From the way I read it.. they'd only be changing the NEW "2hrs" to 30min-1hr... not the existing ones, but maybe thats just how I interpreted it.
EDIT: NVM i missed th last spoiler tab ; ;
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From the way I read it.. they'd only be changing the NEW "2hrs" to 30min-1hr... not the existing ones, but maybe thats just how I interpreted it.
EDIT: NVM i missed th last spoiler tab ; ;
Dear Dev team and Matsui-san ,
As a veteran player who started at the PS2 release over 8 years ago , i have seen many changes made to the game i love so dearly . Some have been very welcome , others maybe not so much . Up until the release of the Abyssea Battle Add-on Trilogy , The 2 hour ability not only defined the job class it was for , but was the Last Resort or hidden Ace-up-the-sleeve that would or could turn the tide of battle . These Abilities are supposed to be over powered , hence the exceptionally long cool down . In the Official Strategy Guides this point was firmly stated and as the game progressed from Rise of the Zilart to Chains of Promithia thru the Treasures of Aht Urghan , crucial use of these extreme abilities was the difference between success and failure . Chainspell Stunning Suzaku's Chainspell , or Countering Sieryu's Hundred Fists with Invincible are prime examples of how the game used to require sacrifice and strategy to prevail .
Reading each new "update" about how the Dev team is seeking "balance" , especially lately more than ever , seems more like a new Absolute Virtue is being sought . If you feel you must weaken a job's most powerful ability then you must in turn weaken the foes they are used against . Balance . Perhaps tho , as a suggestion , instead of looking for the new impossible to kill monster or Kill the entire alliance Ability the Dev team could take some different ques from the FFXI of old and include content that requires actual team work and strategy and doesnt rely on "Staggering" , Temporary items , Atma/Atmacite , or certain 2 hour abilities to defeat it . It happened in the past , no reason it cant happen now . Jailer of Love , Kirin , Proto-Omega , Proto-Ultima , the list goes on . These monsters yielded some of the most sought after items and they were hard won with team work and strategy .
Keep 2 hours Over Powered , while preserving the soul of FFXI . Keep up the great work on a wonderful game .
<3 Mikumaru
I'm ok with people having to try again. PD is a crutch, Embrava.....i guess. Not like Zergs didnt happen before it.
How about this as an alternative... LEAVE THE OLD 2HOURS ALONE, DON'T TOUCH THEM!
and instead, just introduce these new special abilities with thier reduced timer, seperate as you seem to be doing anyway.
Outside of a few events that PD and embrava are essential for they are completely useless abilities that no one uses, nerfing them is basically saying "this has a use in the game, let's change that". Leave them as is. if anything Odin and Alex should be taken off astral flow and have something else limiting their use. Alexander is the only reason astral flow gets used anymore, rendering every other aspect of astral flow useless. even If people wanted to use the other aspects of astral flow the mindset of "I might need perfect defense later so I best not use astral flow now" stops them. Embrava is a little better on this front seeing as it can be used in conjunction with the other effects of tabula rasa but still has the same mindset limiting the 2hrs other uses.
Has anyone suggested that instead of nerfing or redefining the 2-hour ability in the game, to make these new 2-hours available with the active support job? For instance, a WHM/BLM would have access to both Benediction and the new BLM 2-hour that could provide a supercharged Curaga V back-up with little chance of the WHM getting wiped out. Imagine a SCH/WHM or RDM/WHM that could effectively cast Dispell-ga. Or, in the case of a RDM/NIN, the ability to use Utsusemi when tools are low and still have Chainspell at the ready? I think this is something that could open a whole new realm of customization/strategy and something the dev team should consider. Already I could see some overpowered combos, let's say RNG/THF or the ever-powerful RDM/NIN for instance, but these things could still be adjusted.
Any thoughts?
Sorry if this has been suggested, 53 pages is a lot to take in >.<
A nerf to PD and Embrava while not completely unexpected does mean that either they will need to retool certain events or expect them to go the way of pankration (Legion, ADL, NNI).
As for me, SCH being the only useful 99 I have for doing most events and them nerfing the main use for them in an event means I get to spend a lot of my free time playing a different game I guess until they either change it to make it useful (which will probably be as high on their priority list as fixing rdm) or make jobs like PUP and DNC more viable (probably never).
