View Full Version : New 2-hour Abilities
Babekeke
11-08-2012, 03:48 PM
{Yes please} give thf some love.. real love :) and please please please DONT make this special ability make ANYTHING WITH TREASURE HUNTER. THF's dont need any Treasure hunter buffs, (unless you make us an ability where we force a 100% fulldrop np np)
I'm starting to think that we're just getting WAR SP2 V2... 30 secs of 100% Triple Attack.
bryangelos
11-08-2012, 05:05 PM
for whm please go with the second option. 30 seconds with full resists!
saevel
11-08-2012, 07:02 PM
Greetings everyone!
I’m back once again to share some more information about new special ability revamps for both those that have been implemented to the Test Server and those that will be implemented during this week’s Test Server update.
New special abilities already on the Test Server
Warrior
Currently the effect for this ability makes the activation rate for double attack 100%; however, we will be adjusting this so that the 100% activation rate is added to your current double attack rate when the ability is executed and then decrease over time. It will still be possible to maintain a very high double attack rate when using equipment and other support effects. The effect duration time will remain as 30 seconds.
White mage
Currently looking into the two below possibilities:
Keep the effect as it is currently, but change the effect duration from 30 seconds to 60 seconds.
Change effect so that you receive a strong resistance against Terror, Amnesia, and Death (Doom included). No changes to the 30 second effect duration.
Black mage
We will be limiting the effects of the new special ability to elemental magic and will be easing up on resists. For monsters that have strong resistances, a half-resist is guaranteed. If they resist yet again, it will result in a quarter resist. While the special ability is active, the resist determinant will be lowered and it will be possible to deal steady damage.
New special abilities that will be implemented during this week’s Test Server update
During this week’s Test Server update we will be implementing the below new special abilities. Please take a moment and try them out when you can!
<table width="580" border="0" cellpadding="4" cellspacing="1" align="center" class="ta01"><tr valign="middle" align="center" class="th01"><td width="15%" align="center" class="th01" bgcolor="#a8d0d7">Job</td><td width="25%" align="center" class="th01" bgcolor="#a8d0d7">Ability Name</td><td width="60%" align="center" class="th01" bgcolor="#a8d0d7">Effect</td></tr><tr valign="middle" align="center" class="td01"><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">Bard</td><td bgcolor="#f5fafb">BRD SP2</td><td bgcolor="#f5fafb" align="left">While effect is active, the number of songs that can be cast on party members will be increased by 1.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">Ranger</td><td bgcolor="#eaf2f3">RNG SP2</td><td bgcolor="#eaf2f3" align="left">While effect is active, ranged attack delay will be halved.<br>Additionally, Double Shot or Triple Shot activation is guaranteed.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">Dragoon</td><td bgcolor="#f5fafb">DRG SP2</td><td bgcolor="#f5fafb" align="left">While effect is active, there will be no cool down timer for Jump.</td></tr></table>
*Names, help text, and animations for abilities on the Test Server are still in-development. Effects are also subject to change and adjustment.
Still haven't answered about the RDM SP ability. In it's current state it's useless. Needs significantly longer duration of 3min and the potency / duration of spells need to be enhanced more.
Kincard
11-08-2012, 08:05 PM
All things aside, it's encouraging that at least this time they're hearing that people didn't like a lot of the two hours and went back to the drawing board for pretty much every single one.
Actually looking forward to hearing about the other ones now given how good the fixed ones so far are.
Demon6324236
11-08-2012, 08:57 PM
I just hope they fix some of the good ones rather than redesigning them. RDM for instance has potential but the duration & bonus are just to small to be useful.
MarkovChain
11-08-2012, 09:05 PM
Broken jumps doesn't sound so bad to me. It may allow non mythic DRGs to be included in zerg type situations instead of being overlooked entirely by the community as a wasted DD spot.
In your dreams. DRG job sucks and it has been the case for years. I mathed the mythic and it's about on par with .. mnk, and 40% more damage than the relic, which means DRG damage output will always suck regardless.
Rekin
11-08-2012, 11:48 PM
In your dreams. DRG job sucks and it has been the case for years. I mathed the mythic and it's about on par with .. mnk, and 40% more damage than the relic, which means DRG damage output will always suck regardless.
Absolutely true; nothing Angon nor wyvern can do to "help" justifying DRG's position in a zerg. A counter-arguement could be that drg can solo(some, extremely small amount) of things that remotely matter and serve as an off-healer when /mage. But as the player base has learned utility means jack if you don't specialize enough to make a real impact in group events.
For the devs I repeat: Utility and soloability means NOTHING during group events if the job cannot contribute significantly in terms of damage dealt or support given. Proof of this is the following jobs that have fallen into disuse: RDM, BST, DRG, PLD(For most events outside Legion), PUP, DNC, and THF.
The only reason any of the jobs are used now in the list above is due to forced necessity(VW for all even then BST isn't used and Legion for PLD specifically) or that they are just barely acceptable(DRG for Neo Nyzul). For a game that is about balance this certainly isn't balanced. Another game company, Riot Games, has a game with 50+ unique characters yet maintain a good enough balance that most, if not all are still in use by both casual and hardcore players. Can we see this sort of balance for these jobs in the near future where players no longer just think "okay need X number of WARs, BRDs, CORs, SCHs, WHMs, BLMs." and start to say "Okay lets see what the ls members want to play and see if we can't make it work with that"?
For my take on DRG specifically: Unless the job receives a significant boost in it's attack power, or adjustment(positive) to it's WSes, Stardiver and Drakesbane the job will remain secondary at best as far as the damage dealing,its true value to the playerbase, in events that matter. It doesn't matter what a job can do in lower level content if it's impotent in end game events.
Byrth
11-09-2012, 12:13 AM
The new SP abilities aren't really strategically relevant, or their relevance is kind of forced.
BRD - Okay, an extra 2 songs in Legion (we swap 2 BRDs). At the same time we lose Embrava, so we pick up 2 marches and lose Regain/Regen but monsters have 10% less HP. Whatever, fair enough. Still, if we didn't need Marches this ability would be pretty crappy.
DRG - Good. I look forward to seeing this but can't help but notice that DRG can now pair JA + WSs for the duration of their 2-hour, while Grand Pas (for DNC) only allows 3. Also, DRG JA+WSs both do substantially more damage than Reverse Flourish (0 damage) and Dagger WSs (< Polearm WSs). You should unlimit the DNC 2-hour. Considering it's duration, it wouldn't really be that strong anyway.
BLM - Not relevant because people don't use black magic as a damage source anymore. It's too time inefficient, and all of the recent events rely on quick kills.
WAR - Okay, the new version is more balanced but neither version really represents an earthshattering boost. I guess it'll be nice to have a marginally stronger Mighty Strikes now.
WHM - I don't know if this 2-hour (version 2) makes the group Charm immune, but I hope it does. The only time I'd consider using it is against the Corses in Hall of Muru, which we kill in <30 seconds. They seem to use the Charm TP moves faster than we can stun. I was one-shotted by an "Occasionally Attacks Trice" attack from a Ryunohige Dragoon last night in Muru. It would also be nice to use this against ADL post-split, but ideally we'd get both the duration and effects because ADL takes about a minute.
BLU - Blue mages say that the recast on Unbridled Learning spells (so they aren't spammable) kind of kill any utility this might have had.
RNG - I think this 2-hour may make it so RNG's DPS is finally comparable to a melee's. RNG's primary problem is that it cannot avoid pulling hate without a Relic weapon, and the TP phase (+Barrage) is the only time when relic weapon RNGs pull hate, so this is not super useful overall considering the 20/80 TP/WS split I see most rangers run these days, but it's at least novel.
SAM - I was unimpressed by this when I tried it on the test server. It appears to only evade TP moves, but that alone would be useful for Arch Dynamis Lord or similar monsters.
SMN - Very good! Now people can skill up faster and we can kill Arch-Ultima a little faster. Chain-Shock Squall may make SMN a pretty viable option for Arch Dynamis Lord even if you can't lean on PD as much.
DNC - I feel you're being overly cautious about this, considering how Dancers are used these days. What is the harm in unlimiting the number of Flourishes over the duration? People are going to kill Dynamis monsters too fast for 30 seconds? I'll admit it's better than what we had (lolTrance), but it's still not particularly good.
PUP - Multiple respectable PUPs have complained about the lack of strategic use for this ability, but it is not up for adjustments. Alrighty then.
SCH - This SP ability seems to open up a large potential for abuse, and likely solidifies SCH's position as the preferred magic DD if we ever need to rely on magic as a damage source again. I realize that you probably intended this to be paired with Enmity Douse in a magic DD party, but it's more likely to be something like 5x SCH + PUP abusing Ventriloquy to dump hate while they zerg things with magic.
Dark Knight - Another use for K-club! I'm not sure how effective this would really be in a zerg, though, because I'm fairly sure you can't stack TP draining from the new 2-hour and HP draining from Blood Weapon. It would be pretty novel to SE/BW K-club zerg things again while also totally locking their TP gain, though.
Monk - I hope you just accidentally left this off your list, because it needs to be re-worked into something useful.
Dragoy
11-09-2012, 03:16 AM
WHM - I don't know if this 2-hour (version 2) makes the group Charm immune, but I hope it does. The only time I'd consider using it is against the Corses in Hall of Muru, which we kill in <30 seconds. They seem to use the Charm TP moves faster than we can stun. I was one-shotted by an "Occasionally Attacks Trice" attack from a Ryunohige Dragoon last night in Muru. It would also be nice to use this against ADL post-split, but ideally we'd get both the duration and effects because ADL takes about a minute.
Well they speak of strong resistance, not immunity... and no charm mentioned so it doesn't look too good... As a side note, out of curiosity, do charmed characters really keep effects such as aftermath? (Was it perchance Triple Attack instead?)
I'd also say that 60 seconds and “strong resistance” against mentioned ailments would not be broken, especially if it's not even a complete resistance against them. ^^
Also, add charm onto the list. I don't think it really needs any more proof that it would be a good thing, but I guess the minds have been set!
ざんねん。。。ねー
Byrth
11-09-2012, 03:27 AM
You keep all your buffs when charmed, but most forms of charm don't have you use WSs / Abilities. Still, think about how quickly a Ragnarok DRK and Ryunohige DRG can do 1200 damage to you with full buffs.
Specifically, they were 388, 481, and 345 damage hits : 1200+ damage, and this is with about 35-40% PDT on. The next guy he went after took over 500 damage per hit. Mages have <5 seconds to recognize the TP move, stop whatever they were doing and change target to the now-charmed melee, and sleep them. After that, people start dying.
Babekeke
11-09-2012, 03:42 AM
BLU - Blue mages say that the recast on Unbridled Learning spells (so they aren't spammable) kind of kill any utility this might have had.
Blue mage
In addition to the original effect, the recast timer for spells that can be used under Unbridled Learning will be removed.
This was already addressed, though I haven't seen any comments regarding how useful it is since the update, other than 'casting time is too long to make them useful', which seems a poor excuse since half of the UL spells only have a 1 sec cast time. What makes it a poor 2 hour is the fact that most of the spells suck for the amount of TP they cost.
Unfortunately I only have 3 UL spells myself so far so I have to go by what people say about them, but they don't get much praise.
The only one I see worth using is harden shell.
The worst one has got to be Absolute "loldoesnteverproconanythingworthwhile" Terror.
Byrth
11-09-2012, 03:44 AM
Ah, missed that. I think people say they can pump Gates of Hades up fairly well?
Maybe if they get 10 chances to cast Tourb it'll actually land the defense down effect once, lol. <_<;
Camate
11-09-2012, 04:21 AM
Hello!
We’ve noticed a couple pretty good questions floating around in various places, so I’d like to follow-up a bit about the new special abilities we introduced yesterday for bard and dragoon.
Dragoon
The big question on everyone’s mind is “does this new special ability remove the recast timer on Jump only or all jump abilities?”
This ability is still in-development, and the development team is currently looking into making the below adjustments:
Recast time will be increased from 0 to 10 seconds.
Effect duration will be increased from 30 seconds to 45 seconds.
HOWEVER! The ability will affect all jumps and when activating the special ability, any recast timers that are up for jumps will be reset. While it will no longer be possible to spam the same jump in succession with no delay in between, we feel that the adjusted effect will quite beneficial with the increase duration.
We are also planning to make it possible to reduce the recast time further via merit points in the future.
*This ability will be implemented on the Test Server this week with the effect that was announced yesterday, and will not reflect the above adjustments
Bard
There was a question as to whether it would be possible to have a total of 5 songs when using the new special ability with the level 99 Daurdabla.
While there is a possibility that adjustments are made in the future due to testing or other factors, the ability was designed to allow for a maximum of 5 songs when using the bonus granted from Daurdabla.
As we find out more about other new special abilities for jobs that have not been mentioned yet, we will be sure to share the information with you all. :)
Dragoy
11-09-2012, 04:31 AM
You keep all your buffs when charmed
Okay. I had in my mind that I always lost all buffs (or was it only after charm wearing off... my memory is being just great today in general).
In any case, I can easily imagine how destructive getting charmed there must be.
Kalilla
11-09-2012, 04:33 AM
Just to follow up on Camate's post a bit.
Sylph.Nte asked if the new WHM SP could remove status effects on players as well as grant immunity, and Mocchi replied
Benediction is already a powerful recovery effect which includes status treatment. We believe that we should segregate the preventive effect to a separate ability. Therefore, we are not planning to add a status removal effect comparable to Benediction.
Siren.Momama also requested for the durations of these new SP, Mocchi replied:
For now, I can tell you the duration of the abilities that you can try out on the test server. Since this is a work in progress, these will be validated later on.
http://kalilla.files.wordpress.com/2012/11/table2.png
++Note that due to a bug, the WAR SP duration is currently 60 seconds on the test server.
BLM: Mocchi corrected himself this morning, BLM is 60 seconds not 30 seconds
Demon6324236
11-09-2012, 04:34 AM
Camate, are there any plans to make DRG a more powerful job in parties? This ability is not enough to do the trick, not at all, and besides, one ability should not be the dependant on how effective a job is, which is why it was good that Embrava/PD were nerfed, because they were the only reason those jobs were used.
Urteil
11-09-2012, 05:11 AM
Is there any plan to do anything with Dark Knight's magic?
Something useful? Darkness equivalent of Holy line.
Please.
Hashmalum
11-09-2012, 09:33 AM
Is there any plan to do anything with Dark Knight's magic?
Something useful? Darkness equivalent of Holy line.
Please."Something useful" and "Holy" do not belong in the same paragraph. It's something you cast in between more important things when you are in VW, hoping for a random weakness proc or at least a hint message. That, and "came in behind the WHM on the damage parse" is the ineradicable scarlet mark of irredeemable DD shame and failure, the Permanent Key Item that earns eternal admission to the Hall of Gimps, and as such is always good for a laugh.
CireFF
11-09-2012, 05:09 PM
Ok, so there have already been a few people posting about their dissatisfaction with PUP's proposed new SP ability. So far it looks like almost every single ability has been adjusted and strengthened except PUP's.
SE has been fairly prompt in responding to questions and comments on all the other abilities yet for some reason has remained completely silent about the underwhealming "Meh"-Fest that is Heady Artiface.
So, I have registered on this forum so I could add my voice and maybe somewhere a developer will realize that they can't just ignore the issue until PUP players just lose interest and go away.
Now, SE, Heady Artiface sounds, in theory, like an awesome ability. It really ties into PUP's theme of mimicking other jobs' abilities utilizing the automaton, and the customization aspects. However, the way it's currently implemented severely limits it's usefulness:
-Infinite MP (Manafont) on a pet that already has multiple ways of regenerating MP is not an impressive special ability. It does not justify a 1-hour cooldown when we already have several attatchments (Mana Converter, Economizer, Mana Tanks), spells (Aspir and Aspir II) and JAs (simply Deactivate and then re-Activate) that let us replenish that MP every couple minutes.
-Invincible on a pet that we can re-summon every 1 minute does not seem worth such a prestigious ability slot.
-Adding a single strong attack (Eagle Eye Shot) every hour to a head that already has the ability to launch attacks just as strong (Armor Shatterer and Barrage Turbine) every minute is not worth such a long cooldown timer.
-Chainspell is a very useful ability to have. The only problem is that it is only usable with the Stormwaker Head. This head has the largest variety of spells it can potentially cast, thus it has the most difficult casting AI to control with maneuvers so it is frustrating to get the automaton to cast effectively when using Chainspell. Also, the universal casting timer between spells utterly cripples the usefulness. It's no longer casting a chain of spells when it has to pause for several seconds between each cast.
-Mighty Strikes is also a very useful ability. The issue many PUPs have is that the Harlequin head/frame is so weak compared to the others that it is rarely used.
Since the abilities are tied only to the Heads, it's possible to swap heads around to different frames to use the abilities differently, but the main issue is that unmatching heads severly handicap the unmatching frames. If a PUP were to try to utilize Mighty Strikes with the Sharpshot frame, they would nearly double the already painfully long delay between ranged attacks. When using different heads on mage frames, the universal casting timer becomes unmanageably long. Reducing these delay handicaps when mixing heads and frames would go a long way to improving the customization aspects of Heady Artiface. Couldn't just the skill cap adjustments be enough of a bonus/penalty for mixing heads and frames?
Some other quick ideas that could improve Heady Artiface while trying to stay with the Mimicking theme:
-Give Mighty Strikes to the Valoredge Head
-Give Chainspell to the Spiritreaver Head- even if the universal casting timer still applies, the long cast times on Spirit Reaver nukes will be more helped by instant casting than Stormwaker's
-Just remove the universal casting timer for Chainspell. You were able to do it before with the Harlequin bug a few years ago. And you were able to lower the timer for spells in a previous update. Why can't you do it here too?
-Give Harlequin Hundred Fists. Heck, allow Harlequin to behave like a MNK and have martial arts where it attacks with both fists per round. It would more closely mimic the master, which seems fitting for the most basic automaton. This could also increase usefulness for this under-utilized Frame.
-Make Eagle Eye Shot damage more impressive considering its extremely long recast- for both Rangers AND Sharpshot, or add an additional effect like HP absorb or shedding enmity/planting enmity somewhere else.
Some ideas for a different direction for a PUP SP ability: focus on PUP's theme of coordinating and working together WITH the puppet as a synergistic team, rather than focusing on one individual at a time.
-Apply Attatchment/Maneuver stat boosts to master as well as automaton for the duration, allowing the master to self-buff themselves with attack, accuracy, and various JTs for a brief amount of time.
-Allow buffs affecting the master to also apply to the automaton. This will strengthen the appeal of PUP in endgame content that relies upon super-buffed melees.
-Allow all attatchment/maneuver effects, and party buffs to affect both master and automaton.
Please SE, throw your PUP community a bone and let us know why our new special ability is being ignored while so many of the others are getting further bonuses, or are being completely revamped.
Khajit
11-10-2012, 11:34 PM
So... Is there are reason you guys decided to nerf drg like this?
Raksha
11-11-2012, 01:27 AM
So... Is there are reason you guys decided to nerf drg like this?
http://images.bluegartr.com/bucket/gallery/9c7c2ddd7be2a126b2cdaf67d1e947e6.jpg
Kalilla
11-16-2012, 03:36 AM
Translated by: Slycer
Regarding New SP Abilities
Please base your testing and feedback on the current effects of jobs which have abilities currently introduced on the test server.
Regarding the automaton's Eagle Eye Shot, we are not considering adjustments to the new individual automaton SP abilities. However, we are considering an overall review on the power of Eagle Eye Shot in the future, in which case any adjustments will also be reflected in the automaton's version of this ability.
For COR, RDM, NIN, and MNK - we are currently making final adjustments to the new SP abilities and plan to introduce them to the test server this week. We will have more information for you on the abilities' effects very soon, so please stay tuned.
I tried using the new WHM SP ability to prevent the petrify gaze of Grim Glower from Abyssea - Misareaux's peistes and I got petrified. I think the effect of gaze-based and probably all AoE debuff auras isn't prevented while this new SP is in effect.{{Couple other quotes with similar ideas}}
The effect imparts a strong debuff resistance equivalent to the PLD job ability Fealty. As far as preventable effects, they are also similar to the ability Fealty, but based on the discussion recently, I believe that most people would also like us to pursue the route where we add resistances to amnesia, terror, death, and doom.
However, it does not prevent status abnormalities that are given by a field effect such as a sphere effect. As in the feedback above, this includes Grim Glower (a gaze effect which debuffs in the target area).
