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  1. #1
    Player Karbuncle's Avatar
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    Mar 2011
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    Request: Update Summoner Bloodpacts To be more useful at this new cap

    Hello Square Enix, Summoners, Non Summoners a like! I'll get to the point.

    This is a request to update Bloodpacts to not suck. No, Not the Offensive ones (They need help, But lets talk about that later). This is about our Defensive Bloodpacts. They do not scale by level for crap, And this needs to be fixed.

    Lets make some examples.

    Shinning Ruby:
    Increases Defense by 10% and Magic Damage Taken -4%. From the level you get it, to 99. I propose

    Level 24~50 - DEF+10% MDT-4%
    Level 51~60 - DEF+11% MDT-6%
    Level 61~75 - DEF+12% MDT-7%
    level 76~90 - DEF+13% MDT-9%
    Level 91~99 - DEF+15% MDT-10%

    Since the uniqueness of this is that it stacks with pro-Shell, We dont want it to be too powerful, but we also want it to be more useful/scale as the level increases.

    -----

    Noctoshield: Grants a Phalanx Effect. - Its -13 Damage from the level we get it, to 99... Pathetic. My recommendation

    Smn Skill 100~150 - -13
    Smn Skill 151~200 - -16
    Smn Skill 201~250 - -19
    Smn Skill 251~300 - -22
    Smn Skill 301~350 - -26
    Smn Skill 351~400 - -30
    Smn Skill 401~500 - -35
    Smn Skill 501~??? - -40 (Cap)

    Any RDM can Accession Phalanx, For more Damage Resistance. This BP is no longer unique in that its AoE, since SCH of course. It needs a buff. Based on Summoning Skill is the best way to implement this.

    --------

    Earthern Ward

    Currently the Formula is believed to be (Avatar Level)x2 + 50... So at 99 We're looking at HP Absorbed of about 248. This is ... good, But again, With Accession, this BP Has lost most if not all of its sheen. Instead of the currently formula, Perhaps something like...

    Smn Skill 100~200 - 150HP Absorbed
    Smn Skill 201~300 - 200HP Absorbed
    Smn Skill 301~400 - 250HP Absorbed
    Smn Skill 401~500 - 300HP Absorbed
    Smn Skill 501+ - 350hp Absorbed

    And again with Accession being possible, Theres no reason for this to be so weak in comparison. 248 Is pretty low when a Mage can get 350, Or more if the players have Stoneskin+ Gear, and can do it about as often.

    ------

    Ecliptic Growl - Currently, Increases Stats based on moon Phase, to a max of +7 To mage during new moon, and +6 melee during Full Moon. My proposed adjustment is simply

    Level 43~65 - Min Stat +1, Max Stat increase +6
    Level 66~75 - Min Stat +2, Max Stat increase +9
    Level 76~90 - Min Stat +3, Max Stat increase +12
    Level 91-99 - Min Stat +4, Max Stat increase +15

    This Still puts it below "Gain" Stat bonuses, But it raises multiple Stats, So... It requires some balance i guess. Still needs a bit of a rework.

    -------

    Rolling Thunder - Not Super important, But this should scale up to about the potency of Inferno howl, and should be used in tandem with Inferno based on the Enemies Resistance.

    -------

    Glittering Ruby - This use to be pretty unique, But now, Not so much. Thanks to Gain Spells, WHMs can provide stronger buffs, and its not random, And they don't degrade. I recommend a Reworking of this Ability to Be something like...

    Level 44~60 - +12 Stat, Degrades at -1 Every 15 Seconds
    Level 61~75 - +15 Stat, Degrades at -1 Every 20 Seconds
    Level 76-85 - +20 Stat, Degrades at -1 Every 25 Seconds
    Level 86-98 - +25 Stat, Degrades at -1 Every 30 Seconds
    Level 99-99 - +30 Stat, Degrades at -1 every 35 seconds

    This makes it cap at just 5 Higher than WHM's with high Skill, However, I believe since its Random and Degrades, Unlike WHM/RDM which can be Chosen and Stays static, It should be more powerful by some degree.

    -----

    Lightning Armor/Frost Armor - Should just have their Potency boosted a Tad based on higher Skill, Up to maybe ~20 Damage or so reflected. not a big Deal.

    -----

    Dream Shroud - Currently Believed to give +10 Magic Attack Bonus around Midnight. this is actually quite nice as is. But should scale slightly higher based on level. (MDB being the opposite)

    76~85 - +12 MAB At Midnight, +1 At Noon
    86~95 - +13 MAB At Midnight, +2 At Noon
    96~98 - +14 MAB At Midnight, +3 at Noon
    99~99 - +15 MAB At Midngiht, +4 at Noon

    ....

    Basically, a Lot of our Buffs have lost their uniqueness, Which is What i assumed kept them gimp, It would be nice if they could receive a nice buff to compensate for this loss of uniqueness due to /SCH, and general new spells (Gain-line).