OK SE Nerfing PD and Embrava, honestly i think they just looking a good excuse to do thia and player already give it now
complaining about the recast time on new 2 hours being shared.....
if se do this please nerf legion .... an event where you need PD and embrava to max and where you can still fail if ppl do mistakes.
i dont see really useful reducing the recast timer for SP abilities, when ppl use thier 2 hours? abyssea ? einherjar? limbus? campaing battle? dynamis? basicaly the most of events are too short and dont need to reuse SP abilities and iff you need it like legion take 1-2 cors to wild card ppl
i'd like to know ppl thought about PD and embrava Nefr, dont let SE nerf those 2 abilities, sch and smn are useful now.... they were the most unwanted jobs
You know, when I posted this yesterday...
I really didn't expect much, or anything, for at least a few days or a week. I admit I am amazed at what I woke up to today. Sadly still no word on the BST problem, however I can easily look past that for now to see everything else.Quote:
I think changing this as players wish would go a long way in showing that the new man in charge, is truly listening to players feedback, and taking it into consideration.
It is good this is being done, great even. It means you are giving us 2 abilities we will use rather than 1 we will use and one which will clutter our list. I am so very happy that this is being done because it means we will not be locked to 1 ability and that we can use both as we wish.Quote:
As we previously explained, the new SP abilities we designed based on the idea that the recast timer would be shared with the existing SP abilities and players would use them accordingly. While the effects and usages have been compared to the existing SP abilities and consideration has been given so that they are balanced, we will be completely separating the two and changing the concept so that each ability can be used separately.
We will be making them so they are complete abilities on their own and do not need to be constrained to using one or the other.
Ok, this is great and bad news at the same time. Great that you are making them faster to use, and realize the game has become much faster than before, making 2 hours an annoyingly long wait time. The terrible part is, if you nerf things to much. I think that while you should change the timers, you should not need to change the effects. These abilities are meant to be powerful but limited, but if they are adjusted to be to weak, then they will become just another ability. In my opinion, 1 hour is still a long enough time for these to stay as powerful as they are now, or some to become more powerful, so that they are still special and strong, but maintain a certain rarity on how they are used, because of the long wait.Quote:
Originally the idea for SP abilities was to have players use them one time for specific content or battle situations and to use it wisely. When considering the current battle tempo and the average time for content these days, we feel that it would be beneficial to make the recast 1 hour with the ability to reduce it a minimum of 30 minutes via merit points. With this, the idea of “2-hour abilities” will changed when we explore the effects.
This, worries me a little. Many of these new ones are already questionable in use, even shortening the recast does not make up for it entirely. But with previous changes it seems as if you might make the new ones shorter, or even weaker. If this is the case, it will make them worse and solve little, in fact, may even make things worse. So I ask of you, please do not make this great reduction to recast, a total reduction of their use, and there by make them to weak, or worthless.Quote:
Based on the changes stated above, we will be looking into the effects for the new SP abilities once again.
This does not mean only time related adjustments will be made. If deemed necessary we will be completely revamping the effect from the ground up.
The same applies here. Please do not ruin these abilities by making them weaker, its still a long recast, they should still be just as powerful, if not more so for the weaker ones.Quote:
We will be looking into revamping existing SP ability effects based on the two points below.
•Adjustments to effects to coincide with recast shortening
•Balance adjustments to coincide with the new SP ability effects revamp
Even with the existing SP abilities there is a division between those that have good uses and those that do not depending on the job. Ultimately our aim is to make it so that by putting together the effects of the two SP abilities every job can have a boon. With that said, we will be revamping the existing SP abilities so that balance is not thrown off when incorporating usage of the new SP abilities.
As a general direction we will be raising all of the abilities so that they become useful. However, we believe that we will have no choice but add the lowering of effects of Perfect Defense and Embrava to our scope of adjustments.
I am happy we were given some good news, just please don't let it go bad, and also please don't forget about BST.
I do not trust for this to be done well at all honestly. Please tread lightly and don't pull one of those "typical SE" moves.
