Page 1 of 6 1 2 3 ... LastLast
Results 1 to 10 of 57

Thread: WAR/MRD Concept

  1. #1
    Community Rep
    Join Date
    Apr 2011
    Posts
    509

    WAR/MRD Concept

    Greetings!

    We have been seeing some feedback in regards to Berserk, mainly questioning why the effect resets when taking damage. Players have been proposing to change the effect so that it consumes a set amount of HP since they feel that the current effect does not fit the image of Berserk too well.

    The original concept of the marauder/warrior is as below:
    Marauders are fearsome frontline combatants whose arsenal of actions enables them to strengthen their offensive and defensive prowess, whichever the situation demands. Charging into battle with a massive axe, the marauder quickly draws the attention of enemies, and turns their attacks against them.

    Warriors have the honor of possessing the highest HP of any class or job. Thriving on the enmity of his foes, there is no fiercer fighter on the field of battle.
    While players feel that Berserk resetting after taking damage contradicts the statement that they turn an enemy’s attacks against them, this portion is meant more for Rampage, and we imagine the below division of roles and action usage:
    • Tank: Rampage
    • Damage Dealer: Berserk

    For version 2.0, the roles of each class/job will not change; however, there is a chance that the concepts change. Based on this we will be working to revamp them so that the actions will fit each concept accordingly.
    (35)
    Bethany "Rukkirii" Stout - Community Team

  2. #2
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Posted this on another topic but seeing as you've made this new topic I"ll place it here to, perhaps you could extend these ideas to the develop team.

    Seems there are 2 ways they could go about adjusting MRD/WAR.
    The first concept I thought of as they were making changes to Steel Cyclone is to create 2 different combo boost based on which stance you currently have active. Keep the Rampage combo as it is now but make the Berserk combo this:
    Steel Cyclone: Combo: When Berserk is active resets effect to increase radius and dmg, increases recast by 15 second

    Another thing they could do is add a job trait bonus to berserk:
    Absorption: Increase TP gains when hit while Berserk is active. (TP gained is based on how potent your Berserk effect currently is) So 25% potency could be a 200 extra tp gain, 50% 500 and 100% 1k extra TP gain
    or
    Berserker: when hit while Berserk is active have a 50% chance to gain an ATT boost for 5 seconds
    or
    Steady Wind: While Berserk is active the recast time of "Whirlwind" is decreased based on potency of Berserk (25%=10 seconds 50%=20 seconds and 100%=40 seconds)

    --
    It is true that when you compare Power Surge with Berserk Power Surge definitely holds the edge. The issue I see is that before LNC/DRG's main gimmick was the ability to follow through with missed attacks because their Weaponskills had low acc. Because of this low accuracy the idea would be that Power Surge would be harder to upkeep because of missed weaponskills or jump, but seeing as the ACC down has been removed from all the WS I believe it makes it that much easier to keep Power Surge up.

    The dev team can do one of two things in this situation. They could either gimp Power Surge or alter Berserk to make it more useful. Rather than Berserk reset from getting hit, Berserk should increase you potency as you get hit more which would make said ability useful in a scenario where you are fighting mobs with AOEs.

    Logically speaking the aspect of getting hit while Berserk is up and losing your potency doesn't really make sense in the concept of what a person who's Berserk would act like. A person with a Berserker like state would only feel more antagonized by the foe and want to hit them harder while they sacrifice more and more of their defense to deal more and more dmg. As a limitation you could add the concept of having any weaponskill limiting the potency of Berserk in the essence of "releasing rage" through weaponskills while whirlwind would still release all the pent up rage but all Weaponskills would reduce berserk potency for each use.

    Though it also sounds like they plan on changing a lot in 2.0 and making battles faster, wonder how much will actually change from the battle system we have now, since it would be a tad annoying to have to adapt to a new battle system after growing use to this one XD.
    (0)

  3. #3
    Player

    Join Date
    Mar 2011
    Posts
    412
    I would like to see trade offs such as:
    Defense, HP, and/or Max HP for Attack, TP, Crit Attack.

    Trade offs can be instant or a slow build/drain, like Berserk giving a DoT which depletes HP while increasing Attack.
    Most important is that there is a real sacrifice for a real benefit.
    (0)

  4. #4
    Player
    Skull_Angel's Avatar
    Join Date
    May 2011
    Posts
    204
    Character
    Leon Solitario
    World
    Balmung
    Main Class
    Marauder Lv 50
    Seriously, a simple solution to "fix" Berserk stance would be to change it so that it doesn't reset from splash (AoE) damage; only be reset by a direct attack focused at the character.
    (11)

  5. #5
    Player
    Momita's Avatar
    Join Date
    Jun 2011
    Location
    Ul'dah
    Posts
    552
    Character
    Momo Ochita
    World
    Ragnarok
    Main Class
    Conjurer Lv 70
    Berserk resets when you have highest enmity (blinking red).. Yes Please
    (6)

    Momo Ochita From Ragnarok

  6. #6
    Player
    Wevlum's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    399
    Character
    Tyler Wevlum
    World
    Balmung
    Main Class
    Thaumaturge Lv 50
    Quote Originally Posted by Rukkirii View Post
    Greetings!

    We have been seeing some feedback in regards to Berserk, mainly questioning why the effect resets when taking damage. Players have been proposing to change the effect so that it consumes a set amount of HP since they feel that the current effect does not fit the image of Berserk too well.

