All I'm going to say is that I'm glad I started gearing up COR recently.
Printable View
All I'm going to say is that I'm glad I started gearing up COR recently.
Not sure what cor has to do with the QQ. COR buffs are vastly inferior to bard in the first place. There is no way it's going to be *needed* in nyzul or adl.
Each time there is a nerf I think the dev can't do worse, but they keep surprising me.
ok long awaited nerf to embrava. a little overkill. but do you guys realize that embrava is now useless? 25% magical haste for 1:30, for 3:15 with af3+3 gloves. You guys do know that BRD's 2xmarch give MORE haste, last LONGER, can be FULL TIMED. The only semi-usefull aspect is that embrava is undispellable. The regen and refresh could be semi-useful in 3min duration too but ... there ya go!! BRD's ballads gives 9 MP/tic INDEFINATELY w/o any form of 2H. It gives 18 MP/tic with HQ bard (relic+empy) INDEFINATELY. It gives 36 MP/tic for 10MINUTES during soul voice. Yeah: embrava is useless if you keep those stats.
Ok more proof the devs have no idea. The max skill achievable with ultra rare items like Shantoto mini scenario's aptus earring (once a day BCNM, 1/100000000 to get it), is :..... 537. It's easy to get ~500 with abyssea/dynamis gear, but come on. this change to perfect defense changes NOTHING. Why? people will STILL use PD. So nothing changed except you managed to piss off your players even more. People were axpecting a change to CONTENT.Quote:
[*]Effect duration: Currently 90 seconds → Adjusted to 30 seconds. +1 sec for every 20 summoning skill points, maximum of 60 seconds with 600 skill (30 seconds +30 seconds)[*]Effect: No change
You need to change ADL. I'm going to state it clearly: people use perfect defense because it's needed. The fights are 1:30 long because that's the duration of PD. As soon as PD wears off you are dead. period.
Reaching floor 80 with the new adjustement is harder that floor 100 before lol. Once again nothing changed, you made player's experience even more miserable. I want to bang my head on a wall each time I do nyzul. But I have to because I'm hardcore player. I dont know how someone could have thought it was a good idea to have an even where 90%+ of the time you exit w/o any progress. Well now it's 99% of the time you lose (you can only do 300 per year btw...)Quote:
[*]Nyzul Isle Uncharted Area Survey
We'll be reducing the number of Astrariums necessary to exchange for equipment from 25 to 5.
*As a result of this, the number of Astrariums players have in possession will be reduced by 1/5.
The idea that you'll need some luck on your side to reach level 100 will not change. While we expect that the number of floors reachable and the frequency will decrease due to the adjustments to Embrava, we decided to balance this by reducing the number of Astrariums required for equipment.
So... I will have to do nyzul isle before the nerf because 5% win rate is better than 1% ...
Only comment I'll do about legion is... 10% HP will change nothing. Make rewards better, and change mob's attack power... seriously.
Lastly, you just nerfed SMN and SCH to oblivion (almost), will you give them somthing to compensate? Because shock squall and stun locking are the only specificity of SMN and SCH now.
man i love the fact that se has completely made my 2 emperian weapons useless my relic dagger useless and now is ruining smn and sch whats next take away chain spell from rdm or singing from bards
The Dev team can not have it both ways.
You can not make a useful ability to allow rejected jobs access into an event and then take the ability back when it was the only thing getting said job into the event.
Do you really think after years it is time to adjust perfect defense? SMN is just about the most undesired job in this game without perfect defense. Its buffs are not worth the party spot, its DD is not worth a spot in the party, and besides that it really can not do anything no other job can not fulfill in a party setting.
Once more this returns astral flow to being just about worthless since Odin does worthless damage to NMs 99% of the time. But of course there will be no Odin buff. Astral flow for SMN can just be to kill the IT mob that aggroed you and hope Odin does not miss.
Maybe if you do not want players to rely on a small sect of jobs for a single strategy to do an event over and over again you should not make the monsters capable of going ape sh** and killing people with a single blow.
Do you really think players want to spend the time gathering together for Prov. Watcher to then go lose? What a waste of time is that? No one wants to go through all the previous work to then get to the end for a "sorry try it all again" that is just garbage. People will rely on whatever strategy produces the best results.
