Greetings!
First let me start off by saying that the Community Team understands everyone's concerns with red mage's new special ability and we are doing our best to collect all your feedback and share it with the development team. It might take a bit before we get a solid response, but we will continue to collect and submit everything we see.
While on the topic of red mage, please note that there is currently a bug on the Test Server where enfeebling effects may land on monsters with immunity when using the new special ability and the development team is working to fix it. As announced, this ability cannot be used on monsters with immunity; however, resistance adjustments for Abyssea monsters have not yet been finished and in the future we will be applying adjustments and will be removing a great deal of monsters with immunity.
Next, some more monk feedback.
There were some comments mentioning that monk's new special ability wouldn't help much for tanking since the effect duration is only a minute long. While the development team will continue to adjust the effect duration as testing is performed, they're thinking about keeping the maximum duration at 60 seconds. The effect duration was set this way to act as a method of surviving a crisis, much like Invincible or Perfect Dodge, and not to maintain the increased HP for an entire battle.
Also, there was a request to change the HP increase value to a static number instead of doubling the amount of HP the character has due to differences in races. While we will look into this, by making it a completely static value we will no longer be able to address the HP per level, so the effect would have to be added by either "level x n" or "VIT x n."
As long as we can make it in time, we will switch to a static value increase for the next Test Server update so you can all try this out for a while.
Devin "Camate" Casadey - Community Team
Here's some 'feedback' for you to 'collect' and 'submit', Camate: "fixing" the "bug" in the new RDM SP where it actually did something that had a slight chance of being vaguely useful is a complete waste of time. Instead, they should have been fixing the issue where sometimes it did not ignore immunities. Considering how weak enfeebles actually are, landing them on even completely immune mobs once per event isn't even close to being unbalanced.
what happened to the double effect on enhacing magic to rdm? wasnt that the original idea? i liked that one, i dont like new one
Oh wow, we can use one of our SP abilities to neutralize one of the mob's SP abilities on a one-for-one basis! This is unheard of, as no one has ever decided to use Invincible during a NM's Mighty Strikes before! Being able to counter one of Absolute Virtue'stwo hourevery few minutes abilities with an ability on a one hour timer is so unfair! Oh no, we might able to beat L75 content now! Well, actually, we've been beating this particular piece of L75 content since L80 thanks to Perfect Defense, which is a hell of a lot more powerful than the RDM SP ability we're talking about.
P.S.: Using Break instead of Sleep would be more useful since DoTs won't make it wear prematurely.
Last edited by Hashmalum; 11-20-2012 at 05:57 AM.
Dear Camate, could you let the developer know and understand, special ability is just that, special. You can only use it every now and then. IT SHOULD LAND the enfeeble with 100% accuracy for the duration of the 2 hours. Let's face it, it usually 30-90 seconds at best, can be based on enfeebling magic if you want. People should be able to BEAT the content 100% when they work together as a group and formulate solid strategies that utilizing the jobs ability and know how with maxed skills and good gears. This is what separate newbies and hardcore who actually understand how the game works and each jobs potential.
When you can synchronize everyone's action, you should have easier time to beat the NMs. It is called teamwork and communication, and everyone knowing their roles and what it is expected from each members. Regardless if they are executing cheap moves or not. This is called balance, where developers created a game, and players able to beat them in their home turf. It is also showing that you have subscribers with some intellect who actually able to complete the challenge and solve the problems. Take this to heart and stop creating content where it is unbeatable. When this keeps happening, we will just stop paying, how is that for chain reaction.
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