Maybe the longer we keep the same Wyvern alive in a single zone, the EXP bonus HP/Attack/Resistence can occur naturally? Or make gear that enahnces "Call Wyvern" with each piece acting like +250 EXP was gained when we Call Wyvern, the full set could give the full +1000 exp bonus parameters when we wear it while equipping Call Wyvern. Maybe a set effect for 5/5 DRG relic +2?
Yeah SAM and THF have 13 abilities and we have 11, I don't see how we have reached the cap. It feels like we got nothing 96-99 while mages got spells and other jobs received useful trait buffs like another tier of DW or Shield Mastery or MDB. How can they give SAM job abilities almost EVERY update, including JA's for old level caps(Like when they gave SAM Konzen-ittai at level 65 when the level cap was already 90 for several months and when SAM was already very powerful). I hope they decide to give DRG some more job abilities since half of our job abilities are old jumps or relate to our wyvern.
Speaking of Wyverns, they are MASSIVELY useless in Voidwatch outside of procing(pure luck by the way). Do you know how much damage a Dragoon's Wyvern contributes to say a Qilin fight? 0.5% total damage. Why do we even have Wyverns? Just delete wyverns and make us better melee attackers, our wyvern either dies one AoE when Steady Wing is down or we die when Fanatic's Drink is down and lose our Wyvern. When it's alive its ONLY use is for enhanced TP gain for Spirit and Soul Jump because wyverns hit VW mobs for 15-30 damage. Ironically that's the same damage my Wyvern used to deal to KIRIN at 75.
I must commend you SE, you managed to attain balance at 99. By balance I mean, most jobs are exactly as strong at 99, and by extension; useful, as they were at 75. The jobs that were amazing, useful and strong at endgame content at 75 are still the best at 99 end game content while weaker jobs are still not as strong as they could be.
How do we have 11 ability recasts? I count 9.
Call Wyvern
Ancient Circle
Jump/Spirit Jump
Spirit Link
High Jump/Soul Jump
Super Jump
Angon
Deep Breathing
Dragon Breaker
2Hrs shouldn't count since they share recasts across all jobs, in which case SAM and THF only have 12 abilities.
Pet commands also shouldn't count, since if they do BST has far more than 12 abilities.
I'd postulate that the developers mean to say that they have reached the 12 ability recast limit, or have just about. At Lv.75 when they must have decided to linked Spirit Jump with Jump, we had 8 abilities, we know they planned on adding 3 new abilities since they did. That would have put us on 11 abilities meaning they'd need to link something to open up more room if they planned to add two new abilities, so perhaps they've had something like a Stance ability in the works for about a year? That's the only explanation I can see, assuming it's not just another bogus excuse or there's something I missed.
I think they should rework some abilities as pet commands, assuming I'm right and they don't impact this recast cap. I really cannot see why Spirit Link and Deep Breathing are job abilities, they really should just be pet commands considering the effect the pet.
Failing that, change Spirit Link into a DNC style ability or again, a Stratagem style ability. In short, make it a single ability recast for all Wyvern related abilities, the name is certainly ambiguous for it.
Give it a 5 minute recast. Make it a Lv.1 DRG unique ability. Stick Call Wyvern, Empathy and Deep Breathing under it. Split the current effects, we can use it to heal the Wyvern at Lv.25, transfer its TP to us at Lv.50 and so on. Even add some new aspects to it. Frees up space for more recasts. Lowers the recast on Call Wyvern. Only issue I can see is if it doesn't work like Stratagems we're at a loss technically, but I wouldn't mind that too much for extra job abilities that I might use. Probably needs more work, but I certainly wouldn't mind Empathy and the TP transfer being separate from the healing aspect.
Either you count two-hour abilities (which I don't believe you should), then SAM has 13, THF 14, DRG 12. Without SAM has 12, THF 13, DRG 11. Camate's post was specifically targeted at the recast times for those abilities and THF has two abilities that share the recast-timer (Steal and Despoil), as well two abilities with a shared, but mixed recast timer (Collaborator and Accomplice). If they count that as one it would mean DRG has even less than 12 (9, if I didn't miscount somewhere), since some of their jump-moves share timers. And if you consider that, maybe pet-abilities count as job abilities for this too (to my knowledge they posess all the qualities of regular job abilities, only directed at your pet)? That would possibly bring DRG back to 12, depending on if any of those share their recast timer (I'm not a DRG, so I don't know). If none of them share timers, it should even be at 13. I probably missed something though.
All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
I blame half-assed explanation that he was given to serve to us on a rust-encrusted platter.
SE being lazy SE as usual.
Approve this message if you think Tanaka should be booted from everything involved with electronics.
Greetings
Just wanted to give a bit more information in regards to recast timers and some other feedback we have been seeing.
