Brolic just trolls. Laugh at whatever nonsense he says and then continue as if it never happened.
Printable View
This is exactly right. It's not that the new WSes are bad; it's that some of them are bad and some of them are amazing, and the ones that are amazing went to precisely the jobs that did not need an amazing new weapon skill.
Pretty much the only job getting a weapon skill it really needs is DNC.
I haven't been following this thread too closely, so, are they actually saying what they are saying of fully merited weapon skills? I.e., they are comparing the fully merited new club ws to Hexa Strike and think they should be equal'ish?
Really?
Wow... just wow! ~ö~
Haha, and silly me was under the impression of that they were possibly making the initial levels of them perhaps slightly weaker or so, but this just does not make any sense, whatsoever.
Or well, obviously it does to them, and for their plans as it is their game after all and I always had much, maybe a little too much understanding for them but this is just... weird. :S
Will be interesting to see what will come of all of it in due time, if anything.
Ok, so its obvious most players are very frustrated with the nerfing of the potential damage of some nice looking WS's. "Balance" is the word used to explain to the player base why they are doing this. But I believe the word "compromise" should be looked in to by the development team. Perhaps SE believes that the damage should not be as high as other WS......fine, but if you want them to ever be used (even situationally), a nice buff might make it worth while. Here is my proposal:
Sword - add en-nonelemental damage to melee swings after (1min - 2min - 3min duration at 100/200/300%)
*This would enhance total overall damage, while not exceeding damage from CDC,Vorpal,Sanguine and add further utility to physically resistant mobs
Club - 5% -> 10% -> 15% damage is given back in MP
*The mage jobs,paladin get benefit from this. Warrior may have enough attack to make this WS usable and MNK.....to bad, you should be hitting shit with your hands anyways
Staff - Adds 10-20-30 MAB for 3 minute duation
* Would encourage mages to start off the fight with a WS before returning to backline for nukes
Dagger - Adds 10-20-30 eva for 1 min duration
* An already solid WS, a smaller boost for the jobs that can use it
G.Katana - Adds 10-20-30 STR for 1 min duration
* A good WS from my understanding, could mix this back a forth between Fudo for a nice boost
Axe - Adds Haste (1-2-3min duration)
* I'm understanding a major nerf is being ordered up, this might be nice for solo-BST, or even a reason for the other axe wielders to start with this WS and swap to another weapon for more variety/damage
HtH - Regain +1(for user and automaton) (1-2-3min duration)
* I hear this is an ok WS, again this might be a small reason to start a fight with this WS (or even help gain TP prior to bigger fight)
Gaxe - Adds Stoneskin (doesnt overwrite)
* Could help with that whole idea that SE wants War to tank more
Katana - Adds Reraise (2-4-6 min duration, doesnt overwrite)
* Might be interesting for tank/zombie purpose
Polearm - Adds 15% attack up (1-2-3 min duration)
* That way at least the next WS (and melee between) will be more on target with damage, again a reason to use but not to spam
Marksmanship - Adds 20 racc/acc (1-2-3 min duration)
* A strong WS already, just a slight boost for the jobs that might have a harder time hitting racc cap anyways (COR,THF)
Archery - adds Blink (# of shadows depend on TP, think Occulation)
* I see enough /SAM not using seigan to know this could be useful
GSword - Adds Plague spikes (1-2-3 min duration)
* Might be a useful tanking tool
Scythe - next spell adds 20-40-60% damage
* Hey, a dark knight might actually want to nuke something
Anyways, some of these might seem kinda goofy, but they wouldn't be "Broken" imo, and wouldn't take away "Balance" (in that its the only WS you'll ever use), but it would be more of a "Compromise", where we would all enjoy having an interesting WS for a nice buff that we could mix in with more damaging WS's.
I have most empy WS for my melees and still bugged with their idea of balancing the final WS to some of 50s. It is logical to have better WS as you get stronger/higher levels. There is nothing broken about the latest WS to be the strongest ones. There is nothing broken about level99 wreck havoc on old, too weak zones with new found power. Let everyone have fun. After all people playing the game is to have fun. The hardcores/jobless/basement dwellers still reign supreme and with their superior base dmg relics and the like. It will be win-win-win for everyone.
In this new era of gaming need new and young blood and creativity. There is no hope for SE's future with these old men at the helm of its goldmine.