Translated by: Slycer
Camate
11-16-2012, 03:48 AM
Greetings!
With this week’s Test Server update we will be implementing the new special abilities for monk, red mage, ninja, and corsair, so I would like to share with you each of the new effects!
Monk
While the effect is active, your max HP will be doubled and upon activating the ability HP will be recovered for the amount that is added.
The effect will stack with items and other max HP enhancing effects.
Since large problems were discovered through testing for the previous counter effect, we changed the effect while still keeping to the idea of a defensive ability, and made it so there is an HP increase effect to increase your endurance and deal with large damage.
Red mage
The next enfeebling magic spell cast will receive a boost in accuracy. (Effect duration: 60 seconds)
As long as the target does not have immunity, it is guaranteed to land. (There is a possibility for a half-resist)
The ability will have no effect on monsters that have immunity.
Effect will wear off after 60 seconds or once an enfeeble spell lands.
This makes a 100% accurate enfeebling spell. While it is not something that can be used frequently, by selecting the situations to use it, you will be able to greatly impair and neutralize monsters.
Ninja
While the effect is active, depending on the number of shadows, the number of regular attack rounds performed will increase. (Effect duration: 30 seconds)
The effect will stack with job traits, equipment, and other effects. However, the maximum number of attacks per round is 8.
Effect is not applied towards weapon skills.
<table width="400" border="0" cellpadding="4" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="45%" align="center" class="th01" bgcolor="#a8d0d7">Number of shadows</td><td width="45%" align="center" class="th01" bgcolor="#a8d0d7">Increased number of attacks</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">1</td><td bgcolor="#eaf2f3">+1</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">2</td><td bgcolor="#f5fafb">+1-2</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">3</td><td bgcolor="#eaf2f3">+1-3</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">4</td><td bgcolor="#f5fafb">+1-4</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">5</td><td bgcolor="#eaf2f3">+1-5</td></tr></table>
We’ve adjusted this ability to be more focused on attacking. The more shadows you have the stronger the effect will become, so by skillfully not taking the attention of your target or positioning yourself in a good attack position it will be possible to take advantage of this effect.
Corsair
Special ability cool down timers for all party members in range will be reduced. (Effect duration: instant)
Amount of time reduced depends on the number rolled. Maximum reduction is 50%.
Effect will not apply to this special ability, including other characters.
<table width="400" border="0" cellpadding="4" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="45%" align="center" class="th01" bgcolor="#a8d0d7">Number rolled</td><td width="45%" align="center" class="th01" bgcolor="#a8d0d7">Reduction</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">1</td><td bgcolor="#eaf2f3">-5%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">2</td><td bgcolor="#f5fafb">-10%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">3</td><td bgcolor="#eaf2f3">-20%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">4</td><td bgcolor="#f5fafb">-30%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">5</td><td bgcolor="#eaf2f3">-40%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">6</td><td bgcolor="#f5fafb">-50%</td></tr></table>
We changed this effect to focus on special abilities. With this effect it will be possible to use special abilities more frequently. Wild Card will completely reset cool down timers at a specific rate, but the new special ability has a guaranteed effect with varying degrees.
*Currently the above effect will apply to Wild Card as well, but we will be looking into whether this should be changed.
We are planning to add new special abilities for thief, paladin, and beastmaster during next week’s Test Server update.
Byrth
11-16-2012, 04:07 AM
Appraisal:
* Monk's 2-hour is going to lead to it being the exclusive job for some zergs. I do not see this as a good thing. I don't know what other ideas you had for this 2-hour, but I recommend you find one of them. I mean, it definitely fits the job, but I worry about balance when you make it so Monk is suddenly the only job that can double its own HP and full-heal itself.
* Red Mage's is horrendous unless the description is somehow a terrible mistake in both the JP and EN versions. One spell with enhanced accuracy, but not ones the monster is immune to? That's just a restricted version of Elemental Seal on a much longer timer. Even Troubadour (10 minute recast, 1:20 duration with AF2+2) allows you to cast multiple songs. I do not foresee this ability having useful applications.
* Ninja's is cool. I would lengthen the duration to 60 seconds given that casting Utsusemi takes away ~4 seconds of melee time.
* Corsair's is okay I guess, but feels like a weak rehash of Wild Card. I would have stuck with three rolls.
Kincard
11-16-2012, 04:10 AM
Monk: It's an alright ability, trading off doing damage from counters for being able to take enemy WS. Double HP for only one minute seems kinda dinky though.
Red Mage: Wow, seriously? An ability that's actually weaker than elemental seal as a hour recast ability? Tell the devs to make it work for immunities and make the enfeebling 2-3x potency and duration or don't even bother. The previous SP was better.
Ninja: While an offensive SP is welcome, I would really like it if this ability either not tied to shadows, or came bundled with some kind of ability to reduce the effect of AoEs on shadows. Take a look at Mighty Stikes and Hundred Fists- not only do those not have a crippling prerequisite for thier use, but they last 15 seconds longer. As Ninja has a pretty useless SP1 ability I would ask that this ability be strengthened considerably if the dev team does not plan on making Mijin Gakure better in any way.
Corsair: While it's nice to target a specific ability, the random-ness of the ability kinda kills its strategic use. With that handicap it's just...okay.
MarkovChain
11-16-2012, 04:19 AM
lol the new COR one sucks;
Motenten
11-16-2012, 04:45 AM
Mnk: Incoming 20k HP Galka mnk screenshots. Value: debatable, but I could see some use to it.
Rdm: So... Elemental Seal on a 60 minute timer? That only affects Enfeebling Magic? And is still blocked by immunities? I'm not seeing the point..
Nin: Interesting. Is that per-weapon, or per-round? If per round, would it only affect mainhand, or only offhand? Still pointless on mobs that like to spam AOEs (which is basically all endgame stuff right now), though. Also, duration is too short given that you may have to recast shadows to keep its potency up.
Cor: Does this reduce the current remaining cooldown for a given JA, or does it reduce it by the percentage of the base cooldown? EG: If Berserk has 1 minute left before reuse, does a 50% reduction drop it to 30 seconds, or would it remove 2:30 from the remainder, putting it at 0 (ready)? Overall, though, it just seems like a variant on the SP1. If you didn't want to have the third roll (which could be a bit clumsy to manage), why not make it a 3 minute ability (like brd and smn) that boosts roll potency by 50%-100%?
tyrantsyn
11-16-2012, 05:08 AM
Camate I'm at a complete loss of words on the RDM change. I understand that none of us have seen it or tested it or even know it's true potential. But the enhancing bit seem like a really decent idea, why did they ditch it for this? Did they decide it was too self serving? Or they just couldn't balance it out correctly?
I'm all for having a enfeeble actual land and do it's job, but sheesh. I'm just kind of blown away that they change things over to this.
Thore
11-16-2012, 05:17 AM
Rdm might as well not even have a second 2hr if that's what they're going with...
Monchat
11-16-2012, 05:19 AM
NIN looks awsome, RDM and COR are useless. Not surprised, DEV team keeps on givinghints that they do not care about RDM at all. MNK is interresting.
Helel
11-16-2012, 05:22 AM
What the hell at the RDM ability... Horrible. Absolutely horrible.
Mefuki
11-16-2012, 05:26 AM
The NIN SP2 looks good in theory but I question how useful it's going to be when every monster you'd want to to use SP's on have tons of AoEs. Heck, even Campaign generals and old 75 bosses have shadow wiping skills.
As for the RDM SP2: Perfect accuracy on enfeebling magic? Good.
Duration of 1 spell? OK, could still be decent.
Doesn't work on monster normally immune? OK...
No enhancements to either duration or potency? Um...
Not actually "perfect accuracy" but can half resist? ...
I sincerely hope the devs don't need help with figuring out what's wrong here. That is, if they're willing to hear it. According to one translation going around, they might not be...
Demon6324236
11-16-2012, 05:28 AM
Red mage
The next enfeebling magic spell cast will receive a boost in accuracy. (Effect duration: 60 seconds)
As long as the target does not have immunity, it is guaranteed to land. (There is a possibility for a half-resist)
The ability will have no effect on monsters that have immunity.
Effect will wear off after 60 seconds or once an enfeeble spell lands.
Tell them we want our +50% Duration & Potency on Enhancing Magic with a 3 Minute duration. This is a complete failure of any trust or faith I had in going a new direction. You have givin us something worse than the **** we had last time. Look at SAM, that was good, you made it better, look at SMN, that was good, you made it better, look at RDM, it was a pile of ****, and you replaced it with a worse smelling pile of ****! The original idea was good, heart in the right place, potency was to weak, needed buffed like some others and it would have been fine! Instead, you replaced it with this, daily things on this forum told to us by the devs make me go WTF, but this is just another time you make me want to quit because your giving RDM the shaft. As pointed out by others before this post, this is simply a glorified downgrade from Elemental Seal.
Raksha
11-16-2012, 05:31 AM
lolRDM
Nin seems ok
COR: Only a 5% reduction on a 1? So that's 3 minutes off a 1 hour cooldown right? That puts it on an evolith level of retardedness.
And man, that's a huge kick in the nuts for RDM.
Camate, please tell us that the dev team is adding a terror enfeeble that lasts like 30 minutes but has zero macc to make this new 2hr usefull.
Kitkat
11-16-2012, 05:38 AM
Wow..just...wow...Rdm alternative to elemental seal....what the **** are the developers thinking...seriously...I want whatever drugs they are on. Are...are they at least legal drugs? If not, I want SE to fire all of the devs for illicit drug use. Now....do it now.
Motenten
11-16-2012, 05:39 AM
Yeah, on the cor percentages, bare minimum should be 20% (1 minute off a 5 minute recast). 5% would be 15 seconds off of a 5 minute recast, which is absolutely laughable for an SP-level ability. Maybe progress as 20%, 25%, 30%, 35%, 40%, 50%.
Vinedrai
11-16-2012, 05:48 AM
elemental seal -1 on a 1 hour timer... could you just tell the devs to remove RDM from the game, please?
If im looking at Rdm... and Thf not even noted? Perfect steal incoming? would be about the same usefullness...
Sargent
11-16-2012, 05:54 AM
The good news is RDM can now sub BLM to have an alternate version of their SP ability available every 10 minutes.
I much preferred the old COR SP, a third roll is far more useful than a backup Wild Card
Mefuki
11-16-2012, 05:59 AM
You know, I really wish the devs let us in on what they're ideas are BEFORE they start their "numerous and repeated studies" so we can have some input. That way, they can stop wasting their time on stuff like new RDM SP2 or old BST SP2. If they had just told us what their idea(s) were before, we could tell them it's a bad one.
They're always saying, "Don't just say 'It's bad. Do something else' but be specific." That's what half our responses (both NA and JP) are.
Demon6324236
11-16-2012, 06:13 AM
They're always saying, "Don't just say 'It's bad. Do something else' but be specific." That's what half our responses (both NA and JP) are.Yep, we told them exactly how to fix RDM's, just a small change to it, and instead... this.
tyrantsyn
11-16-2012, 06:25 AM
8 pages of RDM players getting along and agreeing on something. We should have known it's was a bad omen.
Hashmalum
11-16-2012, 06:27 AM
After WAR got their MNK ability on a worse timer replaced with something actually good, I thought SE finally understood that players wouldn't be happy with lamer versions of other jobs' abilities for SP abilities. And then, they took a flaming poop in the fancy hat of every RDM out there with this insane brain-damaged utter garbage. What is wrong with them?!
Karbuncle
11-16-2012, 07:31 AM
If you're going to stick with the "1 Spell Wonder" Ability that will still leave RDM Dead and worthless since no one brings it to events anyway and this job Ability won't help, at least do it this way:
Overwhelming Knowledge - Duration 30 Seconds.
*Enfeebling Magic you cast has Increased Potency, and Lands without Fail. (Will Land on Mobs Immune to it with 1/2 Duration).
**Potency Increase 2x.
**Stacks with Saboteur.
Enfeebling Magic is not that broken. The whole fact that 99% of the Endgame mobs are flat out Super Resistant or Immune to Enfeebling is the reason RDM is dead, Allowing them to land accurately debuffs that aren't immune is pointless. HEY GUYS I USED MY 2HOUR! I PUT ON SLOW FOR 30s, ZERG QUICK.
No, Seriously, in all the civil manner i can muster, I ask you to go back to the drawing bored with this one. If you're going to give RDM an ability that grants 100% Enfeeble accuracy for 1 single spell, at least make it break immunity. Any RDM worth their darn can already land Enfeebles with any sort of decent Accuracy if the Enemy isn't immune, that was gear sets are for, Magic Accuracy, etc. This is, as other have pointed out, a Glorified Elemental Seal, on a timer 6x as long.
If i had to make a new Special 2hour for RDM though? The job is already pointlessly dead, Might as well have 1 JA Aimed at Magic (Chainspell) and another Aimed at their Melee Side. (Fixing the job should be focused away from the new 2hour, Might as well throw RDM Melee this bone).
Infinity Broken -
Grants a Bonus to Melee Accuracy, Attack, and Enspell Damage for 45(~60?) seconds. Enspell: Increases Weaponskill Damages based on Element.
*Accuracy Bonus - +25%
*Attack Bonus - +25%
*Enspell Damage - +40
*Weaponskill Bonus - Based on Skillchain Properties(Matching Enspell Type). fTP+0.2 (All hits)
With RDM's naturally low offensive capabilities, This wouldn't really give it a solid spot in a Zerg, But given a good set, this could help RDMs everywhere for what RDM's are good for... Spot fillers when nothing else is looking :D. It also appeals to the RDM Melee Side, a Contrast to Chainspell, Which appeals to RDM Magic Side. the Job is a Melee Mage, Even though in FFXI It doesn't do well at either.
Long story short the job is already dead, If we're going to fix it, Might as well focus on the job at its core, and not this new 2hour, Give this new 2hour to the RDM Fanatics, I know we have them... Because look at what they're currently trying to do otherwise...
P.S: QUICK FARKING CHANGING THF TWO HOUR WE HAVEN'T EVEN GOTTEN TO PLAY WITH IT HRRRGHLHRBLRHLGHLE GIVE ME MY 2hour !! :(
ManaKing
11-16-2012, 08:04 AM
Yeah, on the cor percentages, bare minimum should be 20% (1 minute off a 5 minute recast). 5% would be 15 seconds off of a 5 minute recast, which is absolutely laughable for an SP-level ability. Maybe progress as 20%, 25%, 30%, 35%, 40%, 50%.
I'm back and forth about this. On one hand, you know you are going to get some kind of reduction. On the other hand, a 1 is terrible and you have to wait 30 minutes at bare minimum to try again.
If you have a JA that is 2 hours and you roll a 6, you are getting an hour off of that JA. If this new SP was based around the static value of an un-reduced SP ability and applied that as a static value, then I could see it being much more useful, because you would be resetting a lot of people's normal abilities a fair % of the time.
On a system where SPs are 1 hour normal and 30 minutes is merited, a 6 would = a full reset of every JA timer except for an unmerited SP.
1 = 3 minutes
2 = 6 minutes
3 = 12 minutes
4 = 18 minutes
5 = 24 minutes
6 = 30 minutes
A 1 or 2 would help reset longer cool downs that are useful, such as Meditate/Soul Eater/Dancer Flourishes. A 3 would make almost everything else besides Call Wyvern or SP abilities accessible. Rolling more than a 3 accomplishes the same thing, but reduces SP abilities more and more, so that this particular SP is worth burning every time.
I assume that Wild Card will still reset 2nd SP abilities, like it was stated originally with the roll of only a 6. Essentially leaving that SP up to chance, and this SP up to planning( or cheating as I like to think of it).
Another miscellaneous question:
Does this reduce the cool downs of secondary systems such as charges for Quick Draw/Stratagems/'BST Ready' abilities?
PS:
RDM: I'm not even going to write a long response to this one.
1 Spell? We have access to an entire list of magic and you limit us down to 1 spell. We aren't BLU, we have more than a handful of spells available. You're not allowing us to access our Strengths, as usual. If we aren't going to get more than 1 spell it should maximize the value of our enfeebles to NOT the maximum we are normally capable, but to what is capable in the game. Like a 100% slow.
saevel
11-16-2012, 08:32 AM
Wow they made RDM's much worse then I thought it would be.
Seriously ... f*cking weak Elemental Seal on a 60 min timer.
Camate tell the developers that RDM can already do that, /BLM lets us do EXACTLY THAT every 10 minutes.
Demon6324236
11-16-2012, 08:39 AM
Whats really sad... I half expect them to nerf Elemental Seal just so the RDM 2-hour they just gave us might have a use... That or raise its level to 50+ BLM.
Tanama
11-16-2012, 08:44 AM
Since large problems were discovered through testing for the previous counter effect, we changed the effect while still keeping to the idea of a defensive ability, and made it so there is an HP increase effect to increase your endurance and deal with large damage.
Yet another display of FFXI's outdated code. FFXI needs a system revamp to alleviate from these technical limitations and difficulties. It seems to plague the development-team a lot more often then we are led to believe.
Demon6324236
11-16-2012, 08:47 AM
Ya know, about that MNK one... While it was a nice idea for defense, it also was nice for the small offense boost it gave too by the MNK punching the mob in the face for trying to hit them, will MNKs be seeing any type of damage boost to continue with this? Or will the removal of physical damage taken by MNK be turned into a pure HP boost?
SpankWustler
11-16-2012, 08:48 AM
Huge improvement for Ninja. It'll be a really great ability if it actually affects both main-hand and off-hand.
The new new Corsair ability depends on the mechanics of it, just like the old new Corsair ability did.
The new new Monk ability should be useful for something.
The new new Red Mage ability sounds horrible beyond the reckoning of most folk. It is Elemental Seal, except it is worse than Elemental Seal, and the recast will be one hour? Am I missing something? I would be half as happy to use this ability as Sisyphus is to push his boulder.
Sunrider
11-16-2012, 08:52 AM
How did they miss the message that the previous 2h idea double potency and increased duration? How hard was that to comprehend? How did they come back with a SP Ability that is not only identical to a previously existing sub-accessible Job Ability, but worse? How does one fail that badly?
Camate, please tell they developers that their new RDM SP Ability is absolute garbage and should be scrapped immediately. They must go back to the previous idea and grant double potency and duration. DOUBLE POTENCY AND DURATION.
Raptor jesus tap-dancing Christ, I really didn't want to call the developers complete fools, but this is ridiculous. Feedback with these yahoos is like talking with Tweedle Dee and Tweedle Dum. This new producer doesn't seem to have improved much.
Siiri
11-16-2012, 08:53 AM
As someone who always has loved white mage I admit I sort of have hated the red mage job for a long time. (Due to its obnoxiousness at 75) That being said, even I feel sorry for red mage at this point. This new ability makes it just about the worst job in the game to me. It's really bad. Please give them 60 seconds of it or something. I don't care it just needs to be made better.
Heabea
11-16-2012, 09:45 AM
thanks SE... for the fucking useless rdm 2hr... i dont miss debuffs... ever...
Raksha
11-16-2012, 11:08 AM
Maybe SE is using its massive powers of misdirection here, there's no way a room full of people looked at this RDM thing and signed off on it.
Keep your eyes open for a nerf, or something.
Maybe they wanted to take the heat off the embrava/pd nerf.
SpankWustler
11-16-2012, 11:31 AM
Maybe SE is using its massive powers of misdirection here, there's no way a room full of people looked at this RDM thing and signed off on it.
I read this post and imagine the world's most depressing confidence man beating his dog to death with a Saguaro cactus to distract the approaching law enforcement and lynch mob from the children's shower facilities he not-so-recently constructed in his basement.
Merton9999
11-16-2012, 12:22 PM
Maybe SE is using its massive powers of misdirection here, there's no way a room full of people looked at this RDM thing and signed off on it.
Keep your eyes open for a nerf, or something.
Maybe they wanted to take the heat off the embrava/pd nerf.
This or there is a terrible mistranslation. Can anyone confirm from the Japanese? Why on earth would you make an SP ability that is worse than one that can be used more frequently from a subjob?!
Honestly, the dev posts are just a comedy show anymore.
Byrth
11-16-2012, 12:27 PM
This or there is a terrible mistranslation. Can anyone confirm from the Japanese? Why on earth would you make an SP ability that is worse than one that can be used more frequently from a subjob?!