Take walk of echos for example. There is a simple reason people all go on pet jobs. You gave the mobs annoying/deadly TP moves. Do you really expect anything else? People want a way around the shenanigans.
YOU, the Dev team have gotten upset time and time again over players not playing the game the way you wish.
We have had
*"Throw more BLM at it"
Devs: Design around that.
*"Have the tank kite the NM"
Devs: Enfeebling resistance and draw in.
*"Have the BRD tank because it holds hate"
Devs: Nerf the enmity on Mazurka
*"Buff a bunch of DRKs to go souleater the NMs"
Devs: Give mobs souleater resistance.
*"Lets try to kill AV with Modius Veritas since we can not kill it since the souleater nerf"
Devs: Nerf Modius Veritas back to the stone age.
*"Throw MNKs and WARs at it"
Devs: Nerf Victory smite and Ukos Furry
*"Embrava so the DDs can be at their strongest and win more"
Devs: Nerf Embrava
*"This move rips our faces off lets try and provide cover to not rapidly wipe"
Devs: Nerf Perfect Defense
*"BSTs, the job people do not generally take to group events has a TH one above /THF and four below what a THF can get. Lets go solo Dynamis."
Devs: Nerf TH lower than if the BST subs THF.
So on and so forth.
Why is it when players find a way to win a harder event you say that is not acceptable and adjust it? Should you guys just put out a list telling us what are acceptable tactics and what are not?
Oh wait, I am sorry. You guys are the ones who put out the "hint" video for how to defeat AV that used RDMs spamming dispel, bind, etc for hate and then nerfed the hate from those spells.
The Dev team is too much.
In the end perfect defense should be just about as long as it is now.
In regards to embrava the durations should not be reduced by more than half the current duration, and either the haste or the regain should stay the same. I would imagine half duration with no regain and the same haste is sufficient a nerf as it is. You have a reputation for taking it too far when players are not winning the way you want them to as it is.
MAny people have pointed this out already, but to counter Perfect Defence and Embrava, a lot of the content you have added within last 1.5 year has AoE-2000-damage spells/abilities, AoE Death, Breakga, Paralyga, Zombie, Amnesiaga and what not. You can get 1-shotted by Arch Dynamis Lord (or, for example, Apademak) from so far, that you aren't even able to see the enemy (if your graphics settings are set to-medium/low) and there is not even chat log message saying who and what hit you (there was a post by devs awhile ago saying they can't let you know what killed you from outside 30' because it would increase server load, hahaha). The problem is not in enemies having 10% more HP, the problem is in them doing heavy AoE damage over and over again (ADL, Legion, Ig-Alima, Pandemonium Warden and so on). Meddling with Perfect Defence but not touching Tera Slash? Good joke.
You will need to either remove 1-shot abilities or increase duration of Sentinel's Scherzo (for those without Gjallarhorn and/or Carnwenhan) past ~2min and also Earthen Armor's.
As for Embrava, people will just revert back to BRDs rotating Marches. This nerf, however can't be remedied so easily in Nyzul Isle. You will need a Durdabla99 (March+Paeon) and either SCH or COR to compensate for loss of Regen/Regain/Haste. At this point only people who don't fleehack or run through walls and new /returning players don't have F100 gear. You're telling them to go make Empy Harp to have a chance of hitting F80 FIVE TIMES instead of one F100? Talk about change for the better... You'd need to change the random ??? jump to 3-10 or better, to compensate loss of Embrava.
Good grief, what a mess.
Just like to say thanks to the devs for making Embrava utterly useless, you said you were going to nerf it, not fucking kill it.
Embrava is dead to DD's now, it would seem they feel is not what they had in mind and with perfect defense combo, they would deem both exploitable in lots of events
ftfy. See here for the list. But yea, it is incredibly stupid that BRD can put up more haste without an "SP ability" (since Tabula won't be on a 2hr timer anymore). At least make it so Embrava with 500 skill + Haste caps Magic Haste (so 28~29% Haste from Embrava)
I don't get why the decided to change the regain effect to refresh, embrava is completely pointless for anything now. Taking some HP off a mob that can 1 shot you whenever is feels like it isn't adjusting content. You broke Embrava and reduced PD, at least nerf the mobs too.
