At one moment I thought COR was no longer useful even at level 1. Rejoice COR lol.
Printable View
At one moment I thought COR was no longer useful even at level 1. Rejoice COR lol.
Hello,
Thank you for all the feedback, everyone! I would like to share some information that we received from the Development Team:
The absorbed amount of TP is not based on damage, so as long as you hit, even if the damage is 0, the ability will still absorb TP. To find out how much TP and in what cases, Please try this ability out on the test server to find out how much TP is absorbed and in what cases, and let us know your feedback.
We will be adding Dispel to the list of resists.
Whether we expand out to other status ailments depends on our discussions, so it would be really appreciated if you can let us know the specifics of why having a certain resistance would be good while keeping balance in mind so we can look into this. Of course having resistance against everything would be beneficial, but it's not the best course to just ignore how this will affect everything else.
While we can't go over every comment/question because the SP ability adjustments are still in progress, we are still reviewing your feedback and taking them into consideration so please keep them coming!
Add resistance to enfeebles we don't have a counter-agent to, you can counter petra spam with barstone+barpetrify but there's no spell that protects you from an instant death TP move, unless you can stun it before it goes off. Terror usually doesn't last very long but a higher resistance to it would help to bring down its overall duration if it does land, and we need a resistance to charm or a spell to remove it.
I would like to make a suggestion for the new WHM SP.
Why not just follow your own thoughts for Perfect Defense?
Make the new WHM SP based off the players Healing Magic skill. At certain tiers you'll be able to make your party members immune to a new status ailment. For the status ailments you're unsure about giving to the new SP, put them at the very top of the list requiring the most Healing Magic Skill to gain immunity to it. I'm sure your team could figure out a proper balance of required skill levels for this, and it would also make players happy that we have the ability to do it even if it might not be possible to achieve the required skill for some status ailments until we're well into the new expansion when new gear comes out.
Please think about it, I think this is the balance that would fit WHM's SP perfectly.
I'm very happy to hear a resistance to Dispel is up in there.
I would say Death (instant death, as inflicted by Death Prophet or the additional effect of Tera Slash) is the one thing I would most like to resist. That funky junk can ruin nights; Raise is the closest thing to a -na spell for it, and Arise is the closest thing to a bar-spell to reduce its duration.
After that, Charm and Terror are distant seconds. They're less severe than instant death, but share the lack of a bar-spell or -na spell.
i recall at one point they claimed WHM would get a -na spell to counter charm.with it missing i would also agree that Death and CHarm are the other 2 i'd like to see resisted.Death is just cheap [as i'm pretty sure without gear it can't miss,period] and charm is just annoying,mainly since a large portion of still threatening mobs that use it, tend to use -ga instead.
It seems adjustments don't always balance out in our favor.
I was curious about this and did some backtracking. The only solid rep post I could find was this:
Hopefully, with all the plans for the new expansion, it hasn't been lost completely due to higher priorities.
If the developers are actually reading these, then can they take a look at RDM's new SP ability. The duration is too low, so low that RDM can only get a few spells off. The potency bonus is really weak and there is no duration bonus. Could the developers look at making it three minute duration with double potency / duration for enhancing magic cast?Quote:
While we can't go over every comment/question because the SP ability adjustments are still in progress, we are still reviewing your feedback and taking them into consideration so please keep them coming!
For example, Bard has Soul Voice which is three minute duration and doubles the potency of all their songs. They combine it with Nightingale and Troubadour for instant cast double duration double potency Party wide buffs. When compared to this the RDM new SP ability is viewed as a joke by the developers.
I would be content with 1.5 times potency/duration but I agree with you, it needs upgraded.
Gonna agree with Byrth here. Death resistance is very important, because there are no other realistic ways to avoid that status effect from landing.
I think that generally, if there is a status effect that you can't realistically buff or gear against, the new WHM Special should either give immunity or a very strong resistance to it. Of course, it should also offer a strong resistance to a lot of other status effects that are more annoying than lethal to deal with.
I still think the whm SP ability should protect against certain auras, though. Perhaps especially paralyze and silence/mute auras. It might be fine to let the aura immunity also require barbarspells on top of the SP ability. The reasoning for this is that aura effects are already really... unfair, really. You can stack all the resistance gear in the entire world, put on a super-powered barblizzara, barparalyze, ice carol, and still be paralyzed instantly and for the entire duration of the aura the second you get into the range of the aura. The ability to get around this problem just once an hour doesn't sound sound imbalanced to me.