Here's calling the compromise that's coming...
Those WS will be required for the new VW procs. Maybe even the 101-500 climb proc. Why? Because there's no new content coming and they need to pad in as much time sink as possible in hope of ppl will get sick of 11 and move on to 14. The reality will be most ppl going to just give up on SE and drop 11 like a brick and ignore 14 altogether.
Correct. Yes, these WSs will for the most part be pointless. The good news is that you don't need to unlock them at all!! That's some silver lining...
With today’s test server update we have implemented all the aforementioned adjustments.
We plan on making adjustments as necessary after the version update takes place, so please try out the weapon skills with these adjustments and let us know your feedback.
Also, with this update, you will need to place merit points into the new weapon skills you would like to use and you will need to fulfill the below requirements:
-Level 96+
Talk to the Mog House Moogle and set your level to 96+
-Completion of the quest "Martial Mastery"
1. Talk to the Mog House Moogle and obtain merit points
2. Receive the quest “Martial Mastery“ from the Nomad Moogle in Ru’Lude Gardens
3. Talk to the Nomad Moogle again and complete the quest.
I think that I personally will not waste my time with them.
So everyone talks about how upset they are... but what are WE as a community going to do about it?
If the dev team wont listen... and our outrage on the forums is written off as just silly outbursts... then how are we going to make them understand how bad this really is.
I read that they put the moron from FFXIV in charge of XI ... maybe some strongly worded letters to the CEO/Office of the President of SE would bring the spot light back where it belongs. FFXI has been my home sense shortly after NA release and honestly I enjoy the game very much, and it saddens me that FFXI is now under the tyranny of a man that soiled SE's reputation by ignoring beta testers. so I know that the only reason for us to have these forums is to vent our frustrations and hope that maybe just maybe one day we will have our game back.
I'm sorry to say this but, nobody really cares about testing nerfs unless to find out just how bad it gets. People'd have a general idea what to expect with nerfs to Realmrazer and Ruinator; similar to how Penta Thrust vs. Drakesbane works I'd guess at this point, so people should have a general idea already. As a WHM that's meleed and taken it seriously over the times, I could care less about testing a nerfed WS that I was LOOKING FORWARD to replacing Hexa spam for damage with. But I guess it's not surprising - if it does better consistently than Hexa (while Hexa can do better when the stars align), I'll take it. Critical hit WS's tend to shine more when you can... you know, actually crit decently. Abyssea is obviously an extreme example of this, but people tried gearing for DEX (dDEX and stuff) to improve critical hit weaponskills at level 75 - Raging Rush and Drakesbane, just to name a couple examples. Otherwise, it was possible for King's Justice and Penta Thrust to have similar averages, if not better averages.
I'll probably personally re-test Resolution, the only WS I've cared about. Entropy = don't ever care unless I get a good way to use MP.
Players: SE, can we please have weaponskills that are worth using? Can you please stop nerfing everything?
Devs:
http://i384.photobucket.com/albums/o...arduo/nope.png
You already have gotten serveral pages of feedback already based on what ppl has seen and what you guys are saying will be nerf'ed. And now you're expecting people to GAIN 100merit points so that they can TEST these failed WS's on the live server and then you MIGHT actually consider those ppl's feedback? Seriously, you guys are failling as a company right up there with the worst of them.
If you want real feedback, LEAVE those WS's on the test servers and not roll them out to live right now. Read those feedbacks from your testers and then make the adjustments before putting it on the live server and asking people to spent 10+hr in time sink to get the merit points so that they can test for you. This is what test servers are for and not what live servers are for.
0.5 day of TESTING IS NOT TESTING at all when most testers wont even get the chance to see it on there.
source: http://www.square-enix.com/jp/company/e/philosophy/
Corporate Philosophy
To spread happiness across the globe by providing unforgettable experiences
This philosophy represents our company’s mission and the beliefs for which we stand.
Each of our customers has his or her own definition of happiness.
Square Enix provides high-quality content, services, and products to help those customers create their own wonderful, unforgettable experiences, thereby allowing them to discover a happiness all their own.
I say that the Devs need to understand that what they are doing is in opposition their own company philosophy.
I think the point of these weapon skills are not to be the strongest, most damaging but rather to be utility weapon skills that either provