View Full Version : Please get rid of immunity to enfeebles.
ManaKing
01-12-2012, 02:49 PM
Even if you changed immunity to reduced potency, I would be happier than I am right now. As sad as a 5% slow, Slow 2 would be; it would still be better than 0%.
RDM feels very ON/OFF or Binary right now. There is no qualitative reward to be being good at RDM. An enfeeble either lands or it doesn't. You never worry about how potent your enfeebles are because we spend all of our time just finding out whether a mob will even take a debuff or not.
saevel
01-12-2012, 08:52 PM
Slow II lands on most things. I'm pissed that things still have potency reduction for Paralyze. You can get them to "land" but they'll never proc, or proc so rarely that it'll usually wear off before you see it happen once.
Gravity / Bind ... their just plain resistant period. I would really love it if SE removed the -movement on Gravity and just make it plain old -evasion, then remove all the resistances to it so we can actually use it.
Greatguardian
01-13-2012, 08:48 AM
I would prefer if they just adjusted Gravity 2 to be Evasion down and kept Gravity 1 intact. It can still be situationally useful in other applications.
Ophannus
01-13-2012, 12:55 PM
Gravity II should have been a level 61 spell.
ManaKing
01-13-2012, 01:03 PM
I would prefer if they just adjusted Gravity 2 to be Evasion down and kept Gravity 1 intact. It can still be situationally useful in other applications.
2nded for emphasis. Why give us new spells that are useless right out of the box?
Dragoy
01-13-2012, 05:53 PM
I think it was a bit of an oversight, an oopsies of a kind or maybe an easy way out of making things 'harder' by just making them resistant to things like these.
I do remember them mentioning in some post that they are looking into making thins more easily enfeebled... what that exactly means or what will become of it is anyone's guess. ^^;
Daniel_Hatcher
01-13-2012, 06:04 PM
I think it was a bit of an oversight, an oopsies of a kind or maybe an easy way out of making things 'harder' by just making them resistant to things like these.
I do remember them mentioning in some post that they are looking into making thins more easily enfeebled... what that exactly means or what will become of it is anyone's guess. ^^;
Most likely so WHM or BLM can land them easier on enemies RDM is actually able to land 'em on.
It's poor design to give a job a role that 90% of the enemies you'd use it on to be immune, no one enfeebles EXP fodder, they die to quick to make it worthwhile.
Dragoy
01-13-2012, 06:40 PM
I do hope it's not (just) that kind of a thing.
Red Mage was my first job to get to 75, and I do also feel it has lost quite a bit of its edge especially due to lacking on Cure department. But yeah, they should have just taken away the spells completely if they didn't want them to be used!
Okay, maybe not, since they still work with the old content. \^^/
Yukichibi
01-13-2012, 08:52 PM
What's the point landing enfeeble like paralyze or slow on mobs like VWNM which have almost only TP move like attacks.
There is an issue with the uselessness of enfeeble magic, but even if they correct it, it will still be of limited use versus all the new end game mobs that spam tp move like attacks.
Kristal
01-14-2012, 12:05 AM
What's the point landing enfeeble like paralyze or slow on mobs like VWNM which have almost only TP move like attacks.
There is an issue with the uselessness of enfeeble magic, but even if they correct it, it will still be of limited use versus all the new end game mobs that spam tp move like attacks.
Maybe RDM's arsenal can get expanded with TP inhibiting and/or damaging enfeebling spells?
"Calm": Lowers targets TP by x% and inflicts negative Store TP for a period of time.
That would slow down JA spam, perhaps even to managable levels.
I would really love it if SE removed the -movement on Gravity and just make it plain old -evasion, then remove all the resistances to it so we can actually use it.
Please don't. One of my favorite things on SCH is being able to use Graviga. Not that it's particularly useful, but gravity is still frickin fun(and useful) to use when doing some content solo, especially when it comes to kiting NMs that are susceptible to it.
saevel
01-14-2012, 07:10 AM
Please don't. One of my favorite things on SCH is being able to use Graviga. Not that it's particularly useful, but gravity is still frickin fun(and useful) to use when doing some content solo, especially when it comes to kiting NMs that are susceptible to it.
Wow ... seriously ... forcing RDM to have a nerfed enfeeble list just so you can aoe a bunch of weak mobs on SCH for fun. Just goes to show you want the rest of the player base thinks of the job.
