View Full Version : Increase duration for enfeebling magic
tyrantsyn
11-12-2011, 12:53 AM
I didn't see a thread for this any where so I thought I'd start one. "What if Composure also increase the duration of enfeebling magic spells like it does for enhancing magic."
First off i don't think I'm suggesting anything game breaking here. Increase duration seems like a natural fit for RDM at this point. Going along with the theme of increase enhancing spell duration. It could cut down on the problematic resistance over time, and allow the RDM to fill the role of the A+ en-feebler just a little bit better. Also this would be great tool to help free us up. And allow us to assist more in healing, adding damage, or anything else required of the job.
It's pretty apparent there's going to be EG content that some of jobs enfeebles are not ever going to stick too. But it would be nice that if the ones we could stick didn't get resisted so quickly after just a few times of landing it or drop after only a minute of being stuck. If were going to be great at spells duration, why not have it that way in enfeebling magic as well.
Seriha
11-12-2011, 01:14 AM
Enfeebling magic duration scaling with skill would be nice, but kind of like how SE throws out mobs with tons of dispels now, they'll probably just make new ones that'll constantly cure debuffs in some manner. Anyway, I have other ideas to go about improving enfeebles, but since they include our dirty melee, it'll automatically incite the ire of certain posters.
Daniel_Hatcher
11-12-2011, 01:28 AM
I think if this was to happen it should be based on skill, or even level like the SCH spells capping at double-duration at level 99. Enfeebling doesn't really fit with Composure's theme.
I also think an Augments "Saboteur" would be good. Setting it like Elemental Seal in basically guaranteeing it hitting the mob.
Kitkat
11-12-2011, 10:17 AM
It would be nice if SE took a look at the Tier II and reformulated them to bypass otherwise immunities to the spell. Being as RDM is currently (and hopefully will stay) the only job that can use Tier II enfeebles (Slow II, para II, blind II) the spell should be adjusted to give it a finite niche to being used over lower versions other than simple potency.
Over the last 3-4 years SE has made it so Enfeebles are less and less utilized because most of the bigger monsters/large scale fights make the enfeeble useless due to immunities. For Tier I enfeebles I could understand this, but not so much on Tier II. Enfeebles were meant to ease the burden of the fight by slowing the TP phase (but now monsters have drastic regain), and to a lesser extent lowering the accuracy of TP moves/melee attacks.
Daniel_Hatcher
11-12-2011, 10:20 AM
It would be nice if SE took a look at the Tier II and reformulated them to bypass otherwise immunities to the spell. Being as RDM is currently (and hopefully will stay) the only job that can use Tier II enfeebles (Slow II, para II, blind II) the spell should be adjusted to give it a finite niche to being used over lower versions other than simple potency.
Over the last 3-4 years SE has made it so Enfeebles are less and less utilized because most of the bigger monsters/large scale fights make the enfeeble useless due to immunities. For Tier I enfeebles I could understand this, but not so much on Tier II. Enfeebles were meant to ease the burden of the fight by slowing the TP phase (but now monsters have drastic regain), and to a lesser extent lowering the accuracy of TP moves/melee attacks.
Made worse by the fact we now know the only enfeeble we'll be getting in the next cap is Gravity II... bleh!
saevel
11-12-2011, 07:20 PM
Enfeebling magic duration scaling with skill would be nice, but kind of like how SE throws out mobs with tons of dispels now, they'll probably just make new ones that'll constantly cure debuffs in some manner. Anyway, I have other ideas to go about improving enfeebles, but since they include our dirty melee, it'll automatically incite the ire of certain posters.
Or worse, start making it so NM's heal themselves based on the amount of enfeebles they have present.
Neisan_Quetz
11-12-2011, 11:17 PM
Itzpapalotl does that already, he just doesn't matter as he's a joke to fight regardless.
saevel
11-12-2011, 11:55 PM
Itzpapalotl does that already, he just doesn't matter as he's a joke to fight regardless.
I guess my sarcasm was completely lost on you.
Neisan_Quetz
11-13-2011, 12:04 AM
Why yes, it is very detectable over text without any indication.
Daniel_Hatcher
11-13-2011, 02:14 AM
While they're at it make Saboteur>Enfeeble overwrite any other enfeeble cast as it'll be weaker.
It's most annoying doing Saboteur>Addle on magic intense mobs only to get a "Has no effect" due to WHM or BRD casting their version.
saevel
11-13-2011, 05:42 AM
Why yes, it is very detectable over text without any indication.
Seriha wrote,
Enfeebling magic duration scaling with skill would be nice, but kind of like how SE throws out mobs with tons of dispels now, they'll probably just make new ones that'll constantly cure debuffs in some manner. Anyway, I have other ideas to go about improving enfeebles, but since they include our dirty melee, it'll automatically incite the ire of certain posters.
Upon which I jokingly replied,
Or worse, start making it so NM's heal themselves based on the amount of enfeebles they have present.
And this is not in reference to the weak Abyssea NM but for the Tier II Jeuno VWNM. With no debuffs on it can heal itself for 2~4K, with debuffs it'll heal for 20K+. Basically putting any form of debuffs at all on the mothra will guarantee a time out. It's so bad that we have to be careful when procing using weaponskills with additional effects on them.
Neisan_Quetz
11-13-2011, 07:19 AM
They did before, they did it again. Nothing new /shrug
Kristal
11-15-2011, 12:00 AM
While they're at it make Saboteur>Enfeeble overwrite any other enfeeble cast as it'll be weaker.
It's most annoying doing Saboteur>Addle on magic intense mobs only to get a "Has no effect" due to WHM or BRD casting their version.