It was translated independently here (http://www.bluegartr.com/threads/112776-Dev-Tracker-Findings-Posts?p=5478078&viewfull=1#post5478078). That's definitely what they meant.
bigdave
11-16-2012, 12:37 PM
as a thief main i want to know about the new ja war and monk seem useless so far to me
Hashmalum
11-16-2012, 05:13 PM
as a thief main i want to know about the new ja war and monk seem useless so far to meDon't worry, you'll get your share of poop in your hat in a week or two.
Greetings!
With this week’s Test Server update we will be implementing the new special abilities for monk, red mage, ninja, and corsair, so I would like to share with you each of the new effects!
Corsair
special ability cool down timers for all party members in range will be reduced. (Effect duration: instant)
Amount of time reduced depends on the number rolled. Maximum reduction is 50%.
Effect will not apply to this special ability, including other characters.
<table width="400" border="0" cellpadding="4" cellspacing="1" class="ta01"><tr valign="middle" align="center" class="th01"><td width="45%" align="center" class="th01" bgcolor="#a8d0d7">Number rolled</td><td width="45%" align="center" class="th01" bgcolor="#a8d0d7">Reduction</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">1</td><td bgcolor="#eaf2f3">-5%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">2</td><td bgcolor="#f5fafb">-10%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">3</td><td bgcolor="#eaf2f3">-20%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">4</td><td bgcolor="#f5fafb">-30%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#eaf2f3">5</td><td bgcolor="#eaf2f3">-40%</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#f5fafb">6</td><td bgcolor="#f5fafb">-50%</td></tr></table>
We changed this effect to focus on special abilities. With this effect it will be possible to use special abilities more frequently. Wild Card will completely reset cool down timers at a specific rate, but the new special ability has a guaranteed effect with varying degrees.
*Currently the above effect will apply to Wild Card as well, but we will be looking into whether this should be changed.
We are planning to add new special abilities for thief, paladin, and beastmaster during next week’s Test Server update.
Yeah, on the cor percentages, bare minimum should be 20% (1 minute off a 5 minute recast). 5% would be 15 seconds off of a 5 minute recast, which is absolutely laughable for an SP-level ability. Maybe progress as 20%, 25%, 30%, 35%, 40%, 50%.
IMO it will be 0sec on a 5min recast because 5min abilities are not special abilities
else i agree
I'm back and forth about this. On one hand, you know you are going to get some kind of reduction. On the other hand, a 1 is terrible and you have to wait 30 minutes at bare minimum to try again.
If you have a JA that is 2 hours and you roll a 6, you are getting an hour off of that JA. If this new SP was based around the static value of an un-reduced SP ability and applied that as a static value, then I could see it being much more useful, because you would be resetting a lot of people's normal abilities a fair % of the time.
On a system where SPs are 1 hour normal and 30 minutes is merited, a 6 would = a full reset of every JA timer except for an unmerited SP.
1 = 3 minutes
2 = 6 minutes
3 = 12 minutes
4 = 18 minutes
5 = 24 minutes
6 = 30 minutes
A 1 or 2 would help reset longer cool downs that are useful, such as Meditate/Soul Eater/Dancer Flourishes. A 3 would make almost everything else besides Call Wyvern or SP abilities accessible. Rolling more than a 3 accomplishes the same thing, but reduces SP abilities more and more, so that this particular SP is worth burning every time.
I assume that Wild Card will still reset 2nd SP abilities, like it was stated originally with the roll of only a 6. Essentially leaving that SP up to chance, and this SP up to planning( or cheating as I like to think of it).
Another miscellaneous question:
Does this reduce the cool downs of secondary systems such as charges for Quick Draw/Stratagems/'BST Ready' abilities?
same answer for other JAs will do nothing
+ we don't know yet if merit delay reduction is static or %, we know you can lower it to 30 min but it can be -10% per merit
if its % and added in the same term than corsp2 it's also a full reset
the only thing i pretty sure about is that you won't be able to cap SPDR on every SP
That puts it on an evolith level of retardedness.
I think people haven't looked enough into evoliths since SP delay reduction info.
1 min on 2hr was stupid, 1 min on 1h is not a lot better
but you can get stronger evolith, etch on on each visible armor slot=> maximum delay - (full ebur, max sized evo in each) is 12min
2hr-12min is still lol, 30-12 or (60-12)/2* isn't
Urteil
11-16-2012, 09:06 PM
Both DRK SP abilities are very lackluster and as it currently stands despite being on separate timers they can't even be used at the same time for dual benefit.
Just as you cannot have multiple additional effects proc on a weapon HP drain + TP Drain is not possible (it also renders Endark useless).
I really hope the new DRK ability will be revised. When every single one of these new SP abilities was pretty bad (save a couple) it seemed good by comparison, now it is very lackluster and not even compatible to be used at the same time.
Blood weapon hardly qualifies as an SP as it is, Soul Enslavement is looking pretty grim.
Ophannus
11-16-2012, 09:07 PM
The fact that RDM's SP2 is still subject to Half Resists adds insult to injury. Let's look at the benefit of RDM's enfeebles in endgame(Legion), assuming 100% chance of landing.
Paralyze II -Paralyze doesn't block TP moves which is what cripples an alliance, not auto-attacks from the mob(which wouldn't be blocked anyway since auto-attacks are counted as frontal cone-aoe TP moves for most Legion mobs.
Slow II - Damage incurred by players during Legion comes from big AoE Spells or TP moves, very rarely do players get hit directly for very much damage due to stuns/Perfect Defense. Even with those two abilities gone, TP attacks are what kills players for the most part.
Poison II - Negligible if it lands, 10 damage/3 seconds is not worth wasting a 2hour on.
Dia III/Bio III- Lands always anyway.
Blind II- Accuracy isn't an issue since these NMs are such high level that decreasing their accuracy by 30-40 would barely make an impact in their hit rate. Also most NM's TP attacks are magical based, so Blind II does nothing against them.
Addle- Addle has extremely high accuracy already and I've almost never seen it resisted. Additionally its usefulness is small as even with mobs that cast, they're often stunned anyway.
Bind/Sleep/Sleep II/Gravity/Gravity II/Break/Silence - Worthless since 99% of NMs are immune.
Am I missing any enfeebles? Basically we have a 2hr that gives us a 100% chance to land Paralyze/Slow/Blind/Addle/Poison(still subject to half-resists).
Camate Wrote:
you will be able to greatly impair and neutralize monsters.
Neutralize: To put out of action or make incapable of action
Please tell me how Slow/Paralyze/Poison/Blind 'greatly impairs and neutralizes monsters', unless we're talking about Even Matches or Decent Challenges, none of RDM's spells are capable of impairing anything. In fact the only spells that would actually neutralize or impair a monster would be spells that NMs are oft immune to i.e Break/Sleep/Bind/Silence/Gravity.
Calatilla
11-16-2012, 09:16 PM
You know how sometimes you get hit with a tp move that paralyzes you or a mob casts paralyze on you and all you see in the chat log is "player is paralyzed" until it either wears off or someone casts paralyna? That's what RDM`s new SP should add to enfeebles, increased potency so they actually do something.
When a mob casts paralyze 1 on me I often can't do anything because it procs so much, when I cast paralyze II on a mob it does nothing. You seem to like the word Balance SE, try using some here.
Byrth
11-16-2012, 09:31 PM
Honestly, maxing enfeebling potency while still being able to land them on almost anything isn't that hard. You just make a MAcc magian staff and stack MND everywhere else. Even without that (using Chatoyant), I'm able to Blind non-immune Legion monsters on Scholar without even specifically gearing for it when I pull them.
Soaring Dvergr - Resist
Soaring Naraka - Immunobreak
Veiled Ixion - Blinded x4
Veiled Alicorn - Blinded
Veiled Ironclad - Immunobreak x4
Mired Mantis - Blinded x3
Lofty Harpeia - Blinded
Lofty Zilant - Immunobreak
Veiled Sanguiptere - Immunobreak
Veiled Gigaworm - Blinded
Paramount Harpeia - Blinded, Resist
Paramount Mantis - Blinded x2, Resist
Paramount Naraka - Resist, Immunobreak
If I had a real set / was on Red Mage, I'd doubtlessly see even fewer resists. So I don't know what monster SE is imagining that we need this SP ability for. Is it just for landing Paralyze on Ganaub? RDM's SP ability shouldn't be a substitute for a MAcc staff, let alone Elemental Seal.
Slow is kind of useful against Legion monsters because it does delay their attack rounds, but I'm pretty sure Paralyze literally doesn't work on them. Like, you can Paralyze their magic but never their attacks.
Ophannus
11-16-2012, 09:40 PM
Most of these SP abilities just seem like they should have been regular 5-10min abilities learned by jobs 96-99, since many jobs actually gained no new job abilities,spells or traits after the last level cap. Like I'm fairly sure DRG gained no new JAs or traits after level 95.
Heabea
11-16-2012, 10:58 PM
if were gonna have an ability like this for rdm, why not add spells like embrava/kaustra that can only be used during it... like doom, terror, strong plague?
Calatilla
11-16-2012, 11:19 PM
Im not talking about making them land, im talking about them actually doing something, which 99% of the time they don't do anything for their whole duration, specifically paralyze.
Luvbunny
11-17-2012, 02:19 AM
You know, a simple solution for RDM is to copy what they already did with Blue Mage. The new 2 hours will give them access to special spells, and all of them will have 100% accuracy to land. Plague, Terror, Reduce Mob Tp by 20%, etc... Make it so that it requires charges, meaning make 10 new spells available, but you can only choose 3 to use. So alliance will need at least 2-3 rdm to strategize. Half of those spells should be enfeeble or DoT based. The other half can be self enhanced or party buffs, which can be AOE using scholar abilities. Problem solved. Rdm suddenly is WANTED and must have for end game.
tyrantsyn
11-17-2012, 02:52 AM
Yea but the problem is if they work, there unbalanced. And if they don't work, their balance and useless.
This new SP for RDM is a bad joke, we need enfeebling magic to work properly especially against mobs that it makes sense too. Not a SP that has a chance to get the job done if condition are met. We already have that on top of ton's of gear and A+ skill.
Camate
11-17-2012, 04:00 AM
Happy Friday everyone!
The new special abilities mentioned in my post from yesterday have been implemented on to the Test Server. In order to make it easier to test all of these new special abilities, we have set the cool down timers to 10 seconds. (However, since I’m sure you all would like to test out the new special ability for corsair, we left all of the original special ability cool down timers at 1 hour.)
*Monk's new special ability effect duration has been set to 30 seconds, but we will be making changes and testing it with effect duration set to 60 seconds, 45 seconds, and 30 seconds, so there is a possibility that this time is adjusted.
With that said please make sure to test it out as we would love to hear your feedback!
Now then, I have a couple of responses in regards to feedback for the new special abilities announced for monk and red mage.
First, I'd like to give a bit more of an explanation about the decision for monk, as there were comments floating around that the revamp special ability did not fit the original job concept. The counter effect for the new special ability, no matter how we adjusted it to deal with AoE attacks, we just couldn't solve the problem with the current battle specs, so we decided to change direction.
There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)
Next, on to red mage's new special ability, which is being heavily discussed.
Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)
There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.
On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
saevel
11-17-2012, 04:44 AM
Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Sea
NO just f*cking NO, STOP IT
The playerbase is telling you it's a stupid idea.
It's just elemental seal. It cranks up your magic accuracy to obscene levels and allows you to land any spell you have provided the monster isn't stupidly resistant to it.
Tell the developers BAD F*CKING IDEA. Go back to the first one and make it a 3min duration ability.
Demon6324236
11-17-2012, 04:50 AM
Next, on to red mage's new special ability, which is being heavily discussed.
Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)
There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.
On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.Sorry Camate, I still don't care, you asked for feedback, the RDMs gave you a response, nearly everyone said they wanted what you offered, but with a larger increase to potency, and a duration increase to allow more spells cast as well. As I said, the original idea had its heart in the right place, it was a great idea, just not powerful enough to really work. What your offering now is not really acceptable, its just not worth it, I would much rather the other ability with the increased potency your players asked for.
What is the point in asking for feedback, especially asking for more detailed feedback, when you simply seem to take it as a "no, go back & make something else" anyways? I feel as though our voice was ignored, you changed it as we asked, but in a vastly different way, one which ruined it, and turned it away from what we really wanted. I am sure your players would have little problem giving you details on how they would like to see things changed, but you have to do your part by actually listening to them from time to time rather than going in a completely different direction.
Cowardlybabooon
11-17-2012, 05:01 AM
Maybe instead of a duration just make it more than one spell using a charge system like finishing moves. 3 perfect enfeebles could be very relevant to today's endgame content.
Kitkat
11-17-2012, 05:01 AM
Never thought I'd see the day Saevel lost his cool >.>
I agree however. The current direction of the ability, and in practice thus far, is that it is absolutely not worth a 30min to 1 hour recast. If you wanted to make this seem even remotely viable it needs to have a prolonged duration over multiple spells and not have any potency resistance. Potency resistance in and of itself already proves this is nothing more than an elaborate Elemental Seal on too long a cast.
Secondly, your counter argument about it being used in conjunction with Chainspell Stun is unfounded, especially when Stun at its roots is governed by Dark Magic skill meaning this ability (based on description) would have no baring on it if the rdm also used this tactic while still in effect. The description dictates it only works on enfeebling magic. Alternatively, rdm has an abysmal rating in dark magic skill since increase from 75 to 99. It is 300 Skill, we can't boost it via Sch to B+ and still use Stun thus Chainspell Stun on things of harder persuasion is no longer viable due to another patch made years and years and years ago called Accumulative Resistance build-up (you know, the thing SE added to the game to deter the use of multiple blm for manaburning Dynamis Lord in the old day?).
I highly suggest the Devs go back and do the enfeebling overhaul before deciding on this as an SP ability. Currently as it stands, and even after the proposed enfeebling overhaul, this ability is entirely inadequate to be on a 30~60min timer.
Sunrider
11-17-2012, 05:02 AM
Next, on to red mage's new special ability, which is being heavily discussed.
Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)
There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.
On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.First, I thank and salute you, Camate, for the storms you continually walk through. It can't be easy and we appreciate your delivery of feedback.
But, I don't know how many different ways it can be communicated to the developers that the players do not need or want this new idea.
In general, we hate it, and it is an otherwise superfluous addition to an issue (enfeebling) that the devs have been exponentially over-complicating since the release of Treasures of Aht Urgan. If the developers want to address enfeebling, address the resistances and immunities that have reduced enfeebling magic to obsolescence. If they do that, there will be no need for a new enfeebling-related ability. No explanation of the thoughts behind it will change the fact that it is a horrible idea.
What the players wanted was Increased Enhancing Magic potency, at DOUBLE (2X) strength and DOUBLE (2X) duration. Or, simply include Composure's effect with the increased potency, on the 1-hour cooldown timer.
This is pretty much what everyone thought would work best, what everyone agreed would be useful... this new idea is simply unacceptable.
There just aren't any other ways to say it; nobody cares what they intend with the new ability, nobody wants it.
Tatts
11-17-2012, 05:04 AM
Happy Friday everyone!
While we're on the topic on the new special abilities, I would like to bring attention to DRGs recent change on the unlimited jump timer. There has been a lot of negative feedback regarding the recast timer jumping to 15 seconds and I would be inclined to agree. Maybe the no recast did feel excessive but it was the perfect way to invite more Dragoons into zerg events. Dragoon never had much in terms of fast raw power, not like warrior, dark knight or samurai.
I ask you if you would speak to the Dev team about removing the recast again or at least reducing the timer to 5 seconds per jump.
If that cannot be done can Dragoons at least receive a attack boost like Berserk and Last Resort?
Maybe an attack boost for the dragoon while the wyvern's attack is reduced, could that be possible?
MarkovChain
11-17-2012, 05:13 AM
Elemental seal can resist ? What did the devs smoke ? ES cannot resist unless a job trait procs or the resist roll exceeds 95%. I mean If I cast ES blizzard 4 I'm going to get full damage 95% of the time every 10 minutes.
ES is 100% better than this ability, I think the dev are on drugs atm, seriously, after completely destroying RDM, they are now explaining us that a 30min JA that is inferior to ES (as it can still resist) is superior to ES. Sometimes I wonder if they actually play their jobs.
Demon6324236
11-17-2012, 05:15 AM
Really all we need is more potency, I can understand getting no extra duration on our spells. We do however need the extra duration of the ability itself for casting the spells. Think of Embrava, its duration is being nuked to hell, and it lasts 12.5 minutes. RDM can get 3 minute duration spells like Haste to last roughly 12.5 minutes. So I can see why a 25 minute Double Potency Haste would be over powered when we will be able to make the recast only 30 minutes. All I ask for is a simple +50~100% potency bonus for our Enhancing Magic with 3 minutes to cast spells, with that I am perfectly happy. If nothing else, start it at 50%, and increase it to 100% via merits, 10%/Merit Level.
MarkovChain
11-17-2012, 05:23 AM
I'm going to illustrate the effect of the new SP2 on sleep2 :
with ES
95% of the time you get 1:30 duration sleep
4.75% of the time you get 45s duration (the devs seem to think it's either 1:30 or full resist)
0.25% the time you get a full resist
with the new SP2
95% of the time you get 1:30 duration sleep
5% of the time you get 45s duration.
I mean it is a frigging elemental seal.
Plasticleg
11-17-2012, 05:38 AM
Unless your RDM is chain-stunning, no reason for them to /BLM. They'll generally benefit from /SCH, on average. Not going to defend how fucktarded this 2-hour is, just trying to see their (lol) reasoning.
Kalilla
11-17-2012, 05:47 AM
Camate, could you fix the spelling of Invincible? They keep saying Invisible instead of Invincible :| It's just a little annoying, nothing major.
http://forum.square-enix.com/ffxi/threads/26302
SpankWustler
11-17-2012, 06:05 AM
Next, on to red mage's new special ability, which is being heavily discussed.
This is like saying Grandpa's naked jaunts through the assisted living facility are being heavily discussed by the staff. Everybody is discussing how awful and wrinkly the new ability is, and how it is ineffectual and makes them painfully aware of human mortality.
Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
Let's say I own two army tanks. One is normal tank and one is a haunted tank, inhabited by the patriotic (and racist) spirit of J.E.B. Stuart.
My goal is to run over the neighbor's toddler, because I am deranged. Either tank will work, because in both cases, tons and tons of metal stuck on caterpillar treads are capable of crushing the life out of a small human.
The relationship between the new new Red Mage SP and Elemental Seal is exactly like this. The special benefit of the new new SP is statistically near-identical compared to a simple massive Magic Accuracy bonus. The fact that it does something special matters every bit as much as the fact that there's a racist ghost rolling over my neighbor's kid's face; the end effect is the same.
These two situations have one more thing in common. Both are totally nuts.
tyrantsyn
11-17-2012, 06:40 AM
I'm in tears after that, Thanx Spanky.
Next, on to red mage's new special ability, which is being heavily discussed.
Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
The fact that you even have to try and explain this....
Yeah. No. This ability should be given to rdm on a 10 minute timer (just like Elemental Seal), and a REAL SP2 ability given to them.
This ability is not worthy of being an SP2 ability. The fact that you need to have this explained to you is absurd.
I am so scared by all the nonesense that is coming out of the dev camp lately. Things are not looking good for the future :(
Mindi
11-17-2012, 07:27 AM
wtf RDM? Is the dev team serious? really? Why the hell would RDM, the job with highest enfeebling skill and probably best enfeebling gear would need THIS? RDM was allways the job that could land anything, aslong as its not full resistant.
Redo RDM.
Either, get back to Idea 1 and improve it. Give Rdm an enhancing Buff- Special Ability. That last like 2 min, dont wear off after 1 spell and where enhancing spells can be either
a) made from self target only to party target
b) double duration
c) or both of them :3
or redo your new.. special ability to not limit it for one spell. Hold on the 60 sec duration, keep the 100% Accuracy if you want, but you have it back. Give those enfeeblings cast while the special ability is on a strong effect+ and double duration, not just normal effect. Rdm dont need help to land 1 spell 100% Rdm really dont need. If he does, he /blm and has the ability every 10 min
Mnk seems ok, nin aswell, Cor is lol aswell, especially 1
Cor should be atleast like this 1=10, 2=20, 3=30, 4=40, 5=50 6=60. 1 still sucks, but not that bad.
Monchat
11-17-2012, 07:28 AM
Happy Friday everyone!
The new special abilities mentioned in my post from yesterday have been implemented on to the Test Server. In order to make it easier to test all of these new special abilities, we have set the cool down timers to 10 seconds. (However, since I’m sure you all would like to test out the new special ability for corsair, we left all of the original special ability cool down timers at 1 hour.)
