Log in

View Full Version : Flying Enemies/Bosses to Help RNG and COR



Akujima
05-08-2011, 04:00 PM
We've all known for awhile that RNG and COR need a little boost, when it comes to how on par they are with other Jobs at the moment. But what could also help encourage people to bring them along, would be the addition of Enemies/Bosses that require and/or are highly susceptible to Ranged Attacks.

IMO. They should add more mobs that can periodically fly and attack from a distance. Especially when it comes to bosses. OR... Go into "semi-flying" mode and become resistant to melee damage, and highly susceptible to Ranged Attacks. Sort of making the phasing in and out of flying less one sided.

This in turn would increase the want/need for Ranged Attacking jobs, such as RNG, COR and... Shuriken NIN's! (Please refer to NINJA JOB forums "A Ninja without Throwing"... lol:cool:).

But yea... All in all, this is where I see the major key in reviving Ranged Attackers.

Khajit
05-09-2011, 05:34 AM
People would resort to nuking them on rdm, sch and blm with the occasional cor QD spam.

Mirage
05-09-2011, 05:36 AM
What if they were also resistant to magic? :p

Khajit
05-09-2011, 06:17 AM
Then they wouldn't care about the resistance and would still use mages aka the way people did kirin when not tpburning it. Granted they did use some rngs back then but it's not going to nearly as popular as back during kirin kiting simply due to the fact that at any given time the MOST ammo you will see in ah is 3 stacks combined of any high level ammo type.

Even if you make the mob immune to magic you're stuck with Cor's unable to QD, Armageddon/mythic holders unable to use their main ws and a whole lot of people that would rather go kill something else instead of plopping down 200k+(idk how much ammo would cost now but that was the old price I'd heard cited for merit pts) per person for a NM fight.

Mirage
05-09-2011, 06:33 AM
Ammo prices should of course also be fixed along with this.

Khajit
05-09-2011, 02:58 PM
Still wouldn't change the fact that there's no actual ammo available in the Ah and if it did you would have crafters angry that they didn't get anything to craft.

Cor still has to deal with wildfire/QD doing crappy/no damage if one goes the magic immune route. And seriously. Making a mythic/empy in addition to it's one unique JA that makes it different from rng(outside of rolls) completely useless is just being plain mean. They also generally cant compete with a rng in sheer damage atm so their role as a ranged attacker will be near useless. Most cor's don't even WANT to be ranged attackers in the first place. SE gave them a bunch of ranged updates/buffs and they went and decided to stop playing cor instead so that they wouldn't have to use so many bullets.

Rng loses most of it's damage potential the second it gets hate so if you "only" have one rng you've just lost all your damage the instant it hits hate cap which is damned easy for just about everything. This might seem shocking some some people on the forum but alot of people HATE dealing with huge groups instead of being able to lowman. Having rng be required in the situations you're proposing automatically forces a second ranged attacker to exist for the times the first rng grabs hate.

Then there's the fact that this is forcing a job on people which is a big nono. You might gain advantages in abyssea by having certain jobs but you aren't absolutely forced to do it and it's only going to breed player resentment if they have to waste tons of gil for some shitty gimmick instead of actually enhancing rng damage to a decent level so that they don't need said gimmick. (although tbh out of any problems with rng right now the fact that for every time a rng loses hate you got multiple melee angered at losing tp and mages annoyed at repositioning is the main reason you see dislike for rng.)
You also essentially cripple the amount of TH on a mob so not only are people not going to like said mob but they'll have a quantifiable number that they can use to tell just how much it sucks being forced to use rngs when they see the lootpool.
Then there's the fact that we still have blue procs to deal with so you've not only cut TH down(not counting the boutny shot enhancements till we have a quantifiable value on them) but you just cut the ability to do any blue procs for your items in half at BEST. I suppose giving all jobs ranged ws would be a partial solution but in doing so wouldn't that mean we just eliminated a huge portion of any need for rng in the first place vs most halfway challenging mobs in the game?