Daniel_Hatcher
01-15-2012, 09:32 PM
Please don't. One of my favorite things on SCH is being able to use Graviga. Not that it's particularly useful, but gravity is still frickin fun(and useful) to use when doing some content solo, especially when it comes to kiting NMs that are susceptible to it.
Well this is about RDM, not SCH. No way should a mainjob spell not be edited because of a stupid subjob.
tyrantsyn
01-19-2012, 05:43 AM
I've taken a stance on this whole gravity thing as of late so I think I'll add something here as well.
I don't think nerfing particular parts of this spell for end game utility is the answer. The spell is design to serve a purpose, and if it's not severing that purpose than what's the point. Instead of modifying it, they need to work on idea's to discourage long time use in order to gain a victory over end game content or a NM with desirable drop's.
Example: "IF" Shinryu was kite~able would it even be worth it. Probably not, because with out blue and some kind of thf on him your drop rate would just suck.
ShadowHeart
01-19-2012, 01:14 PM
what ever happened to whm getting the ability to remove charm..... that was announced 9 months or so ago.........
Megume
01-26-2012, 10:09 PM
I would really love it if SE removed the -movement on Gravity and just make it plain old -evasion, then remove all the resistances to it so we can actually use it.
Please don't remove the negative movement effect on gravity. It's always been a very powerful and important tool in pvp for Rdm and mages who sub rdm. There are still those of us who still Ballista(pvp) and this would be a quite a big nerf.
Daniel_Hatcher
01-26-2012, 10:31 PM
Please don't remove the negative movement effect on gravity. It's always been a very powerful and important tool in pvp for Rdm and mages who sub rdm. There are still those of us who still Ballista(pvp) and this would be a quite a big nerf.
There is no real need to remove it, they just need to do both effects a different check.
First check movement speed (Yes/No)
if Yes then add evasion down as well, if No just add evasion down.
Kristal
01-26-2012, 10:32 PM
Please don't remove the negative movement effect on gravity. It's always been a very powerful and important tool in pvp for Rdm and mages who sub rdm. There are still those of us who still Ballista(pvp) and this would be a quite a big nerf.
"Movement Speed Down Potency" -100%. Put that on all relevant NMs instead of Gravity Immunity and Gravity is fixed.
saevel
01-28-2012, 07:05 AM
Please don't remove the negative movement effect on gravity. It's always been a very powerful and important tool in pvp for Rdm and mages who sub rdm. There are still those of us who still Ballista(pvp) and this would be a quite a big nerf.
Wow another WTF moment.
So ... the miniscule few who play PvP in a PvE game feel their more important then fixing a broken job.
And what NM's are you gravity'ing? Absolutely nothing that's been made in the recent couple of years.
cidbahamut
01-30-2012, 01:10 AM
Wow another WTF moment.
So ... the miniscule few who play PvP in a PvE game feel their more important then fixing a broken job.
And what NM's are you gravity'ing? Absolutely nothing that's been made in the recent couple of years.
More like there's no reason to remove functionality from the spell. You know, what we've been getting mad as SE for doing.
Daniel_Hatcher
01-30-2012, 01:35 AM
More like there's no reason to remove functionality from the spell. You know, what we've been getting mad as SE for doing.
Indeed. There is no need to remove the gravity effect, it just shouldn't be the decider on whether the evasion down effect lands as well.
Mageoholic
01-30-2012, 08:20 AM
They should remove it, it is useless on most mobs now anyway, NM's nearly all have movement speed and the ones who don't either have move speed - already or can be out run with Clegs. The weight effect is pretty much unimportant, I feel it should be a special nuke that has a bonus to it, make them the non existent gravity line of spells.
cidbahamut
01-30-2012, 08:50 AM
You're smarter than this RCD. Just make a new spell if you want a new spell, but don't insist that the old one get scrapped just to extract some functionality out of it. The solution here is to make the spell actually work instead of making everything immune to it.
If you want brand new functionality you ask for a brand new spell.
Daniel_Hatcher
02-04-2012, 08:01 AM
Yay.
http://forum.square-enix.com/ffxi/threads/20485-Battle-Balance-Adjustment-Cure-Potency
Resistance to Enfeebling Magic
We will be removing the instances of enfeebling magic not taking effect on monsters and HNMs that have resistance to specific elements. A very small number of special monsters will maintain the ability to completely resist enfeeblement, but it will become possible to cast enfeebling spells on most monsters that used to resist outright.
※Spells will not take effect every time and spells may still be resisted if your enfeebling skill is low. Monsters with high resistance will be enfeebled for a shorter amount of time.