Looks like I completely wasted my time getting scholar up. This is...terrible. :/
Please change your adjustments before implementing this on the test server.
The general direction of the nukes are fine I think, but as others have said, way, way too extreme.
PD: Make skill have slightly better effect. I think 1s for every 10 or 15 skill would be better instead. I think it's a good idea to keep PD only good for the SMNs that bother playing the job and skilling it up/gearing it instead of letting people have 50 SMN mules doing the heavy lifting for their group.
Embrava: Keep 5 minute duration if you have to nuke the effect a bit, at 90 seconds it is utterly worthless, even with a perfect perpetuance you're looking at a 225s duration (3 min 45 s). Just removing the regain effect would kill it pretty badly because that was one of the most important parts of its use in Neo Nyzul Isle, as you spend lots of time running around.
Personally though, I think the regain effect should be kept, and hell, even have the refresh effect on there, same duration but- make it weaker. Also, is anything happening to the regen effect on it?
90 second Regen VI+Haste
Holy shit~ Worst adjustments ever. They wouldn't be that bad if you adjusted the content properly but you went full lazy and did almost nothing. A truly pathetic attempt. Go back to the drawing board. The Embrava Nerf should be duration only and it should be 3 minutes base not 90 seconds. PD can stay ~60 seconds but you need to make thoughtful adjustments to content instead. For instance instead of throwing up your hands on ADL let me fix him for you right here.
Lower his AoE range to 15-20. 40+ IS ABSOLUTE INSANITY.
Completely separate the Enmity between him and his clone(s).
Increase the ready time of Terra Slash and Dynamic Implosion.
In general just make this fight less of a clusterf*ck. Being able to control and predict an opponents actions with decent gameplay is what makes interesting and fun fights.
I'll talk about legion for a second too I guess.
For Legion make adjustments to all of the monsters stats not just HP.
Reduce the crit penalty.
Introduce some sort of TE system for a max time of 45 minutes. A 5 minute TE per wave would make sense. Not including extra clears of wave 3.
The rewards from legion are not good enough to warrant the level of difficulty you have given it. I'm not saying change the rewards. I'm saying if the only thing you have in your yard to steal is a decent set of lawn furniture you probably don't need a 20 foot high fence topped with razor wire.
Hi, I think the devs over there don't realize that refresh does fuck-all for melee characters who normally have ZERO mp to begin with...
Thanks for making the one job I actually enjoy playing a complete joke.
It's like this - they let embrava to be awesome in the past two years because there were not that many events back then that required you bring multiple scholars to actually be able to complete it and make people depended heavily on the job (as well as PD). Back then most people did not yet realize how good the embrava 2 hours when they first implemented. When the majority of players actually realizing it and rejoicing the benefits, and paying costumers were able to complete contents that they designed to be incomplete able, this start putting fires in the developer's arse. Hence you see many of the multi nerfs that hit warrior, monk, beast master, and now scholar and summoner just to name a few. When people able to have fun, and access the content readily, they make sure the opposite happens. Instead of focusing in creating more contents for us to consume, they decided to halt consumption and make the game even more frustrating for the majority of the players.
No big surprise here really. Been playing long enough to expect drastic measures any time something is "adjusted" by SE. In my experience there are only a select few events that when introduced did not need massive and in some cases repeated overhauls by SE to become enjoyable and playable content. I'm thankful for the playerbase who dissects new battles quickly, but usually disappointed by the fact that it's gonna be gimmicky or outright impossible at first without strict requirements.
It'll be interesting to see if this new guy and a skeleton crew can keep this game afloat with the pressure of a new expansion in the works, and who knows, maybe create some redeeming gameplay to counter the shitty stuff we've dealt with lately. Meeble Burrows is somewhat entertaining until you realize how small it is and ineffective as a stopgap (the concept of a short, intense dungeon crawl is great but it reeks of limited resources and intent to stall progress to create false longevity) to deliver something to a playerbase that is pretty discontent at the moment.
I wish the devs good luck, they're gonna need a helluva lot of it.
PS. While novel upon first use, primeval brews, fanatics drinks, and even perfect defense have got to be some of the worst game design decisions I've ever seen, particularly in an MMORPG.
The game needs an overhaul.