    The original concept of the marauder/warrior is as below:


    While players feel that Berserk resetting after taking damage contradicts the statement that they turn an enemy’s attacks against them, this portion is meant more for Rampage, and we imagine the below division of roles and action usage:
    • Tank: Rampage
    • Damage Dealer: Berserk

    For version 2.0, the roles of each class/job will not change; however, there is a chance that the concepts change. Based on this we will be working to revamp them so that the actions will fit each concept accordingly.
    tl;dr paladin can bite us -.-;

    EDIT; To clarify, devs basically creating a situation where WAR is both the 'go to' job for both tanking and damage (since most fights require aoe atm something WAR excels at). Given this situation I think it's the other jobs that could use some tweaking not WAR. Paladin is capable of tanking certainly but if the only thing paladin can do is tank surely it's not unreasonable to expect it to be hands down the best tank? At the moment it is not and SE need to fix this before worrying about WAR's berserk wearing off if they get punched.
    (13)
    Last edited by Wevlum; 07-10-2012 at 06:23 AM.
    The Ul'duh Inn is like an antique shop...full of crap and always closed.
    "You don't have to say anything, I just look at your life now and work backwards." - Black Books

  7. #7
    Player
    KumaAkuma's Avatar
    Join Date
    Mar 2011
    Posts
    803
    Character
    Kuma Akuma
    World
    Omega
    Main Class
    Marauder Lv 90
    Did you really have to make this about Pld now (。_°☆\(-_– )
    (0)
    (>°°)D_->__(O°°)>-_ʕ•ᴥ•ʔ_C-(°°Q)__O~~_t(°°<)_(;o0)___ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ_ʕ•ᴥ•ʔ

  8. #8
    Player
    Molly_Millions's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    4,086
    Character
    Molly Millions
    World
    Balmung
    Main Class
    Marauder Lv 50
    Go tank some H1s on WAR and tell me PLD is useless. Sorry, PLD is the best tank. WAR is just a tank that can DD.
    (4)

  9. #9
    Player
    Onisake's Avatar
    Join Date
    Mar 2011
    Posts
    372
    Character
    Naomi Onisake
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    Like Airget said i don't feel the current beserk makes a lot of sense.

    However looking at traditional aspects of the effect, most of the time when you are berserk you have increased attack at the loss of defense. and in a lot of older FF games you lose the use of abilities.

    Essentially i feel that berserk should increase AA, but not really abilities. similar to spinning heal for pug. perhaps an increase in crit rate for autoattacks, say by 50%. and put it on a timer rather than wearing off when you are hit. (or maybe terminate when you are below 50% hp)

    But i don't think a lot of people will like that, because right now the majority of damage comes from WS, not AA. so maybe just a straight increase of attack and lower max HP by a %.
    (0)

  10. #10
    Player
    Raubahn's Avatar
    Join Date
    Sep 2011
    Location
    Uldah
    Posts
    304
    Character
    Rauban Daz
    World
    Omega
    Main Class
    Fisher Lv 60
    Quote Originally Posted by Airget View Post
    Posted this on another topic but seeing as you've made this new topic I"ll place it here to, perhaps you could extend these ideas to the develop team.

    Seems there are 2 ways they could go about adjusting MRD/WAR.
    The first concept I thought of as they were making changes to Steel Cyclone is to create 2 different combo boost based on which stance you currently have active. Keep the Rampage combo as it is now but make the Berserk combo this:
    Steel Cyclone: Combo: When Berserk is active resets effect to increase radius and dmg, increases recast by 15 second

    Another thing they could do is add a job trait bonus to berserk:
    Absorption: Increase TP gains when hit while Berserk is active. (TP gained is based on how potent your Berserk effect currently is) So 25% potency could be a 200 extra tp gain, 50% 500 and 100% 1k extra TP gain
    or
    Berserker: when hit while Berserk is active have a 50% chance to gain an ATT boost for 5 seconds
    or
    Steady Wind: While Berserk is active the recast time of "Whirlwind" is decreased based on potency of Berserk (25%=10 seconds 50%=20 seconds and 100%=40 seconds)

    --
    It is true that when you compare Power Surge with Berserk Power Surge definitely holds the edge. The issue I see is that before LNC/DRG's main gimmick was the ability to follow through with missed attacks because their Weaponskills had low acc. Because of this low accuracy the idea would be that Power Surge would be harder to upkeep because of missed weaponskills or jump, but seeing as the ACC down has been removed from all the WS I believe it makes it that much easier to keep Power Surge up.

    The dev team can do one of two things in this situation. They could either gimp Power Surge or alter Berserk to make it more useful. Rather than Berserk reset from getting hit, Berserk should increase you potency as you get hit more which would make said ability useful in a scenario where you are fighting mobs with AOEs.

    Logically speaking the aspect of getting hit while Berserk is up and losing your potency doesn't really make sense in the concept of what a person who's Berserk would act like. A person with a Berserker like state would only feel more antagonized by the foe and want to hit them harder while they sacrifice more and more of their defense to deal more and more dmg. As a limitation you could add the concept of having any weaponskill limiting the potency of Berserk in the essence of "releasing rage" through weaponskills while whirlwind would still release all the pent up rage but all Weaponskills would reduce berserk potency for each use.

    Though it also sounds like they plan on changing a lot in 2.0 and making battles faster, wonder how much will actually change from the battle system we have now, since it would be a tad annoying to have to adapt to a new battle system after growing use to this one XD.
    so when they gimp DRG power surge what will happen? u see DRG main problem before the hot fix was A:WS acc (Impulse,Vorpal,chaos thrusts) B:Power Surge which was less potent and had 1min timer+ consumes 500 tp so we had to reactivate it every 30 sec there was no such thing for jump resets power surege or ws reset power surge just to make u know so if they simply gimp it drg is no more. (post hotfix)
    now the idea to make Berserk good enough would be:
    1-a trait that increases its Power.
    2-a ability without a timer that makes berserk doesnt wear off but simply makes it when ever u get hit ur tp is decreased (100tp)for example. or makes Berserk gives less TP
    (0)

Page 1 of 6 1 2 3 ... LastLast