*Monk's new special ability effect duration has been set to 30 seconds, but we will be making changes and testing it with effect duration set to 60 seconds, 45 seconds, and 30 seconds, so there is a possibility that this time is adjusted.
With that said please make sure to test it out as we would love to hear your feedback!
Now then, I have a couple of responses in regards to feedback for the new special abilities announced for monk and red mage.
First, I'd like to give a bit more of an explanation about the decision for monk, as there were comments floating around that the revamp special ability did not fit the original job concept. The counter effect for the new special ability, no matter how we adjusted it to deal with AoE attacks, we just couldn't solve the problem with the current battle specs, so we decided to change direction.
There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)
Next, on to red mage's new special ability, which is being heavily discussed.
Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)
There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.
On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
Can you go back to the dev to explain what the RDM ability actually do?
What will be in practice the difference between elemental seal and RDM SP2?
Players believe both do the exact same, ie bypass the magic evasion checks
FrankReynolds
11-17-2012, 07:40 AM
Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
Up next: a new 2 hour ability for thief that lowers the chances of an item NOT dropping. This is totally different from treasure hunter which increases the chances of an item dropping...
hideka
11-17-2012, 08:02 AM
There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)
Dear camate,
Genome, proved that gaurding can activate on all physical weaponskills about 4-6 YEARS ago. however since the game does not have a guarding message, it will display as a "Miss" if zero damage is recieved. i have PERSONNALLY recieved guard skillups while taking damage from AOE (and im not the primary target, so no chance of invisible melee causing this) on Spike flail, Whirl of rage, spinning claw, Wind shear, Benthic Typoon, Whirl claws..... please learn how your games mechanics work before making a post about them.
Love Hideka.
Zuidar
11-17-2012, 08:23 AM
To be honest, I liked some of the new two hour abilities. I see some new 2 hours Job abilities such as SMN, DRG, WHM, BLU, BRD, SAM really nicely. However, what I don't understand is why is it that Corsair is not getting the ability to do 3 rolls, or Red Mage isn't getting that ability that enhances the potency enhancing magic?
I'm really sorry for asking to the Dev Team, but Is there really an actual balance problem with corsairs being able to do 3 rolls, or RDMs with increased potency and duration to Enhancing Magic with their new abilities?
Calintzpso
11-17-2012, 08:40 AM
...There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun...
MOOOOOOOOOOOOOOO!!!!!
http://www.waffles-production.com/public/vlcsnap-2012-10-05-18h31m12s127.png
Less Talk, Make it happen.
Arcon
11-17-2012, 09:10 AM
The only relevant information I take away from all these posts is that I really do not want to be in Camate's shoes during these troubled times. Seriously, my condolences.
Antanias
11-17-2012, 09:12 AM
The only relevant information I take away from all these posts is that I really do not want to be in Camate's shoes during these troubled times. Seriously, my condolences.
They seem to give him and Okipuit the bad news more often (offers the community reps a fanataic's tonic)
Xikeroth
11-17-2012, 09:25 AM
Happy Friday everyone!
The new special abilities mentioned in my post from yesterday have been implemented on to the Test Server. In order to make it easier to test all of these new special abilities, we have set the cool down timers to 10 seconds. (However, since I’m sure you all would like to test out the new special ability for corsair, we left all of the original special ability cool down timers at 1 hour.)
*Monk's new special ability effect duration has been set to 30 seconds, but we will be making changes and testing it with effect duration set to 60 seconds, 45 seconds, and 30 seconds, so there is a possibility that this time is adjusted.
With that said please make sure to test it out as we would love to hear your feedback!
Now then, I have a couple of responses in regards to feedback for the new special abilities announced for monk and red mage.
First, I'd like to give a bit more of an explanation about the decision for monk, as there were comments floating around that the revamp special ability did not fit the original job concept. The counter effect for the new special ability, no matter how we adjusted it to deal with AoE attacks, we just couldn't solve the problem with the current battle specs, so we decided to change direction.
There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)
Next, on to red mage's new special ability, which is being heavily discussed.
Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)
There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.
On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
Seriously?
The only thing this PROVES is the FFXI development team has NO IDEA what it is doing with this game anymore and they completely gave up on even developing some jobs with their original intention in mind. Back when Red Mage was made in the 80s it filled quite a few roles quite well and this continued in multiple games. Now you're lucky to play like the original Red Mage that was created back then.
I am going to make one thing very clear: This ability is a complete JOKE. Compared to the other abilities this one doesn't even suit the game anymore. I get that square enix gave up on giving this game any real job balance at all so they just decided to make everyone overpowered so no one cared anymore. Whatever, that's what the game turned into. It requires 75% less skill then pre-abyssea FFXI.
It seems like SE is purposely trying to kill Red Mage as a whole I no longer see very much going in the direction of helping the job out. When you compare it to the other jobs RDM continues to get the shaft time and time again.
Now I am a RDM fan, I love the job but its no longer worth playing. I stopped playing RDM in most situations because it has lost almost, if not ALL of its thunder that it had back when level 75 was the cap.
Hows about an ability that expands how RDM can be played, Or maybe an ability that makes RDM able to contribute more to the group then cures enfeebs and maybe the occasional nuke.
Most of us could come up with a better RDM ability on the toilet.
One thing the dev team needs to realize... Tanaka's path was proven to be a bad path, i mean he ruined FFXIV and someone else has to save it, and fix his mistake. He ran FFXI for so long and never once tried to balance the game, or improve it to what the players wanted.
Its time to listen to the community not shrug it off as nothing. Remember we are paying you. If you want to keep some of the people here that quit to play FFXIV then maybe you need to listen to the community for once.
Thore
11-17-2012, 09:38 AM
Am I the only one thinking these new 2hrs are starting to be a lost cause?
They've had to redo them how many times now? And they just keep getting worse and worse with each revision... (for the most part anyway)
Monchat
11-17-2012, 10:02 AM
we can have a clear picture of what SoA's job's silly abilities will be lol.
SpankWustler
11-17-2012, 11:06 AM
The only relevant information I take away from all these posts is that I really do not want to be in Camate's shoes during these troubled times. Seriously, my condolences.
I can just imagine Camate explaining his job to somebody after this week.
"One group of crazy guys picks the craziest guy. He tells me something utterly insane. I tell this to an opposing group of crazy people, and it makes them really mad. The craziest person on that side writes me a novella about the efficacy of infanticide using a racist, haunted tank that can not be related back to anything sensible in modern society."
Motenten
11-17-2012, 11:15 AM
Every once in a while, I wonder if Camate ever does really translate any of Spanky's posts. I just wish I could be in the room watching the devs when they read them.
Lienn
11-17-2012, 11:53 AM
Greetings!
With this week’s Test Server update we will be implementing the new special abilities for monk, red mage, ninja, and corsair, so I would like to share with you each of the new effects!
Monk
While the effect is active, your max HP will be doubled and upon activating the ability HP will be recovered for the amount that is added.
The effect will stack with items and other max HP enhancing effects.
Since large problems were discovered through testing for the previous counter effect, we changed the effect while still keeping to the idea of a defensive ability, and made it so there is an HP increase effect to increase your endurance and deal with large damage.
We are planning to add new special abilities for thief, paladin, and beastmaster during next week’s Test Server update.
Since i didn't see ppl talking about new MNK 2hrs, lemme put a point that was overlooked:
When you put double HP it will actually remove the sj restriction of souleater (5% of real HP with double HP = 10% real HP), causing the new "defensive special ability" to actually increase a lot MNK/DRK DPS due the current haste/doublt/triple/quadruple attack overflow. With a proper gear MNKs would beat 5k HP while this effect is up, reaching nearly the same amount of HP converted to damage a DRK with enhanced souleater can have.
Also, think that if it stacks with other HP bonus effects it will also stack with mantra, generating another 40% of real HP (20% of doubled HP), making this ability a bit too powerful for an ability that will be usable every 1hr-30 min.
If someone was going to receive this ability, it should be DRK, not MNK. ^^
MNK one should be related to kick attacks...would be nice for a change. Maybe a progressive critical damage increase for every kick that lands and making kick attacks having 100% critical hit dor the duration of the effect...it would be like a mighty strikes for footworker MNKs.
Sargent
11-17-2012, 12:25 PM
Now... I don't play RDM, but for the love of god, change the SP ability to this:
"Doubles the duration and potency of enhancing magic, and doubles the accuracy and duration of enfeebling magic." Lasts 60~90 seconds for as many spells as you want.
Best of both worlds and a relevant SP ability.
saevel
11-17-2012, 12:50 PM
Now... I don't play RDM, but for the love of god, change the SP ability to this:
"Doubles the duration and potency of enhancing magic, and doubles the accuracy and duration of enfeebling magic." Lasts 60~90 seconds for as many spells as you want.
Best of both worlds and a relevant SP ability.
For the love of god we've been asking for this since they first announced it.
How the F*CK does SE developers get the ideas they do. Are they snorting coke before coming to work?
This is a serious question, when was the last time the FFXI development team was tested for drug use? Does SE Japan have a corporate policy regarding frequent drug testing of it's developers?
Guys Guys Guys, You career RDMs of which I used to be one myself should have realized a long time ago that RDM is a dead job now. As much as I miss using mine, there isn't any real reason for anyone to think it's viable in any worthwhile content anymore.
The new ability is well......... There.... but this amount of nerdrage won't change a thing that we're getting whatever SE wants to give us for RDM now.
Those of you still clinging to the hope that RDM will be as awesome as it was back in 04/05 might as well lay down in a grave with a flagpole up your asses with a "Been there, enfeebled that." flag on top and just give up.
P.S. Stop beating on Camate like he's the lead programmer. He doesn't deserve the lashing some of you people are throwing at him. :|
Alpheus
11-17-2012, 11:44 PM
inb4 next Update footnote:
"The instance in which Elemental Seal granted more Magic Accuracy than intended has been fixed."
Not that I think that will totally happen but the way the Devs go on about how the 2 contested JAs are so very different from each other......
In all seriousness I find this whole situation of adding new SP JAs quite fascinating.
Sasaraixx
11-18-2012, 03:31 AM
On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.
But the effect does not work on monsters with immunities, so there are cases where it will be ineffective as well. It really is just a more powerful version of Elemental Seal on a longer timer. What are the situations when Elemental Seal would not work and/or the enfeeble will not land eventually thanks to the Immunobreaks? Are there enough of them or are they important enough to warrant this being a SP ability? I think the answer you are hearing from Red Mages on both the English and Japanese forum is no.
There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.
I wonder what game the developers are playing that makes them think enfeebling magic is so powerful. The only spells that can completely immobilize a monster are Sleep and Break. Here's the thing. You can't damage the mob during the effect or the spell is broken. Not to mention that I am sure plenty of NMs retained their immunities to both of these spells. What is so overpowered about being able to land the remaining enfeebles? The only one that would really make a difference is Silence and folks are going to use that one anyway. People already use kiting strategies so Gravity will not change much.
On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
This is a pet peeve of mine. I don't understand why the dev teams keeps implementing abilities and spells focused on game mechanics that need to be changed. This also applies to enmity adjustments that we are still waiting for. You can't be surprised when you tell the community about an ability like this one and the response is a resounding "NO!" We've been complaining about enfeebling magic for years so why create a special ability around it? We can't simply go on "we're fixing the mechanic and this ability will be awesome in the future."
After the Embrava and PD nerfs, I suspect the team is hesitant to give anymore powerful enhancing magic special abilities which is why the original RDM sp ability was changed instead of strengthened after players complained.
Llama
11-18-2012, 04:55 AM
Seriously?
The only thing this PROVES is the FFXI development team has NO IDEA what it is doing with this game anymore and they completely gave up on even developing some jobs with their original intention in mind.
Absolutely. The director is still new at his job though, I wish him much success.
Most of us could come up with a better RDM ability on the toilet.
Let alone half of them.
One thing the dev team needs to realize... Tanaka's path was proven to be a bad path, i mean he ruined FFXIV and someone else has to save it, and fix his mistake.
People really need to stop blaming Tanaka, his FFXI was far better then today's.
As for Yoshi-P cleaning his mess, please FFX14 launch - now is very much the same.
All he did was add more content, change/remove some spells, abilities, around. Small tweaks here and there, but aside from that the core game play has not changed at all.
14 failed due to lack of content, and bad programming decisions, not one man.
MarkovChain
11-18-2012, 06:22 AM
You are ignorant about FFXIV. FFXIV failed because it was impossible to play due to server lag.
Monchat
11-18-2012, 06:37 AM
and every possible feature was made to piss of the player. every one of them.
Mageoholic
11-18-2012, 07:00 AM
This ability is absolute garbage. I mean it is insulting it is even on the table. This is Elemental Seal -3. It is a joke, and an absolute piss off.
To fix enfeebling you don't do it through the damn application of an ability we already have access to. To fix enfeebling you need to make enfeebling skill actually affect the potency of a spell. There should be no reason my BRD/RDM can land enfeebles as often and as potent as my RDM.
Stop piling crap on crap. Haste II is a placebo, it is being instilled because you left haste @ subjob level, just like refresh II. Oh RDM's refresh can be subbed...oversight lets add Refresh II!. Instead of fixing the issue. Enhancing spells need to be modified by Enhancing skill, not flat caps based on spell.
SE have left Enhancing and Enfeebling capped at level 75, all jobs with access to mage gear can hit high MACC and MND or INT values...essentially RDM is as effective as a subjob as it is as a main job, and no I am not even going to touch the fact that our T2 enfeebles are garbage, and hardly worth investing even a single merit into.
Stop capping enhancing and enfeebling spells @ 75!, let the caps be broken based on enfeebling and enhancing magic skills, giving RDM an innate edge in both schools. (SCH is married to RDM to have full access, and RDM is able to do this regardless of SJ.)
Stop trying to band aid the problem with the mechanics by piling more crap on top of a broken system.
Take the fix from healing magic, and apply it to enhancing and enfeebling.
As for a 2 Hour ability, how about you give us something bad ass like elemental infusion in which we can attach a nuke to our melee weapon and have a Blizzard IV "enspell" for 30 seconds or so every half hour.
You know invoking abilities from both casting and melee combat? Kinda like keeping with the jobs theme of being a martial magician.
At least try and be creative. This ability is pathetic and should the one who thought of it should be ashamed.
You are ignorant about FFXIV. FFXIV failed because it was impossible to play due to server lag.
Do you seriously think that's the reason it failed. >_>
Demon6324236
11-18-2012, 12:39 PM
Lets not get distracted from bitching about the RDM 2-hour and its worthlessness, lest SE think its fine now and we only overreacted.
Llama
11-18-2012, 03:50 PM
You are ignorant about FFXIV. FFXIV failed because it was impossible to play due to server lag.
And what caused that lag?? Why did they re-write a brand new engine? Do you know anything about query's and protocols, because last time I checked it fell under programming.
Xikeroth
11-18-2012, 03:58 PM
Absolutely. The director is still new at his job though, I wish him much success.
The new director will get praise and respect when he earns it. When he can prove he can help move this game forward and make better changes and abilities than this crap RDM one. Maybe actually balance the jobs, Tanaka downright refused to and only made the "liked" jobs more powerful while giving other jobs the shaft.
When the new director can prove he is better than Tanaka (which shouldn't be hard) He'll earn the respect of anyone that is able to criticize something.
SE stated the new director is working on FFXIV 2.0, and when finished he'll come to FFXI
People really need to stop blaming Tanaka, his FFXI was far better then today's.
As for Yoshi-P cleaning his mess, please FFX14 launch - now is very much the same.
All he did was add more content, change/remove some spells, abilities, around. Small tweaks here and there, but aside from that the core game play has not changed at all.
14 failed due to lack of content, and bad programming decisions, not one man.
You do realize Tanaka is notorious for making insanely difficult code right? That its almost impossible to change without screwing something else up. They didn't do many huge changes because they are relaunching FFXIV with new engines, clients, maps, mobs, races(male mithra/female galka) and content overhaul. Even the essential programs are being changed, the only thing staying the same is the characters.
The changes Yoshi-P made were praised by everyone that played more then 80% of the time including the critics. Tanaka can never claim this, his biggest enemies in FFXI and FFXIV are the critics. Yoshi-P removed the stuff that made it complete junk(which Tanaka refused to) and he listens to the community. Something the FFXI development team has yet to prove they even do.
While I agree the OLD FFXI was better than todays we also have to remember Tanaka made the road map we are currently on, he set out the plans for abyssea in the first place, as well as voidwatch. So if right now isn't as good. It is still Tanaka's fault.
Tanaka never listened to what the community wanted and before they removed him from the FFXIV director chair he wasn't even considering making changes, 4-5 months after Yoshi-P took over there were sweeping changes. Ones that actually got the FFXIV community excited and made more people want to play. Before they stopped selling FFXIV to prepare for FFXIV: A Realm Reborn they were GAINING players at a higher rate then FFXI is right now. FFXI is actually losing more players per month then they gain.
The game, when it shutdown a week ago and when it was run by tanaka are a completely different experience. Anyone that has actually played FFXIV from launch to shutdown can tell you that.
Yoshi-P Changed almost everything about the game, but was very limited due to the fact Tanaka's code is terrible. There is no doubt in my mind that if they left Tanaka in charge FFXIV would have been dead 2 years ago. He had 5 years+ to develop that game and still gave us nothing amazing. (The name rapture ring a bell? That was its code-name)
Tanaka never listened to the community, Yoshi-P does. That's the major difference between the FFXI and FFXIV development team. The FFXIV dev team listens, In fact, all of the SUCCESSFUL MMOs in the world, the ones with triple FFXI's population or MORE all listen to, reply to and consider player feedback. All Tanaka ever said is "I'll consider it" or when they said it was a good idea at fan fests it still never made it into the game. What does that tell you?
The core game could NOT change because when they were getting around to it they decided "lets change the entire game, what we're doing isn't working" Whats the point in changing what we currently have when they knew they would only relaunch it anyways with a completely different client and code.
It wasn't just content. The way the jobs were played, the abilities they had, the way the armory system works are all completely different to when Tanaka was in charge. The game play and experience changed dramatically. Playing FFXI since NA launch I can tell you this. Yoshi-P made more real changes to FFXIV in a year then Tanaka made to FFXI in a 10 years. The only thing Tanaka did was add content and the only time it changed dramatically was when abyssea was launched which is terrible content compared to the old FFXI content. (don't even get me started on how stupid the stagger system is. The only decent stagger system is the dynamis one. VW and Abyssea sucks in that respect too. The ONLY thing that should EVER effect drop rate is Treasure Hunter.)
All were changed by Yoshi-p. SO instead of defending a sub-par director, hows about you look into some facts before you actually say something.. Tanaka stopped being good when he came out with Abyssea(if you remember correctly he briefly passed director to someone else after FFXIV was launched) Abyssea, voidwatch, re-releases of Limbus, dynamis, nyzul, salvage, etc... are all Tanaka's doing.
From what people are saying almost everything in A Realm Reborn is different. its BETTER. Due to restrictions they aren't allowed to post screenshots or anything... silly agreements NDA's <.<;
Kincard
11-18-2012, 04:38 PM
You are ignorant about FFXIV. FFXIV failed because it was impossible to play due to server lag.
That, and it was an awful game.
People really need to stop blaming Tanaka, his FFXI was far better then today's.
As for Yoshi-P cleaning his mess, please FFX14 launch - now is very much the same.
All he did was add more content, change/remove some spells, abilities, around. Small tweaks here and there, but aside from that the core game play has not changed at all.
14 failed due to lack of content, and bad programming decisions, not one man.
They're making/made some pretty fundamental changes to the game. As much as I hate FFXIV I give them credit for seeming sincere in their desire to rectify the awfulness. While I think it's silly how people always blame a single man for something that involves hundreds of people working on it, the fact of the matter is that a lot of the core system that people hated (like fatigue and such) are straight out of Tanaka's book of design based on his track record. It's pretty much the same as people blaming terrible movie scripts on the director. Never made sense to me, but people will still do it, because they're the ones that also get all the credit when everything goes right.
ManaKing
11-18-2012, 04:54 PM
On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
Not to be a complete jerk, but every post in RDM forums has mentioned this either as the topic or in passing. The reason RDM are such an angry mob to deal with is because they have legitimately been ignore and invalidated for a very long time. Either the Dev weren't listening or you weren't telling them that they left one of the most popular jobs crippled for over 3 years. The Dev team pruned off all the niches that RDM had developed for itself and then crippled it's only A rank skill. The development team is solely at fault for this. They destroyed Enfeebling Magic and left RDM with nothing except being sub par.