Macros need to be at minimum 16 lines long; (mobs like to make people naked and when we're finally able to put things back on 3~4 macro's shouldn't be needed just to re-equip.
The enmity system; (not even gonna really touch on that; I don't know where to start)
attack, defense, mab, mdb, dt, pdt, mdt, etc need to be looked at to find out what needs re-worked.
the plethora of gear needs overhauled to be relevent after above-mentioned overhaul of systems.
weapon skills, skillchains, and magic burst needs adjustments so that it makes more sense.
weapon overhaul with the gear overhaul.
physican and magical damage calculations, enhancements, enfeeble effects, and cure(kinda done already) need to be math'd to make sure they fit into the new system.
the reason everyone hates so much about any 'fix' proposed is that they are always half-ass'd. (well in my case anyway)
Don't 'fix' anything til you can have the staff make adjustments to all the things player-side and create a program to check damage calculations on the monster side to make sure normal attacks don't go over a certain number, instant-KO moves are extremely rare, instant-wipe moves are removed from the game, and back to back moves normally won't instant-wipe either. Then test it, every aspect to make sure it's not just going to be another failure.
i'm sleepy so this was probably an overzealous post. w/e it's what I actually think.
about embrava not being known when it was first introduced, Perpetuance is a lv76 spell. so embrava really was not huge when it first came out since 30-40 regen, 2-3 regain, and 15-20 haste. after perpetuance was out, people had abyssea on the brain all the way through lv90, easy content is easy and SCH didn't bring what all low man groups want, max proc's per character.
Totally agree. They should instead focusing on adjusting those said content in the first place. The fact that you MUST have Embrava and PD to actually have a chance to complete it is beyond retarded. It's like they are not even thinking over there. They said they will adjust those events accordingly in response to these adjustment but when you actually read what they are planning to do, your head spin faster trying to comprehend the reason and logic. 10% HP adjustment???? really??? Not even considering what everyone been telling them that these NMs hit like a truck and pretty much guaranteed to one shot most of the players without PD on, wide AOE range, massive critical hit rate rendering your merit useless. All they are doing is adjusting the HP.... They deserve our wrath and massive trolling on the forum. They don't even care what the NA and European players think anyway, we don't exist, our opinions don't matter, we are just auto ATM for them paying monthly fees but with no voice when it comes to game decision.
I apologise for such a lengthy post, and understand if most people just skip over it. If anything I hope at least some of what I say reaches the eyes of Mr. Matsui but I won't hold my breath.
I got so much to say I'm having a hard time sorting it all out in my own head. I've been a SCH for a very long time, long before even Abyssea came out. It's a job I truly enjoy playing, and when Matsui made his original post describing possible nerfs I was very happy to hear what he had to say. It sounded to me that he was more concerned with making the game playable and enjoyable than anything else. I was totally for a nerf to Embrava and Perfect Defence if it meant content would become more accessible to me and my few friends (As most others have quit...).
But you've done it wrong. That is to say, there isn't a single thing right with your adjustments. Camate, or someone, if you read my post I want you to keep in mind I'm writing this to my best ability to not insult the devs as you guys often ask. But as someone who takes game design very seriously himself, these terrible ideas and adjustments are incredibly angering and almost insulting. I understand very well that game design is art and there's bound to be disagreements between two artists, but what I find incredibly aggravating is that the FF11 devs seem to forget that they're not making this game for themselves, it's for other people. Game designers are like the chefs of video games, and like actual chefs who prepare food for others, they have to take into consideration the pallet and tastes of those they're preparing food for.
Do not tell me to wait and actually see what these adjustments are like. Don't tell me I don't know what I'm talking about just because I'm speculating based on the information you gave me. Don't tell me that just because you're a designer and I'm the player that you're always right by default. Do not insult us, the players, who have played this game for years. Unless you're telling me that you're going to be completely revamping the battle system, we know EXACTLY how these adjustments are going to play out in practise.
With that out of the way, I'll get to the part where I explain why I disagree so much, and what I'd do differently if I actually had some influence (Which I and obviously every other player clearly don't have). I just want to clarify that the Embrava isn't my main concern, but rather the lack of adjustments to content. I'm just mentioning it first since that's the order Camate's post went in.