I think you misunderstood. The sub job would provide one of the new 2-hour abilities, not the original. So for instance, in your BLM/RDM example, the 2 abilities available would be Mana Font and the yet-to-be-named ability for RDM which would "grant an increase to the effect of enhancing magic." Realistically, why would you sub RDM? With it the other way around, you could have Chainspell and another yet-to-be-named ability for BLM which would "grant a drastic decrease in enmity generated by magic attacks." The first example with RDM sub would be so-so at best. But, Chainspell without generating enmity would be pretty awesome.
Think about it.
Because your talking about 1 minute of spamming as many high powered T5 Nukes at a mob as you can, against spamming as many T4 nukes without Enmity at a mob as you can. While less~no enmity is helpful, its not often going to beat out the massive damage 20 T5 spells would do by compare to 20 T4 spells. Also you have to take into account how much more MAB is on BLM, so even more power, with Chainspell+Manafont there is no need to hold back for fear of anything except hate.
It depends HOW they nerf PD as to whether ADL is going to be 'impossible'. If they shorten the duration, you'll need to use more SMN per kill, but being able to merit recast down to 30 mins, you can get 3 uses per SMN in 1 dyna run, and that's without any CORs (assuming Wild Card isn't also nerfed).
Way I see it, look at Ukko's and Smite. Everyone panicked when SE announced the nerf, but it wasn't as bad as people thought it would be (only a nerf to their native critical hit rate iirc)
Now if we look at Perfect Defense and what they could do with it. At the moment it starts off with around -90~95% Damage Taken and Resistance to most stats, decaying after 45 seconds or half duration. If they reduced potency to start at say, -75% Damage Taken, it would still be fairly decent, and not completely overpowered for the 30 minute recast on Astral Flow. You would require more healing power, but either way, thats likely to be needed anyway. imo, nerfing the duration would have a much worse effect on it.
Embrava on the other hand is a much different situation. Embrava excels at capping magic haste (when used with Haste itself), and providing a strong Regen and Regain effect. At the moment, a capped Embrava will provide 34% Haste. If they reduce the Haste on Embrava by any more than 5%, you no longer cap Magic Haste. The regain I don't see getting nerfed too much (maybe one/tick), making a 30min-1hr specific spell the same potency in Regain as a XI Tactician's Roll would be extremely unfair despite Embrava's other effects, and then possibly prompt a nerf to Tact Roll. Nerfing the duration would put a serious hindrance on Neo Nyzul, but I think this is the most likely route they'll take unfortunately.
On the other hand, now's the time to ask- for the love of god, give the current Astral Flow Blood Pacts (barring Zantetsuken) a damage boost.
Because I cannot tell you how many times I've saved my party with overdrive. (For those of you who don't play pup, that was sarcasm).
In all seriousness though, that's not how 2hrs get used anymore. It might have been 5 years ago, but they're zerg fodder now. In most events, you save your 2hr for the boss, because you can't use it twice per event, and that's the place it counts the most. If you make it so your pld can hit invincible 3 times per salvage, then he c- wait, why do you have a pld in salvage?
!@#$ happens. Any run of any event can go south quickly. The ability to recognize these problems, weigh them with when you'll need your SPs again, and properly or improperly save the day will play a large role in the new shape of FFXI.
And make no mistake, changing SPs this drastically will COMPLETELY reshape FFXI. I'm not a fan of embrava and PD getting nerfed since nyzul and dynamis are about all I do ingame right now, but I think that's part of the reason why they're delaying. Or at least I hope so. Let's wait and see how naive I am.
Side note, because this is something I'm really curious about...: What role will wildcard play with the new SPs? Will it be able to:
1: reset both SPs of any job on a roll of V or VI?
2: reset the secondary SP of the COR who used it, or any other CORs in party?
Obviously it shouldn't be allowed to reset itself since that would result in a party full of CORs spamming nothing but quick draw, random deal, and wild card. Ohhhhh, side side note: Since Wild Card will be reduced to a 30-60 minute recast, will random deal still be on a 20 minute recast?
And this would worsen the problem of perfect defense being required. The only way I can see ADL being changed in case of nerf would be to make ADL about as strong as DL with a 10% droprate on marrow instead. To compensate they would need to ease the process of farming pop set.
