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  1. #731
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    While we can't go over every comment/question because the SP ability adjustments are still in progress, we are still reviewing your feedback and taking them into consideration so please keep them coming!
    If the developers are actually reading these, then can they take a look at RDM's new SP ability. The duration is too low, so low that RDM can only get a few spells off. The potency bonus is really weak and there is no duration bonus. Could the developers look at making it three minute duration with double potency / duration for enhancing magic cast?

    For example, Bard has Soul Voice which is three minute duration and doubles the potency of all their songs. They combine it with Nightingale and Troubadour for instant cast double duration double potency Party wide buffs. When compared to this the RDM new SP ability is viewed as a joke by the developers.
    (6)
    Last edited by saevel; 11-01-2012 at 08:25 PM.
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  2. #732
    Player
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    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    I would be content with 1.5 times potency/duration but I agree with you, it needs upgraded.
    (3)

  3. #733
    Player Mirage's Avatar
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    Mar 2011
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    2,980
    Gonna agree with Byrth here. Death resistance is very important, because there are no other realistic ways to avoid that status effect from landing.

    I think that generally, if there is a status effect that you can't realistically buff or gear against, the new WHM Special should either give immunity or a very strong resistance to it. Of course, it should also offer a strong resistance to a lot of other status effects that are more annoying than lethal to deal with.

    I still think the whm SP ability should protect against certain auras, though. Perhaps especially paralyze and silence/mute auras. It might be fine to let the aura immunity also require barbarspells on top of the SP ability. The reasoning for this is that aura effects are already really... unfair, really. You can stack all the resistance gear in the entire world, put on a super-powered barblizzara, barparalyze, ice carol, and still be paralyzed instantly and for the entire duration of the aura the second you get into the range of the aura. The ability to get around this problem just once an hour doesn't sound sound imbalanced to me.
    (6)

  4. #734
    Player Byrth's Avatar
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    Mar 2011
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    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by Okipuit View Post
    We will be adding Dispel to the list of resists.

    Whether we expand out to other status ailments depends on our discussions, so it would be really appreciated if you can let us know the specifics of why having a certain resistance would be good while keeping balance in mind so we can look into this. Of course having resistance against everything would be beneficial, but it's not the best course to just ignore how this will affect everything else.

    While we can't go over every comment/question because the SP ability adjustments are still in progress, we are still reviewing your feedback and taking them into consideration so please keep them coming!
    I thought you already had Dispel on the list of resists based on a translation that was posted on the community site a few days ago, but here is why you should allow us to resist the other things:

    Charm, Petrify, Death, Terror, and (as cowardlybaboon suggested) Stun are the status effects that either cannot be avoided or cannot be removed if you happen to be afflicted with them as a White Mage. I'll term them the "Incapacitation Statuses."

    Example (Petrify): If a White Mage, for instance, is hit with a 30' AoE attack that has an additional effect of Petrify (like from Dragua), they cannot Stona themselves or Stona the melee. If they get hit with Silencega, they can remove it with Echo Drops and go about business as usual. With Petrify, instead they are incapacitated.

    Example (Terror and Death): If you're in a party fighting Arch Dynamis Lord, there are two scary attacks even with Perfect Defense. Tera Slash has additional effect Death and Dynamic Implosion has a 30 second Terror. Though ADL can certainly put out a lot of damage quickly in Chainspell mode, I'd argue that these two status effects are almost more scary than the rest of his arsenal just because of how unavoidable they are. Past basic planning, there's "skill" involved in avoiding Tera Slash's Death effect. It's just a matter of luck. Similarly, Dynamic Implosion (letting ADL hit you for 30 seconds while you wait to un-terror) isn't something that can be strategically avoided (except with Stun). People utterly hate these TP moves and there's no way to recover from or prevent them unless you adapt the second WHM SP ability to provide a way.

    Example (Stun): Honestly, Stun is in the same vein as Terror and definitely counts as an Incapacitation Status but it has a much shorter duration. It's annoying and you could follow the same logic as above to include it in this SP ability, but until you guys make a monster that Chainspell Stuns us I will consider Stun to be too minor to really worry about.

