/bow to this.
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No KF, I'm not singling you out, you just used a buzz word. Aside from blood rage(Which I don't understand because the point of war is to crit.)the nerf you're all talking about is a WS nerf, not a job nerf. They were never meant to produce the damge they do in the first place. In actuality this is a fix, not a nerf and to be honest, it's needed. SE's actions here are the correct responce to the issue. People are lacking propor forthought into the problem at hand. Increasing other jobs to match is absolutely not the correct responce. Again I reinterate, this has nothing to do with jobs, and everything to do with a WS. You need to stop treating it like a job issue or job nerf. Upping everyone else will "nerf" the game. You'll just end up turning everything into munchkin(Look it up yourself.) and the whole game will become pointless and boring. And when you up everything like that, people are just going to want everything to keep increasing. There'll be no end to it.
Blood Rage didn't have to be nerfed, Crit Attack Bonus II could have still been put into effect. Ukko's Fury was the only thing that needed adjustment.
MNK/PUP needed no nerf, Victory Smite was fine at its original crit distribution.
People complaining about the wrong things. :c
yeah breaking the job to fix the weapon skill is a little weird
Not that this is really relevant, but not every WAR and MNK is bandwagon... half of the monks that are bandwagon are utter trash anyway and are using Asuran Fists with Furor Cesti.
This, 100%... I don't even know why they're going after Blood Rage... sure it's a sick bonus, but it at least benefits other jobs... it isn't exclusive to Ukko's Fury... and it's only 30 seconds every 5 minutes. If you really need to target Ukko's Fury, limit the amount of critical hit bonus it can gain from outside buffs.
Not every job needs to be a top DD or a incredible healer.... every job just needs a use.
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No worries on the response to what I posted of course, we're all discussing our opinions here.
I understand what you're saying, and I agree that the "correction" of the weapon skill may or may not help the overall system of things. Only time will tell. However, when the Devs said their goals based on this "correction" is to "Establish balance between warrior and other jobs (make it easier to balance)", that's where my views and suggestions are aiming.
I do believe that allowing players the "opportunity"(in quotes because it should be something a player should have to strive to accomplish with skill and technique along with gear and planning) to become powerhouses is inevitable in MMORPGs, and it's very much the job of the Devs to continue to meet that reality by constantly creating new and more challenging content over time to keep those players happy. The only time the horrid "munchkin" effect should come into play is when a veteran player encounters OLDER/WEAKER content. No one should ever blame players of a 10yr old game for wanting to be much more powerful than they've been in the past.
Many jobs have been sending their concerns for more strength for their jobs for years(DRK,DRG,RDM,RNG,etc.), so this topic at hand is indeed still a major conversation concerning the balancing of "damage output performance" on every job and the proper methods of achieving that balance. My post is just a stab at a possible solution for improving weapon skill damage at the very least on all jobs by creating creative and unique job specific opportunities to do so.
i used to love war + monk until they all became an empyrean fad job .....
i barely play any of them anymore :( used to love them but honestly they did get over powered with empyrean ws's in comparison to other job ws's hence the huge fad and rage because everyone is one now lol
i don't feel sorry for any of the bandwagon riders sorry kind if makes me chuckle to see them all /cry
Indeed. 15%/25%/35% would have been fine; maybe 15%/25%/40% if you want to be generous with the 200-300 TP range. Mnks certainly won't throw as much of a fit over things as all the wars have, but I don't see a terribly strong reason to make that adjustment at the 100 TP level when it seems (at a guess, since full reasoning has never really been given) most of the problems were at 300 TP due to the abundant availability of TP wings in Voidwatch.
Let's hope you boost bravura and spharai further then se putting ukkos back and nerfing war itself is another blow against bravura.
Seeing that they actually increase the value's base on players response. I'd have to say your wrong.
Yeah I noticed this too. I'd rather take a % drop than lose it all together. With the player base asking for improvements across the board with damage, it kind of makes you wonder why they'd nerf a way to help other player out with their damage output.
Not to single you out but i've heard this said a few times before. Does any one really believe that this kind of thing wasn't tested out before they added it to the game. I know the test servers weren't running yet when Ukon/ukko's/Blood rage was introduced. But some one had to have tested this thing and said "It looks fair too me/us."