    The Above are just -Drawn on napkin- type suggestions, Nothing really thought out. Just examples.

    Thank you.
    (41)
    Last edited by Karbuncle; 02-09-2012 at 04:12 AM.

  2. #2
    Player
    Join Date
    Aug 2011
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    Windurst
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    94
    Wonderful! I totally agree with Blood-pacts scaling with the summoner level or skill level. I suggested this a year ago but it was out loud in my head.
    (2)
    Last edited by Badieh; 02-09-2012 at 12:36 AM.
    Live, Laugh, LOVE.

  3. #3
    Player
    Join Date
    Aug 2011
    Location
    Windurst
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    94
    Okay, this is what other implementation that would be interesting to see in addition to the ones mentioned above.

    Have 4 Blood Pact Categories instead of just 2. Each with the initial 1 minute timer.

    BloodPact: Rage
    Physical Bloodpacts such as: Axe Kick, Double Punch, Predator Claws, etc.

    BloodPact: Magic (<-- Insert creative name here)
    Magical Bloodpacts such as: Thunder 2, Fire 4, Geocrush, 2h Abilities, etc.

    BloodPact: Ward
    Buff Bloodpacts that affect the avatar or the party, such as: Aerial Armor, Earthen Ward, Glittering Ruby, etc.

    BloodPact: Enfeeble (<-- Insert creative name here)
    Enfeeble Bloodpacts that target the monster or enemy, such as: Sleepga, Nightmare, Slowga, etc.

    I feel that 4 is enough, but something inside of me suggest putting the healing bloodpacts in their own, 5th category.

    Under the effect of Astral Flow.
    Allow the 2h abilities to use 20% of the maximum mp, instead of depleting all of the mp, similar to that of the Sch 2h magics.

    Avatar Favor
    Change it to that you are not allowed to summon the avatar that gives the favor while the favor is still in effect.

    Example:
    If you want Diabolos' Favor,
    Summon Diabolos
    Use Avatar Favor to bestow refresh effect on the surrounding party members.
    Diabolos uses the Favor and dismisses himself.
    You are not allowed to use Diabolos while the Avatar Favor is in effect.

    This allows you to summon other avatars while the favor is in effect.
    If you wish to summon Diabolos again, merely zone or click off the Avatar Favor icon.
    (14)
    Live, Laugh, LOVE.

  4. #4
    Player Karbuncle's Avatar
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    Mar 2011
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    4,314
    Thank yah.

    I like your Idea of Avatar's Favor... But, Its a hard choice. If it worked like that, I'm sure SE would need to cut the duration for balance. Which i wouldn't really mind, so long as potency stayed the same.

    The Separation of BP:Rage/BP:Ward into Sub categories would be nice, It would help SMN a good deal, But i think just removing the BP-Delay cap would solve a lot of problems.
    (3)

  5. #5
    Player Sargent's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    281
    Character
    Sargent
    World
    Leviathan
    Main Class
    SMN Lv 99
    Good suggestions, Karb. It would be good to see Summoning skill become more useful, and a lot of these buffs do need an overhaul for Lv.99.
    (1)
    SMN99/SAM99/DNC99/PLD99/THF99
    Summoning magic skill: 545
    Hvergelmir 90

  6. #6
    Player
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    Aug 2011
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    1,749
    Some guy on the development team, "Whoa, stuff is supposed to not suck?!"
    (6)

  7. #7
    Player
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    Sep 2011
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    259
    Nice ideas OP.

    for the BPs I keep saying(as do many of us I think) we need individual timers for all of them. We really only have at most 3 offensive BPs that are worth using and mostly only 1-2 wards worth using for each avatar :<
    (2)

  8. #8
    Player Malamasala's Avatar
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    Mar 2011
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    1,261
    Seen all these 2004.

    That doesn't mean it is bad ideas of course, it just means SE are terrible at getting anything done.
    (2)

    Quote Originally Posted by Camate View Post
    We are currently looking into enhancing elemental spirits.
    Miracles do happen!

  9. #9
    Player Windwhisper's Avatar
    Join Date
    Mar 2011
    Posts
    120
    Character
    Windwhispering
    World
    Asura
    Main Class
    SMN Lv 99
    I like both suggestions. They are very realistic and i truly hope the developers will at least look at them and consider some of the ideas.
    (0)

  10. #10
    Player Babekeke's Avatar
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    Mar 2011
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    Windurst
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    Speaking of the summoning magic skill, how do you all skill your summoning magic? I was capped (and ~35+ with gear) at 75, but since abyssea my skill just wouldn't keep up. Only using SMN for campaign battle and WoE now doesn't help me any either.
    As far as I'm aware, none of the foods affect the rate of summoning magic skill ups. Any tips?
    (0)

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