We all understand that 75 was too generous for RDM, but quite honestly that was because the Dev team left other mages starved for MP AND kite/nuke was too useful. It's hard to call the previous generation of enfeebles exploits. What do you think a Spell called Bind is supposed to do? Gravity isn't the traditional Demi from the FF series, that wasn't a player decision, we don't make those decisions. We understand that stacking Gravity + Bind with Sleep was not what was intended, but we weren't the ones that assigned RDMs their spell list.
Please take some responsibility for the state that Enfeebling magic is in and RDM by association. We don't have the ability to change this at all or we would have done it long ago. We need spells that actually help our friends. Otherwise Enfeebling will continue to be worthless.
ManaKing
11-18-2012, 05:22 PM
Anything that has to do with FFXIV should really go somewhere that doesn't have to do with current changes for FFXI's new SP abilities. We are trying to give feedback of actual relevance, please go clutter other forums with your personal beliefs about FFXIV or any game that isn't this one.
Enfeebling is a long standing issue that needs to be addressed one way or another, so please stop getting off topic.
On the Topic of MNK SP abilities:
So what is this SP going to do for MNK except make me go MNK/DRK and pop 100 fists with Soul Eater up? I understand more HP, but how is that applicable on a 30 second timer that takes 30 minutes to come back? 30 seconds is the length of a zerg and nothing else. I would really rather see that increase last longer so that players might use other tactics other than focusing on extremely concentrated offense for extremely short periods of time.
FFXI is addicted to offense > defense. How does more HP help MNK tank? If it's only intended for them to be able to take the brunt of terrible mobs, then how is 30 seconds long enough unless we are once again, planning on a zerg?
Arcon
11-18-2012, 05:55 PM
[..]
Almost everything you said was bullshit based on your own speculation and random interpretation of certain facts. And you had some of them wrong as well, for example that Tanaka left FFXI's position to someone else. That never happened, he was in charge the entire time. And you still didn't address the fact that no one man makes all bad decisions in a company. A producer is not a dictator. Tanaka is a scapegoat, nothing else. People need someone to blame, and he was in a good position to be blamed. That's all there is to this ranting.
ManaKing
11-18-2012, 07:59 PM
The new SP is terrible. It doesn't do anything, a RDM should be capable of doing what this ability does against pretty much any mob by having proper gear. If the dev team wants to add this kind of functionality to RDM I would heavily suggest they add it to Saboteur and keep, 'if an enfeeble can't land then it doesn't burn the ability.' This idea is not worthy of an SP since we all clearly see it as a side or down grade to Elemental Seal.
We are all aware that Enfeebling magic is terrible, so this kind of an addition to an already/still crippled school of magic does nothing but invite the disdain of RDMs because it adds insult to injury. 'Enfeebling magic doesn't really work anymore so lets give you an entire ability to prove it.' RDMs don't mind continuing to reapply enfeebles in a fight. It gives us something to do. What we don't appreciate is that our potency means absolutely nothing when mobs are adjusted to not be affected by things like paralyze, even when they do land. That's just unfair to us.
If you want examples of what I don't currently like about the individual enfeebles, I can easily go over it:
Bio 3 and Dia 3 do not stack. It would be appreciated if we could use both of our debuffs that don't require accuracy nor potency to be effective to stack so we always have them to fall back onto. If you don't want to let us do normal debuffs we at least want to lower the mobs defense and attack by 15% a piece.
Bind shouldn't even be in the game anymore. The Dev team has no interest in it being effective, so please delete it. We get it, it creates too many problems.
Gravity doesn't need to slow target's movement speed. I don't care about it's benefits for kite nuke. All I require is that it lowers the mobs Evasion and that it can stick on almost all mobs, so long as I have the accuracy to land it. I need to lower mobs accuracy to be able to hit them as a RDM. Other jobs appreciate it as well. It's kind of a big deal that something that would help enfeebling be more viable is left in such bad disrepair, especially since the Devs took the time to give us Gravity II, which never worked to begin with.
Blind is actually decent, EXCEPT, some mobs can't really miss because their level/accuracy is too high. If blind just gave a mob the debuff that it would miss X% of the time and it was based off of enfeebling magic skill, then you would create a spell that does what people want it to do and doesn't fail against NMs that have unrealistic stats for enfeebles to be effective against.
Slow and Paralyze are very effective against the mobs that they work against. Against many NMs, they do very little. I don't mind if you want to adjust the max potency that a mobs is able to be debuffed, but there are several mobs that these spells don't seem to do anything to even if they do land.
Silence and Addle actually make sense. Silence works on normal mobs and Addle works on Bosses. It makes sense and they both have potential uses.
Poison III needs to be available to players. The only thing wrong with Poison is that it is too weak to contribute.
Break is a bad because it doesn't do anything something else doesn't probably do better. Sleep lasts longer and accomplishes the same affect. If you are VS dark based mobs you can /WHM for Repose. There are multiple sleeps for chaining sleep effects. It breaks when you attack the mob. It does't add anything unique. Break needs to be changed into a 2nd stun. It would be enfeeble based. It gives you something that will be effective against Thunder based mobs. It should have a slightly longer duration than stun, but also a much longer recast.
Impact should be re-coded so that it damage is based of elemental magic and the debuff potency/duration is based off of enfeebling magic.
BLM debuffs should scale off of elemental magic for increased DoT and Enfeebling magic for stat down potency. Both of which should be adjusted to scale and be somewhat useful against current end game content.
In all seriousness:
The previous SP was what we wanted. We wanted Double Potency and Double Duration of all of our enhancing magic. You can make it so that it doubles the potency/duration of Enhancing magic that RDMs receive for a set duration. That way you don't have to worry about /SCH shenanigans and RDMs trying to do more than you intend.
If we had something like Break so that we could Chain Spell Break, much like we Chain Spell Stun then we could easily use whatever sub job we wanted. I personally prefer RDM/NIN. Most of the RDMs that are left are melee RDMs because you gave away all of our serious caster rolls to other jobs. You could at least placate whats left of the RDM population. I'm not asking to be a kite nuke problem. I just want to be able to me a hybrid mage that can fight and enfeeble end game mobs. I want to be able to pull my weight in an alliance.
Cljader1
11-18-2012, 09:00 PM
Since i didn't see ppl talking about new MNK 2hrs, lemme put a point that was overlooked:
When you put double HP it will actually remove the sj restriction of souleater (5% of real HP with double HP = 10% real HP), causing the new "defensive special ability" to actually increase a lot MNK/DRK DPS due the current haste/doublt/triple/quadruple attack overflow. With a proper gear MNKs would beat 5k HP while this effect is up, reaching nearly the same amount of HP converted to damage a DRK with enhanced souleater can have.
Also, think that if it stacks with other HP bonus effects it will also stack with mantra, generating another 40% of real HP (20% of doubled HP), making this ability a bit too powerful for an ability that will be usable every 1hr-30 min.
If someone was going to receive this ability, it should be DRK, not MNK. ^^
MNK one should be related to kick attacks...would be nice for a change. Maybe a progressive critical damage increase for every kick that lands and making kick attacks having 100% critical hit dor the duration of the effect...it would be like a mighty strikes for footworker MNKs.
Its amazing that you saw this and a room full of DEV's didn't, however as a drk im more concerned with the fact that our SPs are gimped, they do not effect ws's and they cannot be stacked. Both DRK SPs need to be able to be stacked AND both SP need to activate on WS as well.
just got off test server tinkering w/ new special ability and /drk
I've a very good hp+ build on my galka mnk.
player hp caps at 9999
outside abyssea I was able to get 7104 (using hp gear, mantra and full melee+2)
slight improvements to gear would make it ~7400
IN Abyssea w/ ebon hoof, razed ruins and sanguine scythe, I had hp of 9743
w/ soul eater, and the new special ability up, every punch does ~1000 in abyssea
crit hits vs detector-types w/ arcane circle did 2.5k
outside abyssea the best you could hope for is around + 370 damage per hit
not sure if 100 fists will stack... didn't test it, but embrava, marches etc should probably get you to cap w/out gear... I think.
someone else can check that.
This special ability works to save you from a BIG nuke or can be used in zerg situations w/ /drk.
Its very fun.
The most challenging part is getting the Ja's to go well. 30 seconds is not alot of time. one might want to pop this on ADL AFTER PD wears off to survive the first terraslash or somesuch..
SpankWustler
11-19-2012, 03:01 AM
Its very fun.
The most challenging part is getting the Ja's to go well. 30 seconds is not alot of time. one might want to pop this on ADL AFTER PD wears off to survive the first terraslash or somesuch..
Or to die solely to the additional effect attached to Tera Slash, and better understand that FFXI is designed to mirror the absurdity of the universe as a whole.
Thinking about that situation, I imagine the incoming Monk SP being highly compatible with the incoming White Mage SP. If both jobs are already present, cobbling the two abilities together into the ghetto-est version of Perfect Defense imaginable seems like a good use for them.
Well, if the Development Bros pick the version of the White Mage SP that is useful for 30 seconds rather than 60 seconds of flaccid disappointment.
Helel
11-19-2012, 08:55 AM
Stop making mobs that have "TP moves" as their regular attacks... This fixes at least 50% of the problems with RDM. If you could actually paralyze mobs like harpies, narakas, iron giants, then it would definitely be useful for something like legion. I realize you can paralyze them, but it only affects their spells, if they even cast anything.
Slow II would also be incredibly useful.
Monchat
11-19-2012, 06:41 PM
just got off test server tinkering w/ new special ability and /drk
I've a very good hp+ build on my galka mnk.
player hp caps at 9999
outside abyssea I was able to get 7104 (using hp gear, mantra and full melee+2)
slight improvements to gear would make it ~7400
IN Abyssea w/ ebon hoof, razed ruins and sanguine scythe, I had hp of 9743
w/ soul eater, and the new special ability up, every punch does ~1000 in abyssea
crit hits vs detector-types w/ arcane circle did 2.5k
outside abyssea the best you could hope for is around + 370 damage per hit
not sure if 100 fists will stack... didn't test it, but embrava, marches etc should probably get you to cap w/out gear... I think.
someone else can check that.
This special ability works to save you from a BIG nuke or can be used in zerg situations w/ /drk.
Its very fun.
The most challenging part is getting the Ja's to go well. 30 seconds is not alot of time. one might want to pop this on ADL AFTER PD wears off to survive the first terraslash or somesuch..
at 1k damage per hit you loose 3k HP per attack round on average.
If your numbers are right (350/hit outside abyssea), you lose on average 1k HP every attack round, ie -1k HP every 2 second. No one healer can keep up with that.
just got off test server tinkering w/ new special ability and /drk
I've a very good hp+ build on my galka mnk.
player hp caps at 9999
outside abyssea I was able to get 7104 (using hp gear, mantra and full melee+2)
slight improvements to gear would make it ~7400
IN Abyssea w/ ebon hoof, razed ruins and sanguine scythe, I had hp of 9743
w/ soul eater, and the new special ability up, every punch does ~1000 in abyssea
crit hits vs detector-types w/ arcane circle did 2.5k
outside abyssea the best you could hope for is around + 370 damage per hit
not sure if 100 fists will stack... didn't test it, but embrava, marches etc should probably get you to cap w/out gear... I think.
someone else can check that.
This special ability works to save you from a BIG nuke or can be used in zerg situations w/ /drk.
Its very fun.
who care about souleater zerg when 90% of HNM are resistant or build resitance to it
+ what Monchat said
tyrantsyn
11-20-2012, 03:01 AM
.
BTW welcome back to the forums :D
Caketime
11-20-2012, 03:11 AM
who care about souleater zerg when 90% of HNM are resistant or build resitance to it
+ what Monchat said
He made a post about the new MNK ability in the thread discussing new abilities. Truly, he is a terrible man.
Camate
11-20-2012, 04:33 AM
Greetings!
First let me start off by saying that the Community Team understands everyone's concerns with red mage's new special ability and we are doing our best to collect all your feedback and share it with the development team. It might take a bit before we get a solid response, but we will continue to collect and submit everything we see.
While on the topic of red mage, please note that there is currently a bug on the Test Server where enfeebling effects may land on monsters with immunity when using the new special ability and the development team is working to fix it. As announced, this ability cannot be used on monsters with immunity; however, resistance adjustments for Abyssea monsters have not yet been finished and in the future we will be applying adjustments and will be removing a great deal of monsters with immunity.
Next, some more monk feedback.
There were some comments mentioning that monk's new special ability wouldn't help much for tanking since the effect duration is only a minute long. While the development team will continue to adjust the effect duration as testing is performed, they're thinking about keeping the maximum duration at 60 seconds. The effect duration was set this way to act as a method of surviving a crisis, much like Invincible or Perfect Dodge, and not to maintain the increased HP for an entire battle.
Also, there was a request to change the HP increase value to a static number instead of doubling the amount of HP the character has due to differences in races. While we will look into this, by making it a completely static value we will no longer be able to address the HP per level, so the effect would have to be added by either "level x n" or "VIT x n."
As long as we can make it in time, we will switch to a static value increase for the next Test Server update so you can all try this out for a while.
Hashmalum
11-20-2012, 04:54 AM
Greetings!
First let me start off by saying that the Community Team understands everyone's concerns with red mage's new special ability and we are doing our best to collect all your feedback and share it with the development team. It might take a bit before we get a solid response, but we will continue to collect and submit everything we see.
While on the topic of red mage, please note that there is currently a bug on the Test Server where enfeebling effects may land on monsters with immunity when using the new special ability and the development team is working to fix it. As announced, this ability cannot be used on monsters with immunity; however, resistance adjustments for Abyssea monsters have not yet been finished and in the future we will be applying adjustments and will be removing a great deal of monsters with immunity.Here's some 'feedback' for you to 'collect' and 'submit', Camate: "fixing" the "bug" in the new RDM SP where it actually did something that had a slight chance of being vaguely useful is a complete waste of time. Instead, they should have been fixing the issue where sometimes it did not ignore immunities. Considering how weak enfeebles actually are, landing them on even completely immune mobs once per event isn't even close to being unbalanced.
Cowardlybabooon
11-20-2012, 05:22 AM
Here's some 'feedback' for you to 'collect' and 'submit', Camate: "fixing" the "bug" in the new RDM SP where it actually did something that had a slight chance of being vaguely useful is a complete waste of time. Instead, they should have been fixing the issue where sometimes it did not ignore immunities. Considering how weak enfeebles actually are, landing them on even completely immune mobs once per event isn't even close to being unbalanced.
It would be unbalanced if you could sleep absolute virtue during two hours.
Minikom
11-20-2012, 05:30 AM
what happened to the double effect on enhacing magic to rdm? wasnt that the original idea? i liked that one, i dont like new one
Hashmalum
11-20-2012, 05:37 AM
It would be unbalanced if you could sleep absolute virtue during two hours.Oh wow, we can use one of our SP abilities to neutralize one of the mob's SP abilities on a one-for-one basis! This is unheard of, as no one has ever decided to use Invincible during a NM's Mighty Strikes before! Being able to counter one of Absolute Virtue's two hour every few minutes abilities with an ability on a one hour timer is so unfair! Oh no, we might able to beat L75 content now! Well, actually, we've been beating this particular piece of L75 content since L80 thanks to Perfect Defense, which is a hell of a lot more powerful than the RDM SP ability we're talking about.
P.S.: Using Break instead of Sleep would be more useful since DoTs won't make it wear prematurely.
Luvbunny
11-20-2012, 05:45 AM
Dear Camate, could you let the developer know and understand, special ability is just that, special. You can only use it every now and then. IT SHOULD LAND the enfeeble with 100% accuracy for the duration of the 2 hours. Let's face it, it usually 30-90 seconds at best, can be based on enfeebling magic if you want. People should be able to BEAT the content 100% when they work together as a group and formulate solid strategies that utilizing the jobs ability and know how with maxed skills and good gears. This is what separate newbies and hardcore who actually understand how the game works and each jobs potential.
When you can synchronize everyone's action, you should have easier time to beat the NMs. It is called teamwork and communication, and everyone knowing their roles and what it is expected from each members. Regardless if they are executing cheap moves or not. This is called balance, where developers created a game, and players able to beat them in their home turf. It is also showing that you have subscribers with some intellect who actually able to complete the challenge and solve the problems. Take this to heart and stop creating content where it is unbeatable. When this keeps happening, we will just stop paying, how is that for chain reaction.
Ophannus
11-20-2012, 06:54 AM
Most of these SPs just should be regular 5-10min job abilities learned at 99 since most jobs had nothing new JA-wise 96-99.
Carth
11-20-2012, 07:49 AM
I hardly post on the official forums, but after reading the new RDM SP, I felt the need to get online and post. Except right now I can't think of anything to say because it's just that bad.
It's not just bad, it's shameful. I'm baffled as to how anyone can think up this SP and think it's a good idea when Enfeebling magic in general is already broken and nigh-useless. This isn't even a band-aid fix, it's a placebo. Any RDM worth their grain of salt will already have so much accuracy from skill alone that any spell that can land on a mob, can reliably land without the use of JAs. Add Gear on that and it's pretty much a guarantee on anything that is not immune.
This SP is on the level of the original 2hr that DRG used to have, except even that was better.
This doesn't need to be changed. This doesn't need to be considered. This needs to be removed.
Rubicant82
11-20-2012, 08:24 AM
Here is some more feedback for the Dev team:
"Balance" kills games, at some point people will get fed up and leave for other games that actually LISTEN to the people who are giving feedback/playing the game.
Vagrua
11-20-2012, 10:19 AM
Camate, it seems like the issue of RDM's new JA has already been dismissed entirely by the NA community. I'm unsure how the JP community sees it, but perhaps it's time to go back to the drawing board or consider the double effect on enhancing magic.
Falseliberty
11-20-2012, 11:36 AM
As much as I wanna complain and bitch about thf SP
Man rdm is a complete joke
What I don't think the devs understand why everyone so grumpy about the the rdm one is that atm rdm is at the bottom of the totem pole atm and this just feels like a kicking someone while they down
Carth
11-20-2012, 01:53 PM
As much as I wanna complain and bitch about thf SP
Man rdm is a complete joke
What I don't think the devs understand why everyone so grumpy about the the rdm one is that atm rdm is at the bottom of the totem pole atm and this just feels like a kicking someone while they down
Personally, while I do prefer every job had equal terms of worth, I'm okay with going on a job that is desired by other people. It's a flaw that has been in the game ever since it's origins and despite the different Dev teams, SE has shown they cannot fix this problem. So the fact that this is a RDM ability doesn't really phase me.
What makes this SP infuriating is that the ability, as a whole, is completely stupid. And there's really no other way to say it. It only lasts for one spell, it doesn't break immunity, and there's a JA that does the same exact thing, except it covers a wider variety of spells, and is on ten minute recast.
If this was a 10 minute ability or added on Saboteur, I wouldn't oppose it. But they're saying this is worthy as a defining ability for a job. If I didn't know any better, I would say they're trolling us. But alas, it's Square.
Demon6324236
11-20-2012, 02:15 PM
Camate, how about we do what we originally said ok? 50~100% increase of potency to all Enhancing Magic cast, and a 3 minute duration for the ability itself. This will please just about everyone out there, stop spitting in our faces with these shit abilities. Its not as if only a few people thought this should be the change, or that we are asking for something unreasonable. We told you exactly what we wanted, we told you exactly how to change the ability in a way that would fix it, and your trying to force something onto us we don't want, stop right now and go back to the original setup, but better.
We ask for one simple thing, we ask you to listen to us, need I remind you of this (http://forum.square-enix.com/ffxi/threads/26797-Let-Producer-Matsui-Know-How-He-Should-Catch-Up-on-2-Years!) & this (http://forum.square-enix.com/ffxi/threads/26788-松井の2年間を取り返すべく、話を聞かせてください!?p=352416)? Threads made on the premise that you will listen to your players and not ignore them. Instead we, or at least I, feel ignored. (http://forum.square-enix.com/ffxi/threads/28710-Regarding-Adjusting-Content-Difficulty) I, as well as many others, explained just how you could go about fixing the RDM SP, and instead you take things into your own hands as always, ignore our idea, and do whatever you think is right. Doing that created a job ability that most if not all of your players agreed that was little more than a rip off of Elemental Seal, if not even weaker than Elemental Seal itself!
Calatilla
11-20-2012, 07:19 PM
If the mob isn't immune to a particular enfeeble then a RDM with appropriate gear/merits can land it without the need of a new SP, and if the mob is immune and this SP can't bypass those immunities what is the point of it?