I thought you already had Dispel on the list of resists based on a translation that was posted on the community site a few days ago, but here is why you should allow us to resist the other things:
Charm, Petrify, Death, Terror, and (as cowardlybaboon suggested) Stun are the status effects that either cannot be avoided or cannot be removed if you happen to be afflicted with them as a White Mage. I'll term them the "Incapacitation Statuses."
Example (Petrify): If a White Mage, for instance, is hit with a 30' AoE attack that has an additional effect of Petrify (like from Dragua), they cannot Stona themselves or Stona the melee. If they get hit with Silencega, they can remove it with Echo Drops and go about business as usual. With Petrify, instead they are incapacitated.
Example (Terror and Death): If you're in a party fighting Arch Dynamis Lord, there are two scary attacks even with Perfect Defense. Tera Slash has additional effect Death and Dynamic Implosion has a 30 second Terror. Though ADL can certainly put out a lot of damage quickly in Chainspell mode, I'd argue that these two status effects are almost more scary than the rest of his arsenal just because of how unavoidable they are. Past basic planning, there's "skill" involved in avoiding Tera Slash's Death effect. It's just a matter of luck. Similarly, Dynamic Implosion (letting ADL hit you for 30 seconds while you wait to un-terror) isn't something that can be strategically avoided (except with Stun). People utterly hate these TP moves and there's no way to recover from or prevent them unless you adapt the second WHM SP ability to provide a way.
Example (Stun): Honestly, Stun is in the same vein as Terror and definitely counts as an Incapacitation Status but it has a much shorter duration. It's annoying and you could follow the same logic as above to include it in this SP ability, but until you guys make a monster that Chainspell Stuns us I will consider Stun to be too minor to really worry about.
Example (Charm): Charm adds an interesting dynamic to some fights that would be eliminated if you made this part of the SP ability (for fights people are willing to use an SP ability on), BUT currently the damage output of fully buffed melee is so high relative to player HP that Charms is less of a fight dynamic and more of a death sentence for the nearest support mages. I have one-shotted mages in full -% Physical Damage Taken gear while charmed before. Also, every job seems to have movement speed these days so there is no difficulty in keeping ahead of charmed players regardless of your job. After people have reacted and started running away, Charm just incapacitates some of your players and wastes your time. For a group that reacts quickly, it might as well be Terror.
Unless you dramatically increase the duration, the new WHM SP ability is going to be used for short fights against a very specific set of monsters that use a lot of status-related TP moves. Basically, zergs. Out of all of Legion, I would use it against the Corse monsters in Hall of Im if it made us immune to incapacitation statuses and lasted 2 minutes. It would save us? A few minutes of kiting charmed melee and a few deaths every other run.
For Arch Dynamis Lord, I would use this 2-hour if it made us immune to Terror, Petrify, and Death. Even without Perfect Defense to rely on, this 2-hour would increase the win rate to the point where it might be tolerable.
Developers still haven't answered the question. Wonder if they ever will.
Add a Deathguard effect to Arise. If Death or Doom is inflicted on the target, Arise is consumed upon death instead with a message like 'Soandso escapes imminent death.' If you cure Doom before it takes effect, Arise is not consumed.
To prevent this ability being overused, the target could become Deathbound, meaning Reraise effects do not take hold for 5 minutes.
Also, put a 1/1 enchantment (60 min recharge) on the Flawless Ribbon that grants 100% resistance against all enfeebling effects for 5 minutes.
That's a really good idea, actually.
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.
I'm trying to be nice about this but um, Can you please ask if they plan on ever releasing THF Two hour or are they just planning to delete the job from the server -.-?
WAR:Eh
WHM:Just do both -_-
BLM:K
BRD:...
RNG:Cool
DRG:Somewhat useful!
jump up jump up to get down Every body Jump Jump Chain JA Jump is pretty dang sweet.... Welcome back to the party pal....
Will it just be the low level Jump? I guess so but have to be sure lol.
Is the guaranteed triple shot proc for RNG a mistranslation or is there some piece of armor like scout's jerkin +2 I'm unaware of? Or are they planning on adding triple shot to RNG? Right now it is COR specific. Double shot is specific to RNG.
Great adjustment to the 2-hour though.
The new BRD SP 2 is good and everything but I'm I the only one that really wanted to use the old BRD SP 2? It seemed like an awesome way to cripple annoying (and dangerous) spellcasters.
The DRG one doesn't suck.
It's probably just JUmp, doubnt it would include Spirit/Soul/Super/High Jump because those are too exploitable, especially since Rouse Wyvern lasts for 60 seconds, imagine how overpowered 60 seconds of Soul Jump spam would be. Although...DRK's 2hr has potential to be just as ridiculous...
for whm please go with the second option. 30 seconds with full resists!
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.
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.
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.
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.
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
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.