Ok so... I'll get right to the point. This spell is no longer worthy of being attached to the 2 hour, save for the Haste part. Although due to the duration it's practically worthless. I always hated the fact that the spell Embrava was tied to the 2 hour, but I could accept the reasoning behind it because the spell was very powerful.Quote:
- Embrava:
- Effect duration: Currently 5 minutes → Adjusted to 90 seconds
- Haste: Currently 1% increase for every 15 enhancing skill points → Adjusted to 1% increase for every 20 enhancing skill points. Maximum of 25% at 500 skill
- Regain Effect: While the value will remain unchanged, the Regain effect will be changed to Refresh.
If you're going to go this far with the spell, you might as well do it right. This is how I'd do it:
Embrava
Duration: 3 minutes
Regen: (Enhancing Skill / 10) +1 (51 HP at 500 skill)
Haste: (Enhancing Skill /100) +5 (10% with 500 skill, capped at 10%)
Refresh: (Enhancing / 150) +1 (4 at 500 skill)
MP Cost: 12.5% of max MP.
Usable at all times.
My reasoning for these adjustments are as follows.
1) Duration is 3 minutes because it's the perfect length, and goes along with other buffs in the game, and can be increased up to 7.5 minutes with Perpetuance. Simply put, this duration makes it usable and useful.
2) Regen is reduced because the spell isn't attached to the 2 hour anymore. I made it 51 HP because combined with Regen V and Empyrean +2 head it evens off at an nice healthy 120 HP/tick.
3) Haste is reduced and capped at 10% because Embrava isn't attached to the 2 hour anymore. I picked to cap it at 10% because it'll remain weaker than the actual Haste spell itself but remains stackable with Haste and BRD songs. It's also weaker than Haste itself because the spell has many other properties. Haste is one spell many SCHs wanted naturally and this is a good alternative.
4) Refresh is reduced because again, the spell is no longer attached to the 2 hour. I chose to make it 4 MP/tick at 500 skill to make it stronger than Refresh 1 but weaker than Refresh 2.
5) The cost of 20% of your max MP doesn't make sense for this spell anymore. It still remains quite costly at 12.5% though, especially when used with Accession.
In regards to the change from Regain to Refresh, this is fine as long as you make Adloquium suck less and make it give 2 TP/tick, preferrably 3. It's also my opinion that Regain from all sources should cap at around 5 because obviously Regain is a very powerful thing. Because stacking Regain from multiple sources is clearly worrisome to the devs, they've chosen to keep spells like Adloquium very useless. If we have a cap then we can have decent abilities and spells that give Regain, but have the choice to strategize which to use given the situation if we have those multiple sources available at one time (Which honestly doesn't happen much, I don't think I've ever been paired with a COR when playing as SCH, ever).
In regards to Kaustra, I've never been very impressed with it and thus feel you could take it off the 2 hour too. I think the damage it deals per tick is the initial damage/3 so it's really not much more potent than a regular helix in the long run, especially when AoE'd.
Still usable I guess, but like others have said 600 skill might be a little... Impossible. Only thing I can speculate is that you're releasing more Summoning Skill+ gear in the future with the new expansion. I'm still worried that you'll make content with mobs that hit as hard as trains though. Especially because of what you said next...Quote:
Perfect Defence:
- Effect duration: Currently 90 seconds → Adjusted to 30 seconds. +1 sec for every 20 summoning skill points, maximum of 60 seconds with 600 skill (30 seconds +30 seconds)
- Effect: No change
This right here tells me you just don't get it. Yes, mobs that die faster deal less damage, but that doesn't matter if we're all getting killed in the first place. Can't deal damage when you're dead and all. And that isn't even the biggest point. Your content that involves these monsters isn't fun. It's quite the opposite, which is weird because I'd imagine most people play this game to find entertainment of some kind. I'm sure some people really do really like this stuff though, but I'm pretty sure most people don't. I wish there was a way to satisfy everyone in the world, but it's just not possible. Things always fall apart when you try to "please everyone". Anyone who's taken any kind of basic marketing in college knows this.Quote:
Along with the above adjustments, the content that featured these abilities heavily into their strategies will see adjustments as well.
- Nyzul Isle Uncharted Area Survey
We'll be reducing the number of Astrariums necessary to exchange for equipment from 25 to 5.
*As a result of this, the number of Astrariums players have in possession will be reduced by 1/5.