If you see landing 1 enfeeble on an Immune mob every 1hr as unbalanced then why do you see 1 shotting 18 people as balanced.
The way player enfeebles work, if you did manage to land paralyze on a mob immune to it, chances are the effect would wear out it's duration without ever actually paralyzing the mob once anyway.
Kristal
11-20-2012, 09:15 PM
If the mob isn't immune to a particular enfeeble then a RDM with appropriate gear/merits can land it without the need of a new SP, and if the mob is immune and this SP can't bypass those immunities what is the point of it?
Under the current system, this SP is utterly ridiculous, yes. But I think the point is that there's going to be a new tier of resistance once they removed (most of) the enfeebling immunities from NMs. A tier that Elemental Seal cannot reach, but RDM SP2 can. It would make it possible to Paralyze II or Slow II NMs formerly immune.
Wether or not it will be worth it, depends on the other changes to make enfeebling worthwhile again. It should be possible to Silence a caster mob, but by doing so you force it into a dangerous JA mode, for example.
And it is possible that I'm just seeing something that isn't there, and RDM SP2 as it stands now is going to suck old-skool or new-age FFXI. In which case I might have to consider switching to FFXIV or Elder Scrolls Online.
SpankWustler
11-20-2012, 09:28 PM
What makes this SP infuriating is that the ability, as a whole, is completely stupid.
This sentence is the platonic ideal of a description for the new new Red Mage SP. The last two pages of this thread existed just so this one sentence could be born.
Waldrich
11-20-2012, 10:56 PM
We're all talking to a japanese company that clearly listen to "JP players only".
They just fool us and only give serious responses to JP playerbase, like last NA Community Reps translation.
Exemple: Original Post on Japanese was saying "wafaq you all suck" they translated to "sorry, you all not suck this is winnable only for certain players".
Not trying to offend anyone, we deserve the same level of attention as JP Players, even when you guys need to act like badboys.
If you don't think it so... there is a reason why most of posts comes out in japanese and are translated to english in the next one or two days.
Sunrider
11-20-2012, 10:58 PM
We're all talking to a japanese company that clearly listen to "JP players only".
If what I hear is true about the Japanese players' general reactions, they're getting ignored, too.
Waldrich
11-20-2012, 11:02 PM
If what I hear is true about the Japanese players' general reactions, they're getting ignored, too.
I hope at the very least they're being listen if no... we're all XXXXX... they ask us for feedback only to ingnore most of them.
Square Enix is the first company that destroy "famous aspects" of their OWN game"s".
saevel
11-20-2012, 11:23 PM
First let me start off by saying that the Community Team understands everyone's concerns with red mage's new special ability and we are doing our best to collect all your feedback and share it with the development team. It might take a bit before we get a solid response, but we will continue to collect and submit everything we see.
While on the topic of red mage, please note that there is currently a bug on the Test Server where enfeebling effects may land on monsters with immunity when using the new special ability and the development team is working to fix it. As announced, this ability cannot be used on monsters with immunity; however, resistance adjustments for Abyssea monsters have not yet been finished and in the future we will be applying adjustments and will be removing a great deal of monsters with immunity.
Just tell them to STOP IT. Bad developers, no cookies for you.
Seriously it's just Elemental Seal on a 60m timer. It works THE EXACT SAME F*CKING WAY. A SAM/BLM can do Elemental Seal and land Sleep II on a monster, as such there is absolutely ZERO difference from the sh!t RDM "SP" and BLM's level 15 10 minute job ability. If the developers do not understand that then they need to go work somewhere else as they clearly do not know the code they are working on. There is no magic hidden voodoo here, the community has long since reverse engineered how 98% of this game works, we KNOW how bad this ability is.
Tell them to go back to the original idea and simply increase it's duration to 3min instead of the stupid 30s originally though of. 3min of double potency buffs on a 60 minute timer, perfectly acceptable and somewhat useful.
Thore
11-21-2012, 12:23 AM
I didn't see anyone mention this but...
Why would any RDM use this over Chainspell? Even if for some stupid reason a RDM uses Chainspell and starts using enfeebling magic, with this new immunobreak or w/e its called it should only take 2-3 casts at most to stick, and then they can start casting other more useful magic.
(If I'm understanding how immunobreak works anyway...)
Fynlar
11-21-2012, 12:26 AM
I didn't see anyone mention this but...
Why would any RDM use this over Chainspell?
Think it's been established the new SP abilities will not share timers with the old ones
Thore
11-21-2012, 12:36 AM
Think it's been established the new SP abilities will not share timers with the old ones
Oh duh... well still I'm sure they'll screw it up somehow if they ever manage to actually these new 2hrs where they share timers whenever they actually release them to the live game.
Mageoholic
11-21-2012, 02:33 AM
Just stop working on this RDM ability all together. Problem solved. Scrap it and it won't be bugged!.
This is a terrible ability and you should feel bad for thinking about it. If I need to 100% land an enfeeble Ill be using Elemental Seal, if I don't need Elemental Seal...I won't use it. This ability is pathetic.
If you want to cater to RDM's enfeebling ability. Why not give us a version of Saboteur that allows us to land more than 1 enfeeble for extended potency and duration. Perhaps a 20-30 second window of doubling potency and duration for enfeebling spells.
I mean christ, there is so many different things you could have done...I mean shit why not give RDM a melee focused special ability, lord know we don't have any melee focused job abilities at all. Hell giving nothing to RDM at this point is as good as taking elemental seal, increasing its recast timer and slapping it on.
Christ. I am so displeased with the dev teams utter lack of understanding the game that I can't even coherently rant about it. FFS.
Camate
11-21-2012, 03:24 AM
Howdy!
During this week’s Test Server update we will be implementing the new special abilities for the three remaining jobs: thief, paladin, and beastmaster. Below is an overview of each ability.
Thief
Steals a beneficial effect from the target. (Effect duration: instant)
For the effects that can be stolen, in addition to the same ones that are possible with Aura Steal, special abilities can also be stolen. (New special abilities are not included in this.)
In the event that there is no beneficial effect on the target, it will result in a miss.
*In this case the ability will be used and the recast timer will activate.
Paladin
Bash the target with your shield dealing damage and significantly reducing close range physical attacks and accuracy. (Effect duration: 30 seconds)
While the damage dealt by your shield is not very high, the reduction in attack power and accuracy is extremely high, which will greatly mitigate attacks.
Beastmaster
While active, the success rate of Charm will increase and Call Beast’s recast timer will not activate. Additionally, every time Charm or Call Beast is executed, the pet will have 300 TP and the recast timers for Sic and Ready will reset. (Effect duration: 60 seconds)
Though it will be necessary to consume jugs, it will be possible to use Charm/Call Beast and then Leave at a very high frequency, enabling you to switch out your pets in a short interval of time to use a variety of abilities.
Be sure to try them all out on the Test Server and let us know what you think!
Kincard
11-21-2012, 03:50 AM
Camate, can you ask if the THF SP2 will force an SP steal in the case one is present? This is the only way this ability would be useful, because there's a lot of effects on higher NMs that can't be dispelled through normal means that groups would not want to be targeted through this ability.
Also, does the PLD SP2 floor accuracy? If it does it can be useful because it would greatly limit the monster's AoE damage potential since the enemies WSs would miss most of the time. Please also ask them to make it floor macc as well. Otherwise, it's fairly useless.
Can you ask them to change the BST SP2 simply sets the Sic/Ready recast timer to 0 instead of making it only reset on Call beast/charm? Would be annoying to have to use a bunch of jugs during the SP2 just so you can get its full potential out.
Right now these SP2s have potential, but we're lacking details that would be the deciding factor between them being completely worthless and being very useful.
Khary
11-21-2012, 03:51 AM
/Sadface for the Thief one :(
Demon6324236
11-21-2012, 03:54 AM
RDM gets Elemental Seal-1 as its SP ability, and THF gets Aura Steal+1 on its own timer, as its SP ability... just... wow... Seems the devs are just running out of ideas.
Kincard
11-21-2012, 03:58 AM
Actually, the THF SP2 will be very useful strategically if it forces SP steal, otherwise it's completely useless.
The RDM SP2 is awful no matter what they would realistically do to it because nobody cares about enfeebles.
Demon6324236
11-21-2012, 04:03 AM
Like I said, THF gets a +1 on Aura Steal, its not as bad as RDM, but its still just a ripoff of their previous ability none the less. I do agree with you though, it could be useful if it forces it to steal SP abilities so long as there is one. Something else they should do though is change it so that if it misses you still can use it, rather than screwing you if it misses.
Kincard
11-21-2012, 04:07 AM
It's sounding like that it can't miss if there's a beneficial effect on the target, so obviously you would use it when you see the SP cloud come up, so a situation where there's no beneficial effects to steal shouldn't really happen.
Arcon
11-21-2012, 04:14 AM
While personally I preferred something more soloey for Thief, I'm pretty satisfied with this, if it does work like Kincard says and removes higher tier abilities first. Disabling both Gallu's and Botulus's 2hr with a THF and PLD during a Legion run would be pretty helpful.
Vandheer
11-21-2012, 04:18 AM
Hmm interesting set of abilities, however there are some points to be figured out to deem how helpful the Thief and Paladin abilities will be.
For Thief's SP, will it land 100% if the enemy has a buff? Additionally will it prioritize stronger buffs the mob has such as "Mighty Strikes" over lesser buffs like "Shell"? If used correctly this SP can remove pesky buffs we have learned to deal with and bring a new utility to the Thief job.
For the Paladin SP, how greatly will it reduce attack damage and accuracy of the target? As Kincard stated if it reduces attack and accuracy enough it can be used to help save a group from being hit by a large AoE attack. If this is the case then the 30 second duration of this debuff and the low damage output may be justified. ^^
Finally for the Beastmaster SP, it is a huge step up from eating our pets. We have gone from eating our pets to a Pet base Meikyo Shisui. Being a Beastmaster myself I have come up with a lot of fun ways to utilize this ability. Since they included Charm in this ability I have my hopes up for SoA to have charmable mobs! :D My only issue with this SP is that it will consume pet jugs limiting the use of this SP to the budget of the Beastmaster.
HimuraKenshyn
11-21-2012, 04:53 AM
I like the bst one myself cost be damned its once an hour for 300 tp ready chainjug spam sweet....
Caketime
11-21-2012, 04:58 AM
Another "Spend gil faster" button! Hooray! Snarky comments aside, this will be useful for bosses but it's even harsher on my wallet. I guess the trade for short bursts of entertainment is being bored in dyna, it's like FFXI's version of a weekend with the Pain Monster to avoid paying taxes.
Cowardlybabooon
11-21-2012, 04:59 AM
Yeah now we bsts have to research pet special abilities other than falcorr!
Caketime
11-21-2012, 05:15 AM
I can see the Fantod spam already.
HimuraKenshyn
11-21-2012, 05:24 AM
The bunny is super cheap and foot kick spam would rock or even better wild carrot spam ftw....
Calatilla
11-21-2012, 05:34 AM
Months of player feed back and ideas and the best you could come up with for THF was Aura Steal? Seriously? How about you don't bother, we already have 2 useless steal abilities, we don't need a 3rd one. Especially on a 60m timer.
Arcon
11-21-2012, 05:43 AM
Months of player feed back and ideas and the best you could come up with for THF was Aura Steal? Seriously? How about you don't bother, we already have 2 useless steal abilities, we don't need a 3rd one. Especially on a 60m timer.
This one has awesome potential, at least. It all depends on the buff stealing priority.
Calamity
11-21-2012, 05:43 AM
The news on the bst 2hr has brightened my day. Camate, be sure to thank the devs for listening to our dislike for the previous one and coming up with something more suitable.
Calatilla
11-21-2012, 05:45 AM
This one has awesome potential, at least. It all depends on the buff stealing priority.
Unless it can steal a mobs 2hr I'm not interested, I already have Aura Steal.
Tanama
11-21-2012, 05:54 AM
Thief
Steals a beneficial effect from the target. (Effect duration: instant)
For the effects that can be stolen, in addition to the same ones that are possible with Aura Steal, special abilities can also be stolen. (New special abilities are not included in this.)
In the event that there is no beneficial effect on the target, it will result in a miss.
*In this case the ability will be used and the recast timer will activate.
Paladin
Bash the target with your shield dealing damage and significantly reducing close range physical attacks and accuracy. (Effect duration: 30 seconds)
While the damage dealt by your shield is not very high, the reduction in attack power and accuracy is extremely high, which will greatly mitigate attacks.
Beastmaster
While active, the success rate of Charm will increase and Call Beast’s recast timer will not activate. Additionally, every time Charm or Call Beast is executed, the pet will have 300 TP and the recast timers for Sic and Ready will reset. (Effect duration: 60 seconds)
Though it will be necessary to consume jugs, it will be possible to use Charm/Call Beast and then Leave at a very high frequency, enabling you to switch out your pets in a short interval of time to use a variety of abilities.
Be sure to try them all out on the Test Server and let us know what you think!
I am hoping they allow us to obtain all of the high level jugs via the moogle or something for easy testing. These three SP abilities sound great in my opinion.
Arcon
11-21-2012, 05:56 AM
Unless it can steal a mobs 2hr I'm not interested, I already have Aura Steal.
It can, they said that, only not the new 2hrs. But Invincible, Mighty Strikes, Hundred Fists, etc. can all be stolen according to them. Hence why it's sexy. It will help significantly in the third and further Mul waves.
Phogg
11-21-2012, 07:22 AM
Wow, that's pretty close to the ideas I had when they announced the first version of the new BST two hour. It had to reset timers to make it useful mid battle to switch pets, and the TP bonus makes it all the more nice. I like it.
Vandheer
11-21-2012, 07:28 AM
The news on the bst 2hr has brightened my day. Camate, be sure to thank the devs for listening to our dislike for the previous one and coming up with something more suitable.
I second that Calamity. ^^ Thank you SE!
SpankWustler
11-21-2012, 07:28 AM
Thief
Steals a beneficial effect from the target. (Effect duration: instant)
For the effects that can be stolen, in addition to the same ones that are possible with Aura Steal, special abilities can also be stolen. (New special abilities are not included in this.)
In the event that there is no beneficial effect on the target, it will result in a miss.
*In this case the ability will be used and the recast timer will activate.
Depending on which buffs are high priority, this will either be amazing when used strategically against enemy SPs or groin-grabbingly horrible when used in any way forever. Why not just make this steal all buffs on a monster, though, given that the recast is one hour? That would also eliminate all priority concerns.
Paladin
Bash the target with your shield dealing damage and significantly reducing close range physical attacks and accuracy. (Effect duration: 30 seconds)
While the damage dealt by your shield is not very high, the reduction in attack power and accuracy is extremely high, which will greatly mitigate attacks.
This concept sounds perfect. It bypasses the need for the Paladin to be the one getting hit, which is something few Paladin abilities do, but something often needed to protect a party. I'm interested in finding out what the potency is like.
Beastmaster
While active, the success rate of Charm will increase and Call Beast’s recast timer will not activate. Additionally, every time Charm or Call Beast is executed, the pet will have 300 TP and the recast timers for Sic and Ready will reset. (Effect duration: 60 seconds)
Though it will be necessary to consume jugs, it will be possible to use Charm/Call Beast and then Leave at a very high frequency, enabling you to switch out your pets in a short interval of time to use a variety of abilities.
This is worlds better than "Chocoburger - The SP of Sadness and Indigestion". It's not epic or anything, but it contrasts with familiar and there are times when I'll use it.
Really, just, thanks for anything that isn't Chocoburger. Much appreciated.
Phogg
11-21-2012, 07:39 AM
Yeah now we bsts have to research pet special abilities other than falcorr!
I hope you are being sarcastic, but it does make me sad how little most not-old-school bsts know about their pets. Many don't even understand the intimidation charts.
That said, this could make Killer Instinct even more valuable (its already vastly under appreciated IMO). You could use a proper intimidation pet to proc KI, then immediately swap to a pet that might be better overall/situationally but retain the circle effect for the master/party.
Mayoyama
11-21-2012, 07:54 AM
Beastmaster
While active, the success rate of Charm will increase and Call Beast’s recast timer will not activate. Additionally, every time Charm or Call Beast is executed, the pet will have 300 TP and the recast timers for Sic and Ready will reset. (Effect duration: 60 seconds)
Though it will be necessary to consume jugs, it will be possible to use Charm/Call Beast and then Leave at a very high frequency, enabling you to switch out your pets in a short interval of time to use a variety of abilities.
Hi Camate :D
Can you confirm with the dev team that this will not be impeded by the need for "charges" in order to use Ready commands? In other words, will a mob called using Call Beast also receive (in addition to 300tp) the max amount of charges possible as well (currently 3)?
While on the topic of charges, is there any chance the dev team could increase the max number of charges from 3 to 4-6? Jug pets gain TP quite quickly and quite often I find myself waiting for ages in order to be able to use Ready again.
Mayoyama
11-21-2012, 07:59 AM
I am hoping they allow us to obtain all of the high level jugs via the moogle or something for easy testing. These three SP abilities sound great in my opinion.
On the test server you can get unlimited jugs from the moogle on your right inside the moghouse. I think its under Consumable Items (been a while lol).
Leonardus
11-21-2012, 08:25 AM
Beastmaster
While active, the success rate of Charm will increase and Call Beast’s recast timer will not activate. Additionally, every time Charm or Call Beast is executed, the pet will have 300 TP and the recast timers for Sic and Ready will reset. (Effect duration: 60 seconds)
Though it will be necessary to consume jugs, it will be possible to use Charm/Call Beast and then Leave at a very high frequency, enabling you to switch out your pets in a short interval of time to use a variety of abilities.
Interesting. The pet you had is still effectively lost, and now we lose gil, too. But, it could have a use. This is better than Chocoburger.
Also seems like you'd have to be ready to use it in advance. Going by the description, it does nothing for your current timers/pet's TP.
The concept for bst sounds fascinating!! I can't wait to test it out on the test server!
I don't know how good or bad it will turn out when trying to use it practically... but its definitely a great idea! I LOVE the flexibility! This is a really good one to test, because you can't think of all the uses for this right away, like some other special abilities.
It won't hurt the crafters either, cuz this will definitely up the consumption of jugs...
Fantod and wild carrot spam are quick ones to think of. This would be most fun in a charming environment really. (or w/ pet skillchains :P which I won't stop harping on at all). I would have loved an ability like this for bst hakutaku fights at level 75! ... cept I guess they wouldn't cast if they had 300 tp.
Another one to think here is spamming aqua breath on raphie. New pets will always have full hp for breath damage.. well, if breath damage isn't completely nerfed that is.. Wow, this could really be using a golden arrow to shoot down an NM.
the 2 practical concerns I foresee are the need to tell pet to fight before you can use special moves if you are not engaged.. and that alot of ready moves are not that powerful, but! this give me motivaiton to finish testing pet moves :D
Karbuncle
11-21-2012, 09:30 AM
My first thought behind the THF ability was, well, Lets not get into all the naughty words and threats popping into my head as i went red with rage... But then i saw it can steal SP Abilities... 2hours...
Steal. 2hours.
Now, this I quite actually like. I mean its devilishly situational, But to be able to say... Steal Chainspell of Botulus, or Hundred Fists from a MNK NM in Dynamis (lols)... Just sounds cool. It essentially gives THF access to all 2hours In a very limited capacity... I really dig it.
Keep it how it is. The only thing i Ask, nay beg is...
1) It prioritizes SP Abilities.
2) If it misses, Timer is not consumed (PLEASE).
3) If 2 is impossible, Please give it 100% Success rate so long as there is something to steal.
THANKS :D
Hashmalum
11-21-2012, 11:15 AM
Thief
Steals a beneficial effect from the target. (Effect duration: instant)
For the effects that can be stolen, in addition to the same ones that are possible with Aura Steal, special abilities can also be stolen. (New special abilities are not included in this.)
In the event that there is no beneficial effect on the target, it will result in a miss.
*In this case the ability will be used and the recast timer will activate.
Like others, I agree that the utility of this depends on whether it prioritizes SP abilities or not. If it doesn't prioritize them, it is useless and should be modified so that it either prioritizes SP abilities or just steals everything. If it does, it will be situationally useful and even more situationally fun--which sadly would actually be a step up for THF.