Maximum recast timer slots
The maximum number of recast timers is currently set at 12 recast timers, but we do have plans to increase this number in the future. However, this adjustment requires quite a bit of time and we appreciate your understanding in the meantime while this is worked on.
Interchanging abilities
Next, in regards to the request to remove existing abilities and split recast timers.
It wouldn’t be impossible to remove abilities, but the following must take place in order to make it happen:As such, removing an ability would be a last resort (removing abilities has that large of an impact).
- Reevaluate parameters and numerical values
- If adjusting the numbers is not enough, reevaluate the effects themselves
- If the abilities are still unsatisfactory, consider removing abilities
Angon
In regards to Angon, the development team is looking into adjustments so that the lowered defense effect stacks with other defense lowering effects.
Call Wyvern Recast Timer
After discussing your feedback for a lower recast timer on Call Wyvern, the development team mentioned that they do not have plans to lower this any further and will be making adjustments to this via abilities and usable items.
Devin "Camate" Casadey - Community Team
All we ask is for one more job ability that simply increases our attack by a moderate amount for a moderate duration at the cost of something like critical defense or critical evasion so that we can overcome the weakness of our multi hit weapon skills like Drakesbane and Pentathrust on high level targets. I understand why there is a penalty for multihit weapon skills because they can be very powerful against lower level targets but understand that Chant du Cygne, Resolution, Raging Rush and many other weapons' multi hit weapon skills do not suffer this penalty. Before the addition of these new level 99 weapon skills, the only weapon skills that had an Attack Penalty were exclusively Penta Thrust and Drakesbane while other damage dealers had not only the absence of Attack Penalties on their weapon skills but actually had Attack Bonuses!
I can't understand why there is "Defense Ignored Varies with TP" is present on Wheeling Thrust and Camlann's Torment when many weapon skills have hidden effect of "Ignore Defense" via a built in Attack Bonus Multiplier. Tachi: Yukikaze/Gekko/Kasha also ignore some defense just like Camlann's Torment and Wheeling Thrust, but it's not variable with TP. So those weapon skills Ignore Defense, deal status ailments such as Blind/Paralyze/Silence with 100% accuracy unless the target is immune AND deals increased damage with TP. Whereas Camlanns' Torment also has Ignore Defense but it's variable with TP which means it's basically the same base damage at all levels of TP.
Remove the attack penalty on Drakesbane and adding a job ability that boosts our attack and I guarantee you, 99% of the DRG community will never ask for anymore adjustments, and I'm willing to bet you we would gladly sacrifice Healing Breath IV for it(because Healing Breath III already heals almost 800 HP with the proper gear and close to 1300 with Deep Breathing which is more than enough for a melee job, compared to Chakra which heals half that and once every 3 minutes compared to 1 minute.) Giving us Healing Breath IV is excessive and is honestly a slap in the face to SCH and RDM who were told they will not be given Cure V(which heals less than Healing Breath III mind you) We don't really need Healing Breath IV, though it's welcomed anyway, but we'd gladly give it up for an Attack boosting job ability or a trait that allows us to occasionally ignore defense that stacks with weapon skills because Healing Breath III is more than sufficient already, healing us or a party member for 800-1300 HP for no cost to MP or enmity for our Wyvern, compared to Cure V which costs significant MP, or waltzes which cost significant TP.
Most Dragoons won't admit it because we don't want any buffs to our job removed but the talk amongst the DRGs is that Healing Breath III is already excessively strong for its cost with Restoring Breath and that Healing Breath IV even if it heals 100 more than Healing Breath III will be very potent for a melee class job and we'd rather the job adustment energies being focused on making Dragoon a better damage dealer rather than a novel DD/Support hybrid. The fact that there's so much gear out there that enhances Healing Breath III further weakens the need for Healing Breath IV. Perhaps if you grant Healing Breath IV a stoneskin effect like Cures under the WHM ability Afflatus Solace, it may have more utility or even a potent but short term Regen but to give us a stronger instant Cure ability when our current one already heals up to half or more of our entire HP seems like too much. Rather have buffs to our attack and weapon skill damage than to heals.
As for splitting Job Abilities, some feedback:
-Combine: Release/Dismiss/Leave/Deactivate into 1 job ability timer and make it universal across all jobs like 2 hour abilities but with differing recasts.
-Combine Sepulcher/Dragon Breaker/Arcane Crest/Hamanoha into one recast.
-All Circles into 1 recast, lower the recast to 3-5 minutes as well.
-Make Deep Breathing and Spirit Link into Pet Commands.
Last edited by Ophannus; 01-18-2012 at 08:13 AM.
Hm, so 55% Def down with 2 hour now and Bravura WAR and DRG BFF?
Also I like how I type out a huge ass list of concerns and he still won't reply. Especially about Camlann's Torment.
|
© 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. |