Personally, I find Saboteur resists more annoying... why does it fade when there's a no-effect or (hard-coded) resist....
Rukkirii
11-15-2011, 07:45 AM
Although we aren’t planning to change the effect duration based on enfeebling skill at the moment, we are looking into making it easier to enfeeble enemies with high resistance. :D
ManaKing
11-15-2011, 08:21 AM
Although we aren’t planning to change the effect duration based on enfeebling skill at the moment, we are looking into making it easier to enfeeble enemies with high resistance. :D
"Looking into" implies that nothing is solidified yet, so it would be dumb to ask when it will be coming. Though, I do wish to know.
Alhanelem
11-15-2011, 08:22 AM
"Looking into" implies that nothing is solidified yet, so it would be dumb to ask when it will be coming. Though, I do wish to know.
Looking into means they're doing it. The've been using hte prhase "looking into" for years now.
ManaKing
11-15-2011, 08:36 AM
I agree Yukes Rule. What were we talking about again?
Mageoholic
11-15-2011, 08:36 AM
i remember the last time they looked into it, when they finished even TW mobs were resisting spells. Its simple, don't make mobs immune to certain spells, gravity and bind fine). Change certain enemies who only use TP attacks to a melee weapon enhancement that randomly cycles through the similar attacks. Thus can be victim of enfeebles.
Easy fix, done, move on.
Zannon
11-15-2011, 08:59 AM
Although we aren’t planning to change the effect duration based on enfeebling skill at the moment, we are looking into making it easier to enfeeble enemies with high resistance. :D
That's not a means of fixing the problem for rdm, they have the highest enfeebling magic in the game that should be all they need to help land their spells.
But first off addle should have never been given to whm, the spell Gravity should be rdm only at lvl 51 and a job trait that works to help Pierce enfeebling magic on NM's that can't be otherwise, much like Saboteur but not 100% (rdm only) also Paralyze II Slow II Blind II (1/5 merits acc- needs to be greater then Blind 1) should enhance the new Job Trait "Piercing" a NM's that can't be paralyzed slowed etc. (not always landing but greater then 0%)
you're welcome main RDMs and sorry for any bad grammar :P
Quetzacoatl
11-15-2011, 10:34 AM
Although we aren’t planning to change the effect duration based on enfeebling skill at the moment, we are looking into making it easier to enfeeble enemies with high resistance. :D
BEST NEWS ALL DAY
Please make this a promising adjustment or bad things will happen D:<
Deadvinta
11-15-2011, 04:31 PM
Can you tell the Dev team to stop saying "We're looking into" and say "We're not" or "We are"? Make them realize that their vague, non-responses piss many of their consumers off.
Daniel_Hatcher
11-16-2011, 12:01 AM
Resistance is annoying and all, but it's not bad of an issue, fixing it wont put RDM back in the party as no doubt it'll effect all enfeebling, and not just RDM.
The issue is plain immunity, that and skill has little impact on Enfeebling so highest-skill doesn't really add them in the party anymore then it does now.
Swords
11-16-2011, 02:24 AM
Skill has little to no effect with most magic in general when it comes to power or potency, the select spells that are affected usually have horrible scaling rates. If SE actually changed it to where skill played a big HUGE part in the potential power of magic spells (offensive and defensive), it would easily diversify magic jobs. Specialists could hold onto their title without fear of another job taking it's place, SE could be a little more generous in spell development and distribution, and jobs with no magic skill and similar equipment wouldn't be able to cast spells anywhere near the same level of power as jobs with magic skill.
As far as current resist rates go, SE would be far better off to give monsters insane amounts of MND/INT, or elemental resistance rather than just a floored resist rate. Despite what it might look like, I would rather I got resisted and have potential for growth to do better my next attempt, rather than no matter how much time and effort I put in my gear I won't do any better.
It might require some re-calibration of monster stats either way, but the way things are now and how things just seemingly get more and more messed up SE will eventually have to overhaul stats to balance the game out.
tyrantsyn
11-16-2011, 04:28 AM
Although we aren’t planning to change the effect duration based on enfeebling skill at the moment, we are looking into making it easier to enfeeble enemies with high resistance. :D
The Key sentence there for me is, "Although we aren’t planning to change the effect duration based on enfeebling skill at the moment" which means there is some promise in the future too see this. Not exactly what I was looking for. But promising to some future degree.
thanxx Rukkirii
Kristal
11-16-2011, 06:12 PM
Casting Paralyze II with Elemental Seal + Saboteur + Spontaneity + Atma of the Merciless Matriarch + Atma of the Ultimate + full enfeebling/magic accuracy gear: and STILL some cheap trash NM dares to resist it...:mad:
If anything, Saboteur should be able to ignore immunity/resistance, other then the default 5% even a lvl 0 ronfaure bunny gets...
Greatguardian
11-17-2011, 02:52 AM
The Key sentence there for me is, "Although we aren’t planning to change the effect duration based on enfeebling skill at the moment" which means there is some promise in the future too see this. Not exactly what I was looking for. But promising to some future degree.
thanxx Rukkirii
No. It's Professional-speak for "We are not doing this." They just leave that little catch in there so that they can change things 5 years down the line if that's what they want to do then. Right now, that is not what they want to do at all. It's extremely clear if you're looking at it objectively.
Sorry =/
tyrantsyn
11-17-2011, 05:09 AM
No. It's Professional-speak for "We are not doing this." They just leave that little catch in there so that they can change things 5 years down the line if that's what they want to do then. Right now, that is not what they want to do at all. It's extremely clear if you're looking at it objectively.
Sorry =/
"shaking my head"
/sigh