Originally Posted by
Watts101
Ok so the original post stated quite specifically that the reason for any WS adjustments is because adding ardor's SC damage increase to the current SC damage of SA/TA dagger WS's would put it higher than the the Dev team wants to see, this is because ardor is based around the number of hits before WS activation. Thief triple attacks a lot, new gear has them Tripling even more frequently! An adjustment to reduce the SC damage possible with ardor in affect makes sense. I don't think anyone wants to be able to do 99k Skillchains on 130+ content it'll be over before it began. My tidbit take it for what its worth:
Dagger/Weaponskill Suggestion: adjust Rudra's storm's 2000-3000 tp mod down about 3.0 that would put it at approx. 12.0 ftp mod at 2000 and 16.5 ftp mod; those are still very high mods for the WS. which gives it similar mods, but still superior, to sword FTP mods. I.E. Savage Blade.
Perform similar tweaking of the other dagger weaponskills if necessary. I don't want to see DNC BRD or THF suddenly disappear from being invited to content. Dagger needed the power boost for a long time. If it needs balancing, keep the balancing of the weapon to a minimum. The same goes for SAM and Fudo. Adjust the WS slightly, but leave it wholly intact. The player base enjoys the power of these weaponskills!
After making these minor adjustments, Turn your attention to other weaponskills. Elemental Weaponskills: should be approached as a source of alternative damage for the weapon class, this could help various DD jobs to be able to perform effectively even when they are fighting a monster that is strong to their primary damage type. for example: Raiden thrust on Polearm could be adjusted for higher thunder based elemental Damage. Or you could always introduce new elemental Weaponskills for all the weapons, with modifiers that are consistent and effective replacement options to their physical counterparts; That would be fun.
Back on Topic, when reducing the power of a weapon keep the reduction to a minimum. while increasing the damage of other weapons to close the gap, be a bit more generous. If the adjustment over shoots the intended Balance reduce the power but conservatively until you achieve balance on all Weapons. This way the job power hierarchy is centered on the Abilities of the player and their ability to manipulate a Jobs abilities and traits, Not simply on the power of ANY single weaponskill. Everyone should be able to play and feel powerful, but for the large number of endgame players, which XI has, player skill and experience should allow ANY job to shine and out compete another job if used properly. A DRG used properly should be able to outperform a SAM and vice versa, or a DNC should be able to make a DRK cry, but it shouldn't be easy, it should rely on using the Job and its abilities effectively, I feel this form of game play is intended in current battle system but I don't feel like it's achieved. Players only use whatever Job currently has the easiest access to high levels of power, but everyone has their favorite job that they want to take and can't, because it doesn't have easy access to high levels of power comparable to the other powered up jobs.
Ardor Suggestion: If Possible; consider capping the SC potency for single handed weapons a bit lower than 2 handed weapons, I don't know if the game mechanics allow for such a differentiation. In theory, this would allow for single hander's to get full effect of the spell for their weapon class; while allowing 2- handed weapons to be able to spike their SC damage a bit higher since the amount of time to achieve full potency is also higher.
Ardor should be only one step in closing the gap between job class damage. RDM is already a very busy Job, and shouldn't be responsible for closing the damage gap of ALL job classes if the spell isn't area of affect and every DD job wants the spell thats one more buff that RDM is having to single target on multiple DD's that ALL want to perform at the highest level possible. At the least, please make Ardor Accession-able with a 5-10 minute duration.
ok, thats my tidbit. I'm sure there are holes in the thought process but I do strongly believe that no job should be on top by a large margin, all DD roles should be competing for the top DD role because of player skill, teamwork, gear, and experience. Adjustments should be made with evening out the playing field and letting players determine if they can be the top DD, regardless of Job.