Paladin
Bash the target with your shield dealing damage and significantly reducing close range physical attacks and accuracy. (Effect duration: 30 seconds)
While the damage dealt by your shield is not very high, the reduction in attack power and accuracy is extremely high, which will greatly mitigate attacks.Given that PLD has C rank evasion skill and does not gear for evasion, and that monsters can be as much as 20 levels higher than us, the accuracy reduction effect needs to be really, REALLY high to matter at all. I'm talking, "God Himself pooped right in your eyes" level of accuracy down here.
Beastmaster
While active, the success rate of Charm will increase and Call Beast’s recast timer will not activate. Additionally, every time Charm or Call Beast is executed, the pet will have 300 TP and the recast timers for Sic and Ready will reset. (Effect duration: 60 seconds)
Though it will be necessary to consume jugs, it will be possible to use Charm/Call Beast and then Leave at a very high frequency, enabling you to switch out your pets in a short interval of time to use a variety of abilities.
If the recast timer reset doesn't include replenishing of Ready charges this will be of rather limited use. Interesting that the dev team remembered that Charm exists though, hopefully this means that monsters are getting a revamp to get rid of the enormous amount of arbitrary stupid Charm immunities that so many of them have.
Incidentally, it doesn't say anything about the duration of Charm increasing, only the accuracy, so BSTs are advised to take caution on charming anything significantly higher level than they are with this ability. Otherwise, the following could happen:
1) BST uses "BST SP2 ability".
2) BST uses Charm on a high level monster. It lands, but with a short duration, and as per the SP2 ability effects, promptly increases the monster's TP to 300.
3) Charm immediately wears off.
4) Now hostile monster immediately readies 300 TP weaponskill on BST.
Depending on which buffs are high priority, this will either be amazing when used strategically against enemy SPs or groin-grabbingly horrible when used in any way forever. Why not just make this steal all buffs on a monster, though, given that the recast is one hour? That would also eliminate all priority concerns.
This.
Aurasteal can ALREADY steal 2 enhancement effects with Assassin's Bonnet +2.
This SP ability needs to be more powerful than Aurasteal.
Before you say "but it can steal special abilities!"....
This CANNOT be made to be possible: "HNM uses Hundred fists.....THF Uses SP2....THF steals the effect of protect from HNM."
And yes, it NEEDS to steal AT LEAST three enhancement effects, not simply 1, and it NEEDS to prioritise an SP ability above everything else.
DO THAT, and you have finally given thf a very useful SP2 ability. (And I will be shocked.)
Do it not...and this SP2 ability will be useless.
I'm betting on useless.
Luvbunny
11-21-2012, 11:34 AM
Personally the thief new 2 hours should be STEAL mob specific two hours abilities (they can listed what SP you can steal from all the bosses) and share that to party members and last 30 seconds, merited/geared to up to 45 seconds. So a thief can dump hundred fists or invincible to a party of DD, or chainspells to a party of mages. That would be this ability very useful, the catch is, that said NM has to use the SP in the first place. This will make all the recent "atrocious adjustment" somewhat bearable and make THF a must have for end game.
Mirage
11-21-2012, 11:39 AM
My opinion: If there is a 2hour active on a mob, THF's new Special will steal it. When stolen, the ability should get the full duration, not the remaining duration from when the enemy used it, so that if an enemy has 5 seconds left of 100 fists when the thf steals it, the thf will be granted 100 fists for the full duration, not just the last 5 seconds.
If there are no 2hours active on a mob, THF's new special will steal several other buffs, up to perhaps 4, or perhaps half of the buffs on the enemy, rounding up. 1 buff on mob, thf steals it. 3 buffs, thf steals two. 8 buffs, thf steals 4.
On a side note, it could be fun to tank something significant with chainspell and utsusemi on thf. This opens up for a lot of flexibility and options, really.
Another hypothetical but very fun question is: If I am THF/SCH and am fighting a SCH mob, steal Tabula Rasa, will I be able to cast Embrava and Kaustra? :p.
Beastmaster
While active, the success rate of Charm will increase and Call Beast’s recast timer will not activate. Additionally,every time Charm or Call Beast is executed, the pet will have 300 TP and the recast timers for Sic and Ready will reset. (Effect duration: 60 seconds)
Though it will be necessary to consume jugs, it will be possible to use Charm/Call Beast and then Leave at a very high frequency, enabling you to switch out your pets in a short interval of time to use a variety of abilities.
[/list]
Added bold cuz it seems alot of players are missing this.
A "Charge" is just a portion of the recast timer. it is being reset. Its a non-issue.
Camate,
Can you please check on if the Pet Fight command will reset during this time?
Unlike summoners, Beastmaster pets cannot command special moves from pets unless pet is engaged in battle. This has a 10 second recast and limits the overall effectiveness of the ability to 6 pets maximum, but likely only 5.
The pattern will look like this:
Call beast > Fight > Ready move > leave
Call beast > Fight > Ready move > leave
Its going to take alot of commands to coordinate. stumbling over the fight timer would be unfortunate.
Another key detail is if we need to use this BEFORE we get any pets or not.
Does the initial use of the special ability reset the call beast function or not? Will it add 300 tp and reset timers right when you use the special ability, or ONLY when charm or call beast is successfully executed? This will be very important to know.
IF a player calls a new pet right before using this (like at the start of a voidwatch fight) but the recast is not reset upon initial use), the special ability will be completely wasted.
It also questions whether the special ability could be used as an emergency reset to call beast.
I think this ability is a really great idea. I'm just checking the details for any devils hiding there.
Luvbunny
11-21-2012, 11:48 AM
Dear Camate, please let the developer know to stop overcomplicating things. Make it SIMPLE. It is extremely hard to design something simple, workable and elegant. Complication = atrocious design decision. Beast new 2 hours should let you spam your PET ready abilities within the 60 seconds window, gives your pet full 300TP that will not be spent at all during the 30 seconds. And after that grants regen, haste and critical hit rate to pet that last 5 mnts, then you loose your jug pets. Basically enhanced version of Run Wild and CAN BE STACKED with Run Wild and Spur. The catch is you can only perform the ready command again after the pet finish with the animation. So at most you can only use the ready x 6 or 8 times within the 60 seconds. Not exactly overpowered.
In essence, you get a slightly turbo boost "Familiar" that is stacked with existing ability, and you will loose your pet afterward. Exactly what was asked by the players. Overall it is a great step, thanks again for listening to our pleas and input, greatly appreciated.
Elexia
11-21-2012, 11:50 AM
Here is some more feedback for the Dev team:
"Balance" kills games, at some point people will get fed up and leave for other games that actually LISTEN to the people who are giving feedback/playing the game.
So thats why the majority of MMOs are unbalanced shitfests? Makes sense now.
Arcon
11-21-2012, 05:29 PM
My opinion: If there is a 2hour active on a mob, THF's new Special will steal it. When stolen, the ability should get the full duration, not the remaining duration from when the enemy used it, so that if an enemy has 5 seconds left of 100 fists when the thf steals it, the thf will be granted 100 fists for the full duration, not just the last 5 seconds.
I'm quite certain that is impossible, although it shouldn't be that big of a deal. Just use it on time.
I'll repeat what others have said numerous times: SP abilities need to have priority. If that's not the case, it will simply not be worth it. If that is true, it will be a truly worthy SP ability. It does not need to steal more than one effect, that's a random luxury. Hell, if you want that do Aura Steal > SP, that'll do. It all hinges of the priority of stolen buffs. Get that right and you'll make a lot of people happy. Get it wrong and you'll dig your grave just a little bit deeper.
Another hypothetical but very fun question is: If I am THF/SCH and am fighting a SCH mob, steal Tabula Rasa, will I be able to cast Embrava and Kaustra? :p.
That's very interesting. It may actually be possible depending on how they code it. And with LA/DA your skills will be rather high as well, and since the MP consumption is percentual, it would be very cheap to use too. Could basically spam it with Sublimation and some Refresh.
Monchat
11-21-2012, 07:09 PM
are we sure you can actually "steal" abilities, and not just dispel it? this ability should only work on SP abilities, as aura steal works on everything else.
Mavrick
11-21-2012, 08:31 PM
Someone has to explain to me why the BST ability would be useful... perhaps I am missing something...
Pet TP abilities (charmed or jugs) are notoriously useless on anything beyond EP. Pet abilities generally tend to deal 200~400 damage on anything worth fighting (including level 75 cap-era NMs), this generally amounts to 2~3 attack rounds from your pet even less if your pet scores a critical or DA/TA... Now, by the time you finish your Leave/CB/Fight/Ready cycle, then have to wait an additional 2~3 seconds for pet to charge and use the the ability how many attack rounds, critical hits, DA/TA has your pet missed out on? Not only that but for those 60 seconds of you spamming this cycle the Master is not dealing any damage and not getting any TP so in fact, you'd actually end up doing even less damage... Fantod is the only offensive TP that even comes close to being moderately useful and this is only if both Triple Attack and Critical Hit triggers. Another problem which I didn't see anyone point out is that this ability (again) kills your pet... leaving you vulnerable to the full onslaught of the monster's attack if you dare to use it in a solo situation... Even low tier NMs like Mini Gods in sky will beat your face in before you can set the pet back onto them. You'd have to fit snarl into the rotation and it has a 30s delay.
Sheep's Rage and Slug's DEF/HP down abilities are the only ones worth using and none of them would benefit from this 2 HR.
Lokithor
11-21-2012, 08:31 PM
I'm sorry if I'm just being negative, but I'm expecting that the word "can" in "special abilities can be stolen" will be useless as the dev team will implement like Aura Steal, where the oldest buff is stolen. Hurray! You can now steal that shell from the NM right after they use Mighty Strikes.
Camate, please tell us that the ability will be designed so that the special ability will ALWAYS take precedent.
From a strategic point of view (and this applies to Aura Steal as well), both abilities are kinda useless unless they steal the buff that was MOST RECENTLY applied by the mob. See the buff, steal the buff, not steal the useless 4 minute old shell.
Otherwise, this will be useless (and totally ignores the pleas from at least the NA player base to give us a damage oriented new special ability).
Sasaraixx
11-21-2012, 10:01 PM
Camate, please tell us that the ability will be designed so that the special ability will ALWAYS take precedent.
It was just confirmed on the JP forum.
はい。SPアビリティ以外にも複数の効果がかかっていた場合、SPアビリティの効果を優先して盗みます。
Yes. In the event that there are multiple effects in addition to SP abilities the SP ability will be given priority to steal.
It also sounds like the steal is guaranteed. In response to a poster who asked if the large damage of the previous THF ability could be added to this one, Oriole responding by saying that it is possible to add damage, but an accuracy determination would also be necessary and it would be possible for the original 100% successful stealing effect to miss based on that check.
Mirage
11-21-2012, 10:05 PM
If combining both damage and stealing would lead to the steal being inaccurate, I do not want extra damage. Keep the steal 100% accurate. With Special abilities being prioritized when stealing, this is actually a potentially very useful ability.
I greatly approve of it so far.
Mighty strikes Rudra/Exenterator? Yes please.
SpankWustler
11-21-2012, 11:27 PM
It also sounds like the steal is guaranteed. In response to a poster who asked if the large damage of the previous THF ability could be added to this one, Oriole responding by saying that it is possible to add damage, but an accuracy determination would also be necessary and it would be possible for the original 100% successful stealing effect to miss based on that check.
This may just mean a normal melee accuracy check, which would be 95% in a lot of cases. I'm not sure if that would be better or worse than a 100% chance with no damage. I lean towards worse, given the one-shot nature of the damage and how disappointing Eagle Eye Shot is.
Of course, it's more likely that "accuracy check" means a Feral-Howl-circa-2009 inaccuracy check. Nobody wants that. Except that one crazy guy on the development team who created evoliths. He wants it so bad that he can taste it, and it tastes like ham-flavored baking soda.
Mageoholic
11-22-2012, 02:29 AM
Ok THF's and BST's I am happy that you have some seemingly useful abilities. But I shall not allow for the issue to be buried.
SE Stop working on this shit RDM ability. Go back to the drawing board, and come up with something that isn't a terrible recreation of ES. The only way this ability could be considered good and different is if it bypassed immunity...which you have called a bug.
Stop dick slapping us, give us something useful...and while your at it, fix the mechanics of Enhancing and Enfeebling magics so that jobs with the skill to cast the spells are actually better at it than jobs without the skill using certain jobs as sub jobs.
Kincard
11-22-2012, 02:34 AM
At the moment, the ones that probably need a total reworking are BLM and RDM, and the ones that should be adjusted to make them more useful are NIN (Too many prerequisites, only main hand, short duration), BLU (New Unbridled spells, of course), COR (Up recast reduction on the lower rolls), DNC (Allow more than 3 uses), and the BRD one, while good, does run into a lot of annoyances if you're rocking a 99 Daud and you need to keep 5 songs up.
DRG's still up in the air since they don't seem to be decided on whether they want to adjust jump recasts and whatnot.
The rest are all quite good in their current form.
Just my 2 gil.
Camate
11-22-2012, 03:57 AM
Greetings!
I’d like to answer some of the questions we have received so far, and also share some feedback with you.
Thief
Camate, can you ask if the THF SP2 will force an SP steal in the case one is present? This is the only way this ability would be useful, because there's a lot of effects on higher NMs that can't be dispelled through normal means that groups would not want to be targeted through this ability.
In the case there are multiple enhancing effects on your target, the SP ability will be the highest priority when stealing.
Also, I’m sure many of you have encountered issues where your inventory is full and were unable to execute an Aura Steal; however, for this special ability even if your inventory is full you will be able to use it.
Finally, there was a request to make it so this new special ability steals a beneficial effect as well as deals major damage. While this is technically possible, the current effect makes it so the steal is 100% accurate. If we were to tack on the damage effect as well, we would have to change it so there is a possibility of a miss. Also, even if we were to add a damage effect it would not be a very high value.
Paladin
For the Paladin SP, how greatly will it reduce attack damage and accuracy of the target? As Kincard stated if it reduces attack and accuracy enough it can be used to help save a group from being hit by a large AoE attack. If this is the case then the 30 second duration of this debuff and the low damage output may be justified. ^^
It would be really difficult to give a good comparison with actual values since there is no effect that is close to this one; however, consider that the effect will be very close to the below:
For the weakens attack effect, consider it similar to having your own attack power reduced to 1.
For the impairs accuracy effect, it will be several folds stronger than Puk’s Obfuscate.
Make sure to try it out on the Test Server so you can get a better idea of this effect’s strength.
Also, while this ability cannot miss, it will not have affect monsters that are Invincible or otherwise immune to damage. Likewise, the effect will only influence physical attacks and will not apply to elemental damage.
Beastmaster
Can you confirm with the dev team that this will not be impeded by the need for "charges" in order to use Ready commands? In other words, will a mob called using Call Beast also receive (in addition to 300tp) the max amount of charges possible as well (currently 3)?
Let me clarify a bit more on how this ability will work…
When you use Charm or Call Beast, your pet will instantly receive 300 TP, and it will remain at 300 TP while the effect is active and will not decrease.
The recast timers for both Sic and Ready will become 0 while the effect is active.
Charges will be set to the maximum, and while the effect is active they will not be consumed even when using Sic or Ready.
With that said, if you don’t want to change your pet to use different abilities, it will be possible to use abilities back to back even on a single pet.
Phogg
11-22-2012, 04:14 AM
Charges will be set to the maximum, and while the effect is active they will not be consume even when using Sic or Ready.
Mind. Blown.
Kincard
11-22-2012, 04:20 AM
These three abilities are definitely in the "win" column.
Vandheer
11-22-2012, 04:33 AM
Beastmaster
Let me clarify a bit more on how this ability will work…
When you use Charm or Call Beast, your pet will instantly receive 300 TP, and it will remain at 300 TP while the effect is active and will not decrease.
The recast timers for both Sic and Ready will become 0 while the effect is active.
Charges will be set to the maximum, and while the effect is active they will not be consume even when using Sic or Ready.
With that said, if you don’t want to change your pet to use different abilities, it will be possible to use abilities back to back even on a single pet.
[/list]
O_O THAT is some clarification! Thank you SE. ^^ Thank you for all the others as well but being I'm a Beastmaster this is very impressive.
Cheers Dev Team. ^^
Caketime
11-22-2012, 04:35 AM
Mind. Blown.
+1. It almost sounds too good to be true, it's like receiving a whole bag of candy, a hug and some antibiotics after years of cigar burns and disappointment.
HimuraKenshyn
11-22-2012, 04:48 AM
Man that is mad bst love SE so I am gonna wait for the shoe to drop or nerf bat cause that is sickness as I first thought chainjug spam ftw....
Phogg
11-22-2012, 04:57 AM
Man that is mad bst love SE so I am gonna wait for the shoe to drop or nerf bat cause that is sickness as I first thought chainjug spam ftw....
I thought the same, but then I realized its basically similar to the new SMN ability. I think its just initially shocking because the first concepts were so terrible by comparison.
noirin
11-22-2012, 05:48 AM
Rather it's shocking or not, the BST ability sounds like something i'd not only use, but be watching the cooldown timer for as well. Frankly i'm surprised at them coming up with something that i am looking forward to,and know that pretty much every BST i know will be looking forward to it as well.
Actually, with all 3 of these clarified, i'd say they all sounds useful,moreso than the previously stated ideas.
Malthar
11-22-2012, 06:13 AM
So... No consideration for enabling the pet's job's 2-hr for our new 2-hr? For example, mandies are mnk's so they will do hundred fists when we use our new 2-hr.
Tanama
11-22-2012, 06:18 AM
Greetings!
I’d like to answer some of the questions we have received so far, and also share some feedback with you.
Thief
In the case there are multiple enhancing effects on your target, the SP ability will be the highest priority when stealing.
Also, I’m sure many of you have encountered issues where your inventory is full and were unable to execute an Aura Steal; however, for this special ability even if your inventory is full you will be able to use it.
Finally, there was a request to make it so this new special ability steals a beneficial effect as well as deals major damage. While this is technically possible, the current effect makes it so the steal is 100% accurate. If we were to tack on the damage effect as well, we would have to change it so there is a possibility of a miss. Also, even if we were to add a damage effect it would not be a very high value.
Paladin
It would be really difficult to give a good comparison with actual values since there is no effect that is close to this one; however, consider that the effect will be very close to the below:
For the weakens attack effect, consider it similar to having your own attack power reduced to 1.
For the impairs accuracy effect, it will be several folds stronger than Puk’s Obfuscate.
Make sure to try it out on the Test Server so you can get a better idea of this effect’s strength.
Also, while this ability cannot miss, it will not have affect monsters that are Invincible or otherwise immune to damage. Likewise, the effect will only influence physical attacks and will not apply to elemental damage.
Beastmaster
Let me clarify a bit more on how this ability will work…
When you use Charm or Call Beast, your pet will instantly receive 300 TP, and it will remain at 300 TP while the effect is active and will not decrease.
The recast timers for both Sic and Ready will become 0 while the effect is active.
Charges will be set to the maximum, and while the effect is active they will not be consumed even when using Sic or Ready.
With that said, if you don’t want to change your pet to use different abilities, it will be possible to use abilities back to back even on a single pet.
https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcT2mcS3oRMMhaUMLOCs_RZvl454aHj9HgxYbskJnaaqPSaERmckMA
SpankWustler
11-22-2012, 06:24 AM
I feel like someone from a concentration camp who has been led out into the yard expecting his execution, but instead finds the entire staff celebrating Chanukah in June and drinking body-shots of cynar off of Betty Grable after having kicked down the gate of their own camp and scribbled "F U HITLER" over the camp name on their own sign. I can't make sense of this, but I'm super-happy about it.
The Thief ability has exactly the priority it should when choosing which buff to steal. Awesome!
The Paladin ability completely cripples the physical offense of whatever it is used on for the duration. Awesome!
The Beastmaster ability is an analogue to the new Summoner SP, with potentially less benefit but also potentially less cost. Awesome!
Annalise
11-22-2012, 06:57 AM
Beastmaster ability should be pretty fun with Falcorr.
Fantod -> Back Heel -> Fantod -> Back Heel -> etc.
FrankReynolds
11-22-2012, 07:24 AM
Ummm... is it just me? or is this how aura steal should have been functioning all along? Why is this an SP ability? This is just getting ridiculous.
Mirage
11-22-2012, 07:36 AM
Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel.
I like the sound of that.
Ummm... is it just me? or is this how aura steal should have been functioning all along? Why is this an SP ability? This is just getting ridiculous.
You want the ability to absorb enemy SP abilities on a 5 minute timer? Yeah, no, that's not how Aura Steal should have worked.
