axe: Has been reduced to being more consistent than Rampage, however Weaker and less damaging than Rampage.
Club: Has been reduced to being weaker than Hexa Strike, realistically under all conditions due to attack penalties on jobs that could actually benefit from it, minus Warrior.
Sword: Should be readjusted so that it's power is not stronger than Sanguine Blade.
Polearm: Should be adjusted so that it's power is not stronger than Skewer.
Staff: Practical, but expecting it to be weakend to match the power of Retribution, and or Full Swing.
Scythe: Something that generally will have no application in a real time scenario or any type of event that allows for ease of MP management. Will generally only if at all ever be used on fodder content that means absolutely nothing.
Great Axe: Will more than likely and or should be weakened to match the power of Raging Rush.
Katana: Will more than likely be readjusted so that it's power doesn't surpass the power of Blade: Jin.
Archery: Will more than likely be adjusted so that it's power doesn't surpass that of Sidewinder.
Marksmanship: Will more than likely be adjusted so that it's power doesn't surpass that of Slug Shot.
Great Sword: Will more than likely be readjusted so that it's power is equal toor greater than that ofSpinning Slash.
Great Katana: Will more than likely be readjusted so that it's power is equal to that of Trunks from DBZ cutting a a planet in half.
Hand to Hand: Will more than likely and or should be adjusted so that it's power does not surpass Howling Fist.
Dagger: Will more than likely and or should be adjusted so that it's power is not stronger than Dancing Edge.
These adjustments seem radical don't they?
This is the closest thing to what the Dev team is thinking, and it's disgusting. If a "Messenger" such as Camante stumbles upon posts, do you think that they quote or note down what the player base is arguing? Do they perhaps simply dash tally based on Negative and Positive Feed Back and have a safe number such as 66% Positive ='s go with it?
It's really redundant, I cannot believe they are pushing forward with this.
Camante post should have read: We're sorry. Due to the immense negative feedback we've gotten we will further consider our choice to change these weapon skills, and find a true not LAZY means of adjusting them fairly and correctly so that we do not seem like complete oblivious developers who have access to changing everything in the games code on a whim.
Your current choices, and work ethic seems lazy, lacks foresight and is really a half ass way to shake someone's hand and say: Thank you for playing this game for 10 years, we appreciate your money. We do not appreciate your opinion, or your concerns. Good day.
Last edited by Amador; 12-13-2011 at 10:59 AM. Reason: Decided to add bolds, for clarity and easy reading.
I sincerely doubt even SE could make Shattersoul worse than Retribution, but I have been wrong about SE before.
I 100% agree with Amador and what others are saying. Why have WSs that require soo much time + exp to get if they are just going to be weaker/equal to stuff players learn at 50-75? The design team might as well not even waste the effort to even add them into the game...
For reaching the classic lvl 99 this is turning into something that is sadly very very underwhelming... And very lazy game design.
http://www.youtube.com/watch?v=5hfYJsQAhl0 [billy madison speech]
What we should do is find the JP thread, and rate up every post that has lots of rate ups already.
EDIT: here it is
http://forum.square-enix.com/ffxi/th...364#post242364
EDIT AGAIN: Poor Camate shoulda just stayed in bed this morning /comfort.
I don't think SE is aware that everything they've added in the past few years resists the crap out of Atonement and Spirits Within. That, and Blue Mages can achieve just as high, if not more, HP as Paladins due to the fact that we have breath spells (which is also resisted by everything they've added in the past few years) and now White Wind.
Why are the new weapon skills being compared to older weapon skills? We are higher level now... Shouldn't weapon skills learned at later levels be stronger than weapon skills we learned 40 levels earlier?
Last edited by starfxcker000; 12-13-2011 at 11:12 AM.
MNK= Dragon Punch, that's all I have to say.
(a multi-hit, fire, spinning upper-cut, not like street fighter but more flashier)
"With the POWER of Taru...!"
@@@~'~~~;SYLPH WORLD;~~~,~@@@
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |