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View Full Version : Magic Burst Visual effect



Aprian
09-04-2014, 12:13 AM
I like to see the Magic Burst with visual effects, who agrees?

Dazusu
09-04-2014, 04:13 AM
PS2 limitations.

Raging_Oracle
09-05-2014, 03:26 AM
I like to see the Magic Burst with visual effects, who agrees?

Oh Heck Yeah!!!!!!

As the "Bread and Butter" of our damage dealing skill as a mage, we should be rewarded with visual effects. Magic Bursting is a lost/forgotten skill as many (many, many, many, its ridiculous many) new players don't know WS and/or Skill chain attributes , nor do they know the magic elements that they are comprised of. As far as I'm concerned, For a Mage Magic Bursting Is The Equivalent To A DDs WSing, how much damage is left on the table when a mage cant (or doesn't know how to) time and execute a magic burst (especially when they are seeing light and dark sc repeatedly)? Worst thing is a majority of people these days don't even think about that damage increase, nor do they look to exploit it..

I can't count how many times during a pick up group party, a person has said "that's to complicated" when I indicate that I expect to see magic bursting from every offensive DD magic casting job in the party. Even after I tell them the elements I expect casted and when, timing is usually an issue since for many it hasn't been expected or required by their shells or other party leaders - even in the most difficult of content.

I think this would go a long way in reinforcing the fact that mages (I call them "the smart/strategic" jobs") should know the mechanics of the game to a deeper level, be more strategic and contribute more to the damage dealing without getting the backline killed.

I love what they did with the skill chain resist a few updates ago and this change will show the party who is on point as a mage and who isn't. To many times I come across mages that take the "free ride" approach and look at me crazy when I indicate that expect them to put in more work than just "cast - cast - cast - cast - refresh". Being backline shouldn't be approached as walk in the park, because for a real mage it isn't.

Additionally, (at the very least) I would like the magic burst to be a "free- shot" at the monster. I would prefer that the additional damage does not increase that mages enmity. Maybe that's a lot to ask for, but I think we should be rewarded in that fashion, in addition to the visual effect, for knowing and being skilled enough to utilize and exploit that aspect of the of the game. Its an inverse relationship from my perspective: For frontline DDs the closer of a skill chain should have increased enmity {as} For Backline Damage dealers the executer of a Magic burst should not see an increase in enmity and if possible should have their enmity reduced. That would be a mage utopia and would ensure that sloppy and "fly by night" mages pay for not knowing their job.

Great post OP.

Can we have this?

Raging_Oracle
09-06-2014, 03:12 AM
So Fresh
So clean
/Bump

Grekumah
09-06-2014, 04:12 AM
As we would have to add graphics for every spell including spells that pets use, this is something that would be difficult to address.

In regards to the enmity generated from magic bursts, we do not have any plans to adjust this directly. We’d like players to use tactics and abilities that reduce their enmity such as Enmity Douse.

Raging_Oracle
09-06-2014, 04:41 AM
As we would have to add graphics for every spell including spells that pets use, this is something that would be difficult to address.

In regards to the enmity generated from magic bursts, we do not have any plans to adjust this directly. We’d like players to use tactics and abilities that reduce their enmity such as Enmity Douse.

Thank For The Reply,

Why cant there just be a general Magic Burst animation for all. Maybe just "MAGIC BURST <Player Name> <Damage>" over the monster in nice big font. They did it with the !! over the head of monsters that change phase, I would be ok with an animation of the same size and font over the monster (maybe the color changes based on the element, but I could probably live without that if I had too- but would be nice). Doesn't have to be as graphic as the dark skill chain animation. Mage should get some love on this, frontline jobs get special reward when they skill chain- we should get something more than a standard chat message for doing something that isn't standard.

Aprian
09-06-2014, 12:00 PM
I like your idea Raging_Oracle

dasva
09-06-2014, 04:49 PM
As we would have to add graphics for every spell including spells that pets use, this is something that would be difficult to address.

In regards to the enmity generated from magic bursts, we do not have any plans to adjust this directly. We’d like players to use tactics and abilities that reduce their enmity such as Enmity Douse.

That's good in theory however there is only 1 job that does magic bursts that has enmity reducing abilities...

Lithera
09-07-2014, 05:02 AM
That's good in theory however there is only 1 job that does magic bursts that has enmity reducing abilities...