Arcon
11-22-2012, 07:42 AM
Ummm... is it just me? or is this how aura steal should have been functioning all along? Why is this an SP ability? This is just getting ridiculous.
Aura Steal stealing enemy SP abilities? No, this is definitely not how Aura Steal should have been. I know it's just one detail, but it's a very important one. This is better than most jobs' SP abilities (old and new), very strategic and useful. This on a 5min timer would be broken. You could have Hundred Fists up all the time in Dynamis, or Invisible, or Perfect Dodge, Meikyo Shusui, etc.
Motenten
11-22-2012, 07:43 AM
Ummm... is it just me? or is this how aura steal should have been functioning all along? Why is this an SP ability? This is just getting ridiculous.
Aura Steal may have its issues, but there's no reason to expect that it should be able to steal SP abilities. So, yes, it's just you.
Mefuki
11-22-2012, 07:47 AM
Lest the dev team think all we do is complain, complain, complain: Congratulations, these are some very nice SP abilities. Not only do I want to thank the devs for these but also for being so direct when asked to clarify their performance. Most of the SP's are now at a reasonable level for a full release.
Most of them. Still waiting on a few (RDM mainly) to get sorted out.
Caketime
11-22-2012, 08:12 AM
Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel Fantod Back Heel.
I like the sound of that.
I'm interested in seeing how much Enmity is generated when using the ability and if strategic use of Snarl will be required to not get smashed by an angry NM. Also wondering if this ability will give Nazuna more trolling potential, looking forward to spamming Sheep Song.
E: Fargann can spam Suction, possible alternative to chain stuns. This ability gets better and better.
Motenten
11-22-2012, 08:29 AM
Why would you spend a jug on Back Heel? Assuming this will spend all TP upon execution and force Leave > Call Beast for more TP, you'd probably be better off with: Purulent Ooze > Stank Breath > Fantod > Fantod etc.
Please re-read Camate's explanation post.
SpankWustler
11-22-2012, 08:32 AM
Why would you spend a jug on Back Heel? Assuming this will spend all TP upon execution and force Leave > Call Beast for more TP, you'd probably be better off with: Purulent Ooze > Stank Breath > Fantod > Fantod etc.
According the most recent post, a new pet isn't needed to obtain 300 TP:
Let me clarify a bit more on how this ability will work…
When you use Charm or Call Beast, your pet will instantly receive 300 TP, and it will remain at 300 TP while the effect is active and will not decrease.
The recast timers for both Sic and Ready will become 0 while the effect is active.
Charges will be set to the maximum, and while the effect is active they will not be consumed even when using Sic or Ready.
With that said, if you don’t want to change your pet to use different abilities, it will be possible to use abilities back to back even on a single pet.
The last part is the big part, literally and figuratively in this case, since it means you can use Suction or Whirl Claws over and over more easily or rotate Fantod and Backheel.
Finally, there was a request to make it so this new special ability steals a beneficial effect as well as deals major damage. While this is technically possible, the current effect makes it so the steal is 100% accurate. If we were to tack on the damage effect as well, we would have to change it so there is a possibility of a miss. Also, even if we were to add a damage effect it would not be a very high value.
Yeah, don't try to mix in damage complications with a utility ability like this. I think we would much rather it steal more than one effect than any kind gimicky weak damage.
Even if, only when not stealing an SP ability....say...give it the ability to steal three enhancement effects? That way its slightly more powerful than aurasteal (can steal 2 debuffs currently) and can be useful in situations where no stealable SP1 ability is present. Which will be the majority of the time.
As is, SP2 sounds cool, but doesn't really seem all that useful to me. There will be a very select few situations where I'm sure it will be quite useful, but I'm more concerned with the fact that the majority of SP1 abilities that a mob uses are instant, and this ability will be powerless to counter.
And you have chosen to limit this ability to SP1 abilities for some reaosn? So theres that limitation.
Even if you just allow SP2 to steal mutliple enhancements in the abscence of an SP1 ability to steal would make this ability useful a lot more frequently.
As it stands there are actually very few instances SP2 would be actually valuable strategically imo.
Leonardus
11-22-2012, 10:34 AM
All right, now we're talking. 60 seconds of your pet going nuts? Awesome. I take it you still have to dismiss and recall your current pet to grant the effect though?
Caketime
11-22-2012, 10:54 AM
According the most recent post, a new pet isn't needed to obtain 300 TP:
The last part is the big part, literally and figuratively in this case, since it means you can use Suction or Whirl Claws over and over more easily or rotate Fantod and Backheel.
Thanks for clarifying. It's sounding much more wallet friendly than before.
All right, now we're talking. 60 seconds of your pet going nuts? Awesome. I take it you still have to dismiss and recall your current pet to grant the effect though?
There is no need to leave your pet.
Leonardus
11-22-2012, 11:21 AM
There is no need to leave your pet.
"When you use Charm or Call Beast" was where I was wondering. As in, if you already have a pet up, then use the SP. You'd have to leave your current pet in order to "use Call Beast" to activate the SP effect? (Where then you could spam moves on a single pet)
I'd prefer the SP to act retroactively and just take effect on whatever you have out at the moment, so you could (for example), retain your 10% Familiar haste.
Luvbunny
11-22-2012, 11:34 AM
A big thank you for the developer for actually taking our comments and suggestions to heart and made Bstmaster JA very useful and working as intended. As well as coming up with JA for Thief and PLD that works good. Congratulations again for a job well done. Perhaps you could show some love for RDM?
Cljader1
11-22-2012, 11:42 AM
Can Drk get its fixes, new SP need to effect weaponskills, BW needs and help badly, and these two SPs need to have the ability to be activate together
Malthar
11-22-2012, 12:51 PM
Know what would be even better? If the pet tp moves skillchained like blu's 2hr!
OMG what a concept!
Merton9999
11-22-2012, 01:19 PM
These three SP abilities sound very good. This is close to the excitement level I felt when Embrava was first introduced on the test server and SE continued to buff it.
With that in mind, I'll enjoy these new SP abilities while I can.
These three abilities are definitely in the "win" column.
Agree with the exception of THF, still feel like thats in the meh category and why the heck would the addition of damage to the ability mean it HAS to have the chance to miss? right now of jobs that are meant to melee as a primary source of damage it's not inaccurate to state that THF is damn near scraping the bottom.
Also the fact that you stated the BST SP2 can effect charmed mobs and considering there are few to no post 75 content charm-able monsters will SoA include a variety of charm-able mobs (speaking of which GoV mobs charm-able?)
P.S. would seem at least a few peeps are interested in the way THF SP2 is now, honestly THF needs about the same attention as RDM and the emity system need though...
Also the fact that you stated the BST SP2 can effect charmed mobs and considering there are few to no post 75 content charm-able monsters will SoA include a variety of charm-able mobs (speaking of which GoV mobs charm-able
Most places outside abyssea which actually received changes/additions to the mob configurations have high level mobs which are charmable.
There is just little practical use for them.
ManaKing
11-22-2012, 05:51 PM
SO RDM IS STILL GETTING NOTHING?
Kristal
11-22-2012, 05:51 PM
Beastmaster
Let me clarify a bit more on how this ability will work…
When you use Charm or Call Beast, your pet will instantly receive 300 TP, and it will remain at 300 TP while the effect is active and will not decrease.
The recast timers for both Sic and Ready will become 0 while the effect is active.
Charges will be set to the maximum, and while the effect is active they will not be consumed even when using Sic or Ready.
With that said, if you don’t want to change your pet to use different abilities, it will be possible to use abilities back to back even on a single pet.
[/list]
Even the no-recast part alone would be a great ability for PUP... able to use maneuvers with no recast and automaton being able to reuse HP, MP or TP gain abilities instantly (if maneuvers are reapplied.)
Demon6324236
11-22-2012, 06:53 PM
SO RDM IS STILL GETTING NOTHING?Yet, tbh they just gave good news, I hope in a few days we will hear about our double potency Enhancing Magic coming to us.
MarkovChain
11-22-2012, 07:00 PM
They won't. Just like they didn't listen to us for nyzul and legion. I'm quitting.
Mirage
11-22-2012, 08:35 PM
Just making this post to display my satisfaction with the abilities presented in Camate's last post.
Thank you, developers, you've hit the nail on the head this time. The THF and BST abilities are very useful and open up for a lot of new strategies in lots of events, both old and new. I'm not too familiar with PLD, but that ability seems useful too, if it is as potent as you make it sound like.
Keep up the good work, and if you keep these three abilities in mind when you look into the new RDM ability, I think RDM's new Special will turn out well too.
Im happy about the Thf and Bst ones! That about the Jobs i play and its about 2 out of 4!
Congratultions to the Dev Team: You got these right! Thank you!
Im not a Pld but i sounds Good and promising.
________________
Im still not to happy with the Dnc one tho... Hope this will change...
(in like supporting the Pt... be it Double potency and duration of Sambas)
As for Pup well it ain't bad but... looking at Bst... i feel left out XD
Not asking for 3 minute Ironclad or something,
but you coulda came up with something better than old Job 2hs.
as thu... Benediction is kinda nice^^
FrankReynolds
11-23-2012, 03:56 AM
Aura Steal stealing enemy SP abilities? No, this is definitely not how Aura Steal should have been. I know it's just one detail, but it's a very important one. This is better than most jobs' SP abilities (old and new), very strategic and useful. This on a 5min timer would be broken. You could have Hundred Fists up all the time in Dynamis, or Invisible, or Perfect Dodge, Meikyo Shusui, etc.
That's like maybe 20-30 more coins per run? I know there are a few fights where mobs would have to be resistant / immune to the effect to maintain balance, but lets be honest. Most fights where this would matter are less than 5 minutes long anyways.
Think about what they are proposing. All jobs get a 2 hour... yours gets a chance at stealing a 2 hour. If your group needs to block an SP ability during a fight, are they going to bring a job that can pop an ability before the fight and stay out of range the whole time thus guaranteeing that it works? or a job that has to run into range and stay alive until the mob pops an SP and then hopefully not be stunned / paralyzed etc. when it does? Also keep in mind that you can only block / steal one SP ability, while chain stun / shock squall / PD etc. have a duration that can last through multiple SPs on mobs that do that sort of thing.
You guys seriously gotta aim higher. If you need $5, you don't ask for $2. You ask for $10.
Demon6324236
11-23-2012, 04:09 AM
Sorry but with them giving us alot of shit left and right most of the time, the THF one is badass by most standards, especially when you think about Perfect Dodge or the other one we were to get, which was Trick Attack 2.0.
Arcon
11-23-2012, 04:23 AM
That's like maybe 20-30 more coins per run? I know there are a few fights where mobs would have to be resistant / immune to the effect to maintain balance, but lets be honest. Most fights where this would matter are less than 5 minutes long anyways.
It's not about the yield at all, it's about disabling almost all mobs' SP abilities with a regular THF ability. That doesn't sound too balanced. With that you'd remove almost all enemy SP abilities from the picture when devising strategies. SP abilities can't get paralyzed, you don't have to stay engaged the whole time, Flee > run in > steal SP ability takes seconds and since it's 100% accuracy you can do it in a full PDT/MDT set, depending on the mob. There's nothing stopping you from doing that. It would make dealing with all Gallus you do in one Hall of Mul run trivial, for example.
You guys seriously gotta aim higher. If you need $5, you don't ask for $2. You ask for $10.
I honestly do feel it's the other way around. It's not exactly what I wanted (I was hoping for something more solo or damage oriented), but it's still great in its own right. In fact, now I wouldn't wanna exchange it for 30s worth of forced Triple Attack, which already sounded pretty badass.
SpankWustler
11-23-2012, 04:41 AM
Think about what they are proposing. All jobs get a 2 hour... yours gets a chance at stealing a 2 hour. If your group needs to block an SP ability during a fight, are they going to bring a job that can pop an ability before the fight and stay out of range the whole time thus guaranteeing that it works? or a job that has to run into range and stay alive until the mob pops an SP and then hopefully not be stunned / paralyzed etc. when it does? Also keep in mind that you can only block / steal one SP ability, while chain stun / shock squall / PD etc. have a duration that can last through multiple SPs on mobs that do that sort of thing.
You're right that the new new Thief ability isn't that profoundly potent, and that damage or more stolen buffs could be added to it with no effect whatsoever on balance.
The important thing is that the new Thief SP will have strategic value. This is a huge step up over the Eagle-Eye-Shot-esque absurdity that loomed over Thief before, which would never have been used in the same sentence as "Shock Squall" or "Perfect Defense" in any context. Being in that category, even as a lesser option in most cases, is a good thing.
The ability has value and use and if there are still plans for merits towards SPs, that value can be built on further. Actually, I'd love to hear if that's still planned given all the changes that have taken place. My pessimist senses are tingling.
saevel
11-23-2012, 05:22 AM
SO RDM IS STILL GETTING NOTHING?
Their thinking how to make it worse then it currently is. They have to think really really hard, it may take them a couple of months to come up with one.
SpankWustler
11-23-2012, 05:47 AM
Their thinking how to make it worse then it currently is. They have to think really really hard, it may take them a couple of months to come up with one.
They'll call the guy who made evoliths back in for a consult next month, because the insane asylum lets people go home for Christmas anyway, and he will come up with a real whopper:
Super-Convert: Converts all HP to MP, increasing MP bar above maximum for 120 second. Does not convert MP to HP.
ManaKing
11-23-2012, 07:18 AM
Sadly, Super Convert would still be useful if you had a Mythic with Chain Spell. Of course, Super Convert wouldn't have to stack with Mythic. So SE win again.
I guess they'll just give us a SP ability called 'lip service'. When you activate it, a long audio file will play for just the RDM.
"RDM is a powerful job. We didn't think that for the sake of balance that you should be given a 2nd SP ability." Then loop it 8 times so that it sinks in to the player. After only a couple of uses, we will obviously believe that they are justified in their adjustments. Also, as a side benefit to the devs, they don't have to take the time to delete all the code corresponding to RDM. We will just ignore it's existence. Excellent.
That is the game, isn't it? See how much abuse RDMs are willing to take? See how undesirable you can make a previously popular job? Do you win when almost everyone stops playing RDM, when no one plays RDM at all, or when we all block out the existence of the job?
Happy Thanksgiving. We appreciate Temper. Seriously, what else has the development team done for RDM besides that since 75? Gains that don't stack with Boosts? Enhancing magic that doesn't scale in a realistic manner? Enfeebling being completely unreliable? SHIELD MASTERY? How about that new SP ability?
Seriously, why was something so obviously terrible even allowed to see the light of day on the forums? Is demoralizing and discriminating against RDM that fun?
SpankWustler
11-23-2012, 07:30 AM
Sadly, Super Convert would still be useful if you had a Mythic with Chain Spell. Of course, Super Convert wouldn't have to stack with Mythic. So SE win again.
Maybe I didn't word it right. I wanted to make it really clear that using the job ability would reduce your HP to 0 and kill you.
MarkovChain
11-23-2012, 04:36 PM
It's not about the yield at all, it's about disabling almost all mobs' SP abilities with a regular THF ability. That doesn't sound too balanced. With that you'd remove almost all enemy SP abilities from the picture when devising strategies. SP abilities can't get paralyzed, you don't have to stay engaged the whole time, Flee > run in > steal SP ability takes seconds and since it's 100% accuracy you can do it in a full PDT/MDT set, depending on the mob. There's nothing stopping you from doing that. It would make dealing with all Gallus you do in one Hall of Mul run trivial, for example.
It's useless for basically anything. It's never going to make people stop using PD or shock squall. Most of the mob's SP are not dangerous. The only one would be chainspell, but really it's completely limited and please don't make a JA good or bad based on it's usability in legion, which nobody does because the rewards are subpar (actually assuming that this would change anything - feint is game breaking in legion but nobody uses it..).
Severence
11-23-2012, 10:26 PM
So... I'm assuming the reps name is Gilderan or something close like that. But. He spells out "Invisible" every single time he posts the new PUP ability instead of Invincible. Not sure if he's doing it to see if we catch it. But it throws me way off.
Mirage
11-24-2012, 12:20 AM
Oh but you're forgetting one important thing, Arcon. Any content that Markovchain doesn't do and any abilities not native to his main jobs are completely irrelevant to the entire game. I thought you knew this by now!
Markov? I thought you said you were rage-quitting? why are you still here?
Khajit
11-24-2012, 01:01 AM
Most of the SP availiable for thf to steal are useless to the thf. Can we get at least some sort of buff to the thf when stealing a "useless" SP? Manafont is worthless to thf, Sam SP is actually detrimental to thf unless the thf had 300tp at that exact moment which they shouldn't be stupid enough to hold in the first place, drg mobs dont have spirit surge as far as I know,drk is just lulzy although you're gonna probably think it's overpowered like you mistakenly claim Aura steal is uber powerful,chainspell is actually good enough since when it's active it's possible to hurt alot of people so the utility of stealing it is more than enough, a large chunk of monsters wont be affected by this due to instant JA usage and Aura steal can take two buffs at once thanks to relic+2 so the new SP arguably lacks some overall utility/power. Would it be too much to ask to allow more buffs to be stolen at a time for this since it does have a long timer on it after all?
There's also a strong suspicion that all of the new content is going to give the monsters the new SP's which means the JA might be effectively useless against many monsters that are a part of new content.
Arcon
11-24-2012, 02:23 AM
Oh but you're forgetting one important thing, Arcon. Any content that Markovchain doesn't do and any abilities not native to his main jobs are completely irrelevant to the entire game. I thought you knew this by now!
I do, and I wasn't talking to him. I'm neither brain damaged nor drunk enough for that.
Fynlar
11-24-2012, 08:01 AM
They keep saying Invisible for probably the same reason they kept saying Araise a while back (whatever that is)
Eventually they will be like "oh yeah, obviously we meant Arise/Invincible, herpderp"
Please + this post if you aggree.
Although the New Bst SP 2 ability is a really great ability, There is a small change which would be very good.
Currently, the special ability does NOT reset Call Beast Recast timer.
What it does is prevent the recast timers from activating at all.
This is just right for spamming the moves AFTER you use the special ability, but there is a scenario which will cause this special ability to be largely wasted.
I use Call Beast and right away use the special ability. I will still be able to use many ready moves, but I will NOT be able to change to another Called Beast. The call beast timer is Down, and it will not be back until long after the special ability has expired.
It would be best if using the SP2 for bst also reset the timers when you use it.
Arcon
11-24-2012, 04:33 PM
Currently, the special ability does NOT reset Call Beast Recast timer.
What it does is prevent the recast timers from activating at all.
This may be just a mistake or oversight on their part, as even the new SMN SP ability resets the BP delay timer, as far as I understand.
Demon6324236
11-24-2012, 07:02 PM
It also restores the SMNs MP, which is another similar problem.
FrankReynolds
11-25-2012, 01:58 AM
Most of the SP availiable for thf to steal are useless to the thf. Can we get at least some sort of buff to the thf when stealing a "useless" SP? Manafont is worthless to thf, Sam SP is actually detrimental to thf unless the thf had 300tp at that exact moment which they shouldn't be stupid enough to hold in the first place, drg mobs dont have spirit surge as far as I know,drk is just lulzy although you're gonna probably think it's overpowered like you mistakenly claim Aura steal is uber powerful,chainspell is actually good enough since when it's active it's possible to hurt alot of people so the utility of stealing it is more than enough, a large chunk of monsters wont be affected by this due to instant JA usage and Aura steal can take two buffs at once thanks to relic+2 so the new SP arguably lacks some overall utility/power. Would it be too much to ask to allow more buffs to be stolen at a time for this since it does have a long timer on it after all?
There's also a strong suspicion that all of the new content is going to give the monsters the new SP's which means the JA might be effectively useless against many monsters that are a part of new content.
Exactly. This ability is going to end up being like hide. It'll be nice to pop it once in a while if it happens to be up, but it's not going to change how any content is done at all.
Arcon
11-25-2012, 02:16 AM
It has strategic value, which is something THF never had before at all. It could be argued that, at one point, Trick Attack had strategic value, but that was not really used by THF mains, but DDs that subbed THF to Trick Attack Weapon Skills on the actual tanks. The only strategic value to the job at all was not combat-related, namely TH. This is about to change. Since THF often get invited regardless, I can see people including targeted removal of enemy SP abilities in their strategies, something that would have been desired in much of older content. Admittedly, it won't be as useful on current content, simply because there isn't much current content that's being done, and I can't predict how that's gonna change during SoA, but for now it helps me in both solo and group efforts and gives THF a raison d'être except for TH.