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Okipuit
06-21-2012, 07:00 AM
Hey everyone,

I have some interesting news from development regarding enfeebling magic and resistance adjustments:
A new system for resistance will be implemented. If we do not adjust this first, even if we were to add new or stronger enfeebling spells, the results would be minimal against enemies with high resistance. By adjusting the current resistance system, existing enfeebling spells will become more efficient. Moving forward, our next set of current and/or new spell plans will be based on the results of the resistance system revamp.

Dreamin
06-21-2012, 07:51 AM
Can you be more specific on how the new system would work? I presumed since it is the entire resistance system being replaced. How would it impact the current playerbase and our current gears?

Phafi
06-21-2012, 08:35 AM
This isn't going to end up being BRD/BLM for ES Carnage Elegy vs like Arch Ultima and even then the spell lasts 15seconds of the three minutes like Paralyze and Paralyze II currently do will it?

SpankWustler
06-21-2012, 08:37 AM
That is interesting news.

It sounds like the Development Bros are truly aware of how deep the issues with enfeebling magic run, to the point of outright admitting that piling on more stuff would be useless effort if not preceded by a major overhaul. It's not often they openly admit something would be pretty much pointless. Rare form, sirs.

Rare form and commendable.

I has a hope. Just one, but still!

Shadax
06-21-2012, 08:54 AM
Can we get a time-frame as to when this is actually going to happen since according to the Road Map schedule, this change along with the new 2hrs were supposed to be implemented in the last version update?

Demon6324236
06-21-2012, 12:03 PM
Can we get a time-frame as to when this is actually going to happen since according to the Road Map schedule, this change along with the new 2hrs were supposed to be implemented in the last version update?

Can we also have some info on the new 2hours themselves? ^_^;

Babekeke
06-21-2012, 03:13 PM
The road map shows that this, and the 2 hours should be on the test server by the end of this month.

saevel
06-21-2012, 07:00 PM
Guys .... this is SE we're talking about. When have they ever done anything right.

I predict one of two possible outcomes.

1. They break it further then it's already broken

2. They make it such that it breaks the game and is super awesome. Then upon noticing it they then nerf it into non-existence.

Llana_Virren
06-21-2012, 09:54 PM
I subscribe to the mindset of:

I don't care how many times you announce something will be done; I'm not getting my hopes up until I see it implemented.

That said... I'm not holding my breath.

tyrantsyn
06-21-2012, 11:56 PM
I kind of get the impression that higher tiers will be needed to land enfeebles on more resistant mob's. Another word's Para I might not land on said NM but Para II can. That could be kind of cool in the case of some blm or whm spamming para trying to land it, and just generating resistance that much faster. But IDK, just taking a poke in the dark on that.

Hayward
06-22-2012, 12:28 AM
I kind of get the impression that higher tiers will be needed to land enfeebles on more resistant mob's. Another word's Para I might not land on said NM but Para II can. That could be kind of cool in the case of some blm or whm spamming para trying to land it, and just generating resistance that much faster. But IDK, just taking a poke in the dark on that.

I'd say this line of thinking is quite accurate. I've never been very comfortable with combinatiions such as BLM/BRD or /NIN for elemental ninjutsu for the sole purpose of hitting yellow "!!" in Abyssea. What I'd like to see in the future is the actual skills (ninjutsu, enfeebling, singing+instrument, etc.) playing a greater part in the accuracy and potency of enfeebling magic.

Kenthedeviant
06-22-2012, 11:18 PM
Hey everyone,

I have some interesting news from development regarding enfeebling magic and resistance adjustments:
A new system for resistance will be implemented. If we do not adjust this first, even if we were to add new or stronger enfeebling spells, the results would be minimal against enemies with high resistance. By adjusting the current resistance system, existing enfeebling spells will become more efficient. Moving forward, our next set of current and/or new spell plans will be based on the results of the resistance system revamp.

What would have been TRULY interesting would have been seeing SOMETHING implemented 6+ months ago when this was initially promised to us... this has been put off so long now that practically no one cares anymore.

Economizer
06-23-2012, 12:01 AM
A new system for resistance will be implemented.

I'm sure there are tons of questions to be answered in terms of enfeebles, but here is one I haven't seen asked:

How will this impact barspells? Will barelement spells retain their effectiveness? Will barstatus spells be more effective?

Generally, what impacts monsters also impacts players in this game, so I think this is a valid concern, I don't want mobs to be landing more enfeebles on us then they already do.

tyrantsyn
06-23-2012, 12:13 AM
6 plus month's ago they said they were going to have to put a lot of time into it for balance purposes. And considering how the DEV's have viewed RDM in the past I can understand the time elapse. Some time's it's not as simple as doing a week or a month's of work and being done.

I agree it's 6 month's of not going to RDM for lack of utility in it's best skill. My hope is that we'll get the improvement's before any major content drop's. And not in the middle of it. So that the job could be useful from the start.