The idea that you'll need some luck on your side to reach level 100 will not change. While we expect that the number of floors reachable and the frequency will decrease due to the adjustments to Embrava, we decided to balance this by reducing the number of Astrariums required for equipment.
- Legion
Monster HP will be reduced by around 10%
This will be applied to all monsters, and adjusted so the overall pace will become faster making it possible to defeat close to the same amount of monsters as before within the 30 minutes time limit.
- Einherjar
Odin's Chamber II: Odin's HP will be reduced by around 10-15%.
As this is different from Legion and only a single monster battle, we will be adjusting the HP on a slightly larger range.
Personally it's their lack of adjustments to content that bother me more than anything. Even as a SCH I wouldn't care much at all if they just outright removed the Embrava spell entirely. I'd much prefer proper adjustments to broken events.
I don't really want hand-me-outs and freebies, so I don't mean to say I want these mobs to be hilariously easy. But on the other hand, I want to be able to just casually reach my goals with my small group of friends. This means being able to somehow kill Arch Dynamis Lord with 3-4 people without Embrava or Perfect Defense.Quote:
Besides the above content, Perfect Defense and Embrava are utilized for Arch Dynamis Lord and Provenance Watcher; however, the battle times for these monsters are relatively short, so we would like to monitor the battle situation at their current difficulty.
So why not try this? Why not have every zone boss in every zone (Bastok, Windurst, San'd Oria, Jeuno, Beaucedine) drop a Rare/Ex item. Once you have all 5 on a single character, you can exchange them for a weakening item that can be used against Arch Dynamis Lord that lasts a specific amount of time. You can assume that a group of lesser geared/skilled players may need to use two or three of these items to keep Arch Dynamis Lord at bay while they kill him so a small group could take 1.5 to 2 weeks to build enough weakening items to kill him once or twice due to having to enter multiple different zones. Is this not satisfactory? It's much longer than the regular way but allows small groups to have an actual shot at getting their relics upgraded. If this isn't good enough then we as players need to know what on earth your criteria for balance is.
At the end of the day though, do I expect any of what I said to be considered? No, I don't. It's been very clear during the years that FF11 has been in existence that our voices only effect the smallest of details in FF11, and the devs do whatever they want. But I take the time to do this for the same reason people say you have no right to complain if you don't vote in an election; I have said my part before all of this is permanent and will have no regrets in the future.
When they actually design content where you could employ a sane strategy instead of zerging, kill first or be killed in the first 2 mnts, maybe they will deserve our respect. As it is now, your options are zerg or die, use fanatics or wiped, even the level 99 limit break need PD for safe assumption you may win.
Re-subscribed yesterday, re-canceled my subscription today. xD think this game needs a bit more time afterall haha. All I wanted was to come back and enjoy some of the FFXI content I grew up with, relieve some stress, hang out, and enjoy some fun endgame content. I was ok taking the good with the bad for the most part, simply taking breaks when I needed a breather or felt the game was headed in the wrong direction...but sadly pretty much all of the endgame content I was hoping to jump back into is just about to become absurdly complicated (not that it wasn't ridiculous to an extent already xD). Well, I got 29 days left of enjoyment to try and suck out of this game, after that I'll go back to lurking through forums and what not while I wait for the day FFXI gives me a reason to crave adding a few more hours to my playtime once again.
I've been playin this game for quite some time and I've seen about every nerf and banhammer there's been. I'm normally one to preach about not complaining about difficulty in this game but with all this shit I've read on nerf sticks to our most vital elements for victory against adl, nyzul ect, I'm going to say this to the devs, there's a difference in challenge with difficult obstacles to obtain victory over your foes and NEARLY F**KING IMPOSSIBLE. you cannot even tell me lowering mob hp yet not fixing their idiotically steriod infested power is BALANCED CONTENT. with a push of a button you make all this content WE USE EMBRAVA AND PERFECT DEFENSE SO MUCH ON BECAUSE IT'S FILLED WITH STUPID ONE SHOT MOVES AND MOBS THAT HIT LIKE 18 WHEELERS, even more difficult than they were with the damn spells up and active. I don't see the logic or how you guys can even remotely think this will end well. You guys forget you design this game for US NOT YOURSELVES. I'd say please take this entire thread full of negative outlook and reconsider what really needs to be fixed but judging on the past, SE will continue to always think it is right and the PAYING CUSTOMERS, WHETHER NEW OR CUSTOMERS THAT HAVE BEEN DEDICATED FOR THE PAST TEN YEARS, are wrong as usual until you finally are a bankrupt company. I pray you listen this time.