    Example (Charm): Charm adds an interesting dynamic to some fights that would be eliminated if you made this part of the SP ability (for fights people are willing to use an SP ability on), BUT currently the damage output of fully buffed melee is so high relative to player HP that Charms is less of a fight dynamic and more of a death sentence for the nearest support mages. I have one-shotted mages in full -% Physical Damage Taken gear while charmed before. Also, every job seems to have movement speed these days so there is no difficulty in keeping ahead of charmed players regardless of your job. After people have reacted and started running away, Charm just incapacitates some of your players and wastes your time. For a group that reacts quickly, it might as well be Terror.


    Unless you dramatically increase the duration, the new WHM SP ability is going to be used for short fights against a very specific set of monsters that use a lot of status-related TP moves. Basically, zergs. Out of all of Legion, I would use it against the Corse monsters in Hall of Im if it made us immune to incapacitation statuses and lasted 2 minutes. It would save us? A few minutes of kiting charmed melee and a few deaths every other run.

    For Arch Dynamis Lord, I would use this 2-hour if it made us immune to Terror, Petrify, and Death. Even without Perfect Defense to rely on, this 2-hour would increase the win rate to the point where it might be tolerable.
    (6)

  5. #735
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Character
    Saevel
    World
    Asura
    Main Class
    RDM Lv 99
    Developers still haven't answered the question. Wonder if they ever will.
    (1)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  6. #736
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Add a Deathguard effect to Arise. If Death or Doom is inflicted on the target, Arise is consumed upon death instead with a message like 'Soandso escapes imminent death.' If you cure Doom before it takes effect, Arise is not consumed.
    To prevent this ability being overused, the target could become Deathbound, meaning Reraise effects do not take hold for 5 minutes.

    Also, put a 1/1 enchantment (60 min recharge) on the Flawless Ribbon that grants 100% resistance against all enfeebling effects for 5 minutes.
    (7)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  7. #737
    Player Mirage's Avatar
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    Mar 2011
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    2,980
    That's a really good idea, actually.
    (1)

  8. #738
    Community Rep Camate's Avatar
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    Mar 2011
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    1,712
    Greetings everyone!

    I’m back once again to share some more information about new special ability revamps for both those that have been implemented to the Test Server and those that will be implemented during this week’s Test Server update.
    • New special abilities already on the Test Server
      • Warrior
        Currently the effect for this ability makes the activation rate for double attack 100%; however, we will be adjusting this so that the 100% activation rate is added to your current double attack rate when the ability is executed and then decrease over time. It will still be possible to maintain a very high double attack rate when using equipment and other support effects. The effect duration time will remain as 30 seconds.

      • White mage
        Currently looking into the two below possibilities:
        1. Keep the effect as it is currently, but change the effect duration from 30 seconds to 60 seconds.
        2. Change effect so that you receive a strong resistance against Terror, Amnesia, and Death (Doom included). No changes to the 30 second effect duration.
      • Black mage
        We will be limiting the effects of the new special ability to elemental magic and will be easing up on resists. For monsters that have strong resistances, a half-resist is guaranteed. If they resist yet again, it will result in a quarter resist. While the special ability is active, the resist determinant will be lowered and it will be possible to deal steady damage.
    • New special abilities that will be implemented during this week’s Test Server update

      During this week’s Test Server update we will be implementing the below new special abilities. Please take a moment and try them out when you can!

      JobAbility NameEffect
      BardBRD SP2While effect is active, the number of songs that can be cast on party members will be increased by 1.
      RangerRNG SP2While effect is active, ranged attack delay will be halved.
      Additionally, Double Shot or Triple Shot activation is guaranteed.
      DragoonDRG SP2While effect is active, there will be no cool down timer for Jump.


    *Names, help text, and animations for abilities on the Test Server are still in-development. Effects are also subject to change and adjustment.
    (13)
    Devin "Camate" Casadey - Community Team

  9. #739
    Player Karbuncle's Avatar
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    Mar 2011
    Posts
    4,314
    I'm trying to be nice about this but um, Can you please ask if they plan on ever releasing THF Two hour or are they just planning to delete the job from the server -.-?
    (12)

  10. #740
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    WAR:Eh
    WHM:Just do both -_-
    BLM:K
    BRD:...
    RNG:Cool
    DRG:Somewhat useful!
    (1)

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