And as far as nin + shuriken goes we just got a bunch of pissed off ninjas due to the fact that there's already no space (if they have proper sets. Gimps in full aurore will undoubtedly have it easier)for throwing gear+ shurikens and you just forced them to try and juggle those in too. And as if that wasn't bad enough every ninja that didn't waste days upon days being absolutely stupid enough to level throwing after it becomes useless for a ninja to use have been punished for knowing wtf they're doing. That's what? 200~250+ skill for a nin to work on that you can't even work on via autoattacking which costs an exorbitant amount of gil? How would you feel if rng suddenly had to level it's sword skill to 350+ from around zero with no ability to autoattack? The ninja's still wont have any throwing ws to use thier tp on either because SE already tried to do that and they found that they couldn't figure out any method to add them in. You know having no ws availablevis called? It's called being nerfed back to lv 1 several years ago before SE lowered the skill requirements for your first ws.

Lastly. You're going to have to factor in kclub rngs. If they can hit the mob at all via melee(since if you don't force people to use rng via making the mob immune to everything else then logically melee are going to be able to hit it) then you just opened up some sort of omega pizza captain planet boooooost to kclub rngs that are going to be spamming their ws every other second in an environment where they have no actual competition because you went and nerfed all other forms of damage other than ranged damage vs the mob.

PS: If you bothered to read the update notes you'd have noticed the bounty shot upgrade. If it's as overly generous as it sounds rng might have just gained the ability to replace or complement thf in various setups which is all that one technically needs to be let into groups considering the horrid gear I've seen some thieves use and get away with it.

RaenRyong
05-10-2011, 08:43 AM
nothing will make shuriken nin wanted, ever

Byrth
05-10-2011, 09:24 AM
Furthermore, all the flying bosses that we have already are piercing resistant. Apart from being a much more TP efficient damage source, that was another major reason people perferred BLM to RNG on Wyrms.

Malamasala
05-10-2011, 03:40 PM
I still find it hilarious people preferred BLMs over SMNs on Wyrms. It's like even if the damage is resisted, you can cast so many spells you beat the 1 minute BP damage. That if anything showed how futile the global recast system is. Not even when you are a good fit for a role you can beat those who just brute force the limitations.

Tsukino_Kaji
05-10-2011, 05:03 PM
Ammo prices should of course also be fixed along with this.There's no "fix" possible, the prices are player generated.

Mirage
05-10-2011, 07:56 PM
Of course there is. Lower crafting skill requirements to make good ammo, easier availability for the items needed to create ammo. Things like that are likely to lower the cost of ammo, or at least make it more viable for the rangers/corsairs to craft it cheaply themselves. There is also the possibility of adding NPC merchants that sell decent ammo that doesn't cost too much.

Khajit
05-11-2011, 12:17 AM
Or in other words you hate crafters and don't understand the real reasons behind them being not put up on the AH.

Mirage
05-11-2011, 12:31 AM
Why do I hate crafters? Please explain.

Khajit
05-11-2011, 12:49 AM
You don't want them to be able to make money.

Mirage
05-11-2011, 01:23 AM
Sure I do.

Khajit
05-11-2011, 02:21 AM
Then why are you suggesting that we drastically reduce their profits?

Mirage
05-11-2011, 02:41 AM
Oh, it's not like they're crafting ammo these days anyway. What difference would it make?

Saefinn
05-11-2011, 03:16 AM
My suggestion for ammo would be:
NPC vendor for ammos to cater for all level ranges
Craft ammo to cater for extra stats on ammo, for example, have Corsair Bullets crafted, but that also means introducing a wide range of ammunition.

That means, ammo is more accessible for users, but those who want better ammo can craft it or buy it from AH, making a crafter happy. E.G. I like having a stack of Corsair Bullets on me when they're in stock. I pay 20k a stack, but if I'm trying to be more economical I will either: tell a party I'll only use bullets for WS, use darts for pulling or settle with bronze bullets if they're in stock.

Anyway, on the suggestion here. I think it would be pretty cool to have enemies where ranged attack is needed. Steely Weapon is a mob that can only be hurt by ranged attacks and will depop within a certain amount of time. It was nice being able to help folk kill a mob because I have my COR levelled, I would like to fight more mobs like that - team up with the other Corsairs and the Rangers in my LS and take down something big. It'd be kind of badass.