From looking at the post briefly it looks like the fan base is not happy with this update. I'm a little sad, I always thought these boards would give better communication between the Dev team and the players but it simply seems like the player's opinions are still second to the development team. I just think that's really sad.
So basically we now can use Embrava + PD and augment this with the following:
a. Summoners can do the following:
- Hastega (last 3-5 mnts) with additional 15% haste
- Noctoshield though Phalanx will be better from Scholar with maxed enhancing magic
- Earthen Ward
- Earthen Armor
- Inferno Howl for additional 40 damage per swing.
b. Scholar can do the following:
- Phalanxga with Ascencion + Perpetuance to last double the duration
- Regen 5 with Ascencion + Perpetuance
- Adloquium with Ascencion + Perpetuance
- Firestorm with Ascencion + Perpetuance for additional STR+7
c. Other jobs can do:
- Diffusion + Cocoon from Blue Mage
- Sentinel's Scherzo from Bard
- Double March from Bard
- Tactician's Roll from Corsair
- Boost STR from Whm
If anything now a good Summoner and Scholar will bring plenty of fun tools to reduce further damage on the melee DD party if you do it right - assuming those squishy mages are not dead within the first round of AOEs. And then you can swap them with Bard and Corsair accordingly. I wonder if they are going to swing another nerf bats to all those things above....
So, PD duration reduced by (realistically) 40%... therefore, the mobs HP has been reduced by 10% in the name of balance.
I just hope that when people try this content on the test server they remember to leave their hacks turned off and do it properly to show that noone can even kill a single mob.
Not to be rude to your corporation as a whole, but if your customers are pretty much telling you that they don't desire something changed and you are ignoring it or just don't care, it shows how much you value your playerbase/subscribers.
The response, if any, given back from the community reps to address this topic should pick their words very wisely. You've been walking on thin ice lately. It seems that instead of actually fixing issues within the game, you're choosing the easy shortcuts. :(
I wonder if this so called refresh effect is 1 mp per tick lol, and actually stack with sublimation, or stack with refresh + mage ballad. The least they can do is adjusting Adloquium to 3tp gain per tick with capped enhancing magic. This way they can say that they rebalance it without really taking away much since there are other ways to close the gap.
Well, Camate did say:
Regain Effect: While the value will remain unchanged, the Regain effect will be changed to Refresh.
I'd assume that means the effect of Refresh will give the same amount that Regain gave per tick, not that anyone will care, what with it being Refresh.
All I read from his post was, "Embrava isn't gonna be very helpful anymore", regardless. Really hoping that they'll follow through with that promise they made about buffing sch and smn in some way to help define them as jobs, but given their track record, I'm not exactly holding my breath.
They already explained.
I'm not sure about ADL as I only done a few before. But for watcher, it probably wouldn't make THAT much of a difference. It's a nerf, for sure. But it probably shouldn't make watcher unbeatable.
Atm watcher is a 90 sec~120 sec zerg for average DDs with 100% win rate. Before nerf the buffs were embrava+ SV acc song x1+ attack song x3 with none empy BRD x2. So if there are any empy BRD, extra song slot doesn't offer much more with 2nd acc or 4th attack song. So if you go with an empy BRD, it offers pretty much the same amount of buff after nerf as long as the fight doesn't last too long. Watcher wouldn't suddenly become unbeatable without embrava.
Legion got a pretty big hit though, as we often only use 1 BRD. With uncapped acc and such, there are little extra song slot for march unless your BRD has 4 songs.
I honestly feel legion HP-10% isn't enough. It's evasion and defense, on top of AoE dmg should be nerfed. I'd much rather want their HP stays the same, but def/eva/AoE dmg got nerfed, rather than mere HP-10%.
Incoming SMN rotations needed to keep PD up for longer... rofl. Now people will be bringing 2 SMN to do what 1 SMN used to do!
Fully agree ADL needs to be adjusted....