Honestly I don't expect them to nerf them from hard. The *new* producer has directed his folks to actually listen to players, meaning if we state that current content can't be completed without those power levels then they'll think about that. I would rather Embrava / PD be nerfed a little bit while having current content also nerfed to coincide. Things SHOULD NOT need Embrava / PD to win, they should be emergency or luxury strategies not the ONLY strategy.
Jesus look at Legion and to a lesser extent ADL. We abuse the hell out of Embrava / PD because of how stupidly powerful those NMs are offensively (ADL is a defensive weakling). Since level 75 NM's offensive power has grown by at least 300%, our HP has only gone up slightly and our defensive power has only grown ~50% (not counting Embrava / PD spam). This combined with the crap enmity system puts players in a situation where it's either use PD / Embrava or die.
This is good news. Even if all they did was separate the timers it would change most of the new "2hrs" from being meh to actually used.
As for Perfect Defense and Embrava, instead of nerfing them, the content that basically requires them to win should be adjusted. That way people would only use them as a luxury or a safety net and people wouldn't care too much if the SP's power was lowered.
fyi for the uninformed... Beastmasters already have full time familiar for Dynamis. YOu pop it once and the effect stays for the duration of the pet on a jug pet. +10% pet hp (nice but no big deal) and +10% haste from monster trousers +2, which is very nice, but for an experienced bst, this jsut means I have to fight DC's and not EP's to farm because my pet KIll's them too fast and proc rate goes way down.
Honestly get some RDMs for CSS, keep the SMNs for nerfed-PD & ShockS, and everything else you have normally, and I see ADL as still possible. NNI is fucked though, that I agree with. Either way I don't like the idea of them nerfing the abilities, nor do I want them to, they are what I have always though a 2-hour, or SP ability, should be. A powerful ability that makes an impact on a battle when used.
I think I said this before but the biggest problem is the unstunnable tandem volley of TP moves ADL and his clone(s) unleash after splitting. It's not really easy to live through that on a mage job. If you make it through that and dedicate one sch per ADL to stun TP moves and keep a shock squall order up you will maybe have a decent chance of winning but low manning it with mules and such will be out of he question.
Never said it would be easy.
You just need 2 SMNs. He won't live past 2 Squalls. And yes definitely takes some luck, but 100% killable without PD.
Scherzo/Earthen Armor will allow you to live past a single implosion.
Nothing requires PD or Embrava in this game. They just make it easier, more efficient and more available to the masses.
You are misinformed. This has been tested recently. Here is an easy way for you to retest it if you harbor lingering concerns.
Go into abyssea and summon a pet.
Fight something to get pet below 50% hp.
Use the temp item Healing Salve I (obtained w/ 300 cruor from cruor prospector) - This will cure exactly 50% of pet HP.
Use Familiar -
Repeat above steps to use Healing Salve I - You will find the max pet hp has increased by 10%
Repeat the test after several time intervals (but before you lose the pet)
You will find the max HP does not reduce for the life of the pet.
The Familiar effect lasts for the duration of the Jug Pet.
I'm pretty sure credit for this testing goes to Falkirk, but I don't remember which forum it was on. I didn't take the time to find the post right now. Its probably on the bst threads in alla, but might be on ffxiah.
Whatever assumption or hearsay you heard at level 90 was not accurate.
It wasn't hearsay or assumptions it was simply me going into salvage summoning a pet familiaring it then having it depop after 30mins for no reason after 5-6 times I stopped doing it before I was sure I would be done in 30mins though I will try it again in a bit once I get home from work but at 90 familiar didn't simply wear off your jug pet it depopped it after 30mins
Scherzo and earthen armor are worthless on this fight unless you're severely underleveled or you intentionally gear up with as much -HP junk as you can find. I don't know where you'd get the idea they'd be useful. There's other problems with your suggested strategy, but I'll just let them get by for now because I'm freaking tired of hearing people think scherzo does anything when you're getting beat on by 4 targets who only hit for 300-700 damage.
ADL is not hard because he hits for massive damage in single hits. He's hard because you have to deal with 2-4 of them spamming aga III (IV when lower on health), and AoE WSs which do too little damage to trigger scherzo. It's like thinking scherzo will save you vs. hundred fists.
Awesome says Nawesemo.