Because there are no other jobs that can reduce another player's enmity or increase theirs to off set the enmity gained from a MB.

dasva
09-07-2014, 05:07 AM
Because there are no other jobs that can reduce another player's enmity or increase theirs to off set the enmity gained from a MB.

Only 1 that can reduce others without using SP and everyone can increases their own very easily all the way to the cap which makes it kinda pointless and why I focused on where he was saying to lower enmity

Should also mention that even Douse isn't even with a 10 min timer (assuming the fight actually goes that long) if you are casting a lot unless you mostly do AM/AM II... but AM/AM2 still have really high cast/recast times and extremely poor dmg/mp cost ratios

Lithera
09-07-2014, 05:29 AM
He said tactics and abilities. Meaning of the party not just the one who did the burst.

dasva
09-07-2014, 05:50 AM
And your point...?

The only "tactic" in the game that will reduce your enmity is either just standing around to and that only reduces your VE or dieing while being number 1 on the hate list (well warping works too but that's unrealistic). The party doesn't do that.

But if they made MB enmity free or made the AM enmity update they did actually usable those would be a great ways to make it so we had a real tactic to at least no generate hate or very minimal hate though neither would actually reduce it.... though MBing taking away from hate would be a great idea and would require the party to do things like put skillchains together and not ws again until the mages MB.

And as already touched on the only abilities that will reduce enmity of the nuker themselves or that another person can do to reduce the nukers that aren't sps are Enmity douse and Collaborator/Accomplice well unless you want to go mage/drg for high jump... so I guess if party means thf then sure. And even that will require the thf to run away from the mob to go steal the mages because of the stupidly small range of those abilities and since he has capped hate it might follow him at least for a time kinda defeating the point....


In the end though this is just a huge symptom of the underlying problem... and that our system for calculating dmg enmity is in need of major repair.

Lithera
09-08-2014, 12:19 AM
My point is there are other ways then just the blm theirselves which was what he was hinting at. I guess you forgot about cover and sch's spell and their other 1hr. Of course these things are probably not going to happen in Delv.

Then there are various ways others can increase their enmity that can be popped during the mb to try and offset the blm's enmity gain. Not that magic bursts or even skill chains happen on purpose these days as often as they did in the past. So many DDs tend to just pop a ws off when they have enough tp.

dasva
09-10-2014, 03:24 PM
And my point is is just how limited they are in the form of a 10 min blm only ja and thf awkwardness. And no I didn't forget about them I didn't mention them because cover doesn't do anything with hate and it just lets you take some of the hits taken by them but that kinda forces your blm to stand in range and the Animus Minuo doesn't take hate it just gives -10 enmity which counts towards gear which there are alot of other things that do that if you really want to get into it... but in the end doubling or halving the rate at which you gain enmity isn't going to make much of a difference if you can cap before you deal enough dmg to take off 1% of a mobs hp. And I already said besides 1hrs. I didn't feel like listing Caper Emissarius as well as Spirit Surge because abilities that can only be used once an hour aren't really reliable forms of hate control. Especially when currently in game you can literally cap on some monsters a hundred times

And I know there are lots of ways to increase enmity... you miss the point that our enmity system is completely broken and it doesn't matter since everyone dealing dmg is going to be capped already. Maintaining capped VE is a breeze it takes all of like 20 dps to counter natural decay. Capping VE takes all of about 30kish dmg last I did the math which on mobs that have 2 million hp happens fairly quickly in a fight. Maintaining CE you lose is fairly trivial as well. As such it doesn't matter how many enmity abilities you got if you are already capped it only matters who took the last action or who lost hate from dmg most recently. This is part of why well hasted DDs will keep hate after awhile from a pld... sheer attack speed ensuring they keep getting the mobs attention back. Which incidentally usually works for keeping stuff of mages but with greater distances and them not taking and dmg sometimes it does move a little which then sometimes stops hits from coming then mob beelines for backline DD.

Now yes the real solution is finding a more permanent solution to the dmg enmity problem... and I have certainly been pushing for that and even suggested a good way of doing it but SE doesn't seem to be up for that so in the meantime it would be nice to have a way for backline DDs besides rng to deal dmg without pulling hate.

As far as skillchaining I see it a lot more after the update that made them unresistable and upped there dmg as well as upping a lot of the dmg varies with tp things which made holding tp less detrimental... but taht kinda took away reasons to bring blms especially with the hate issues. But improving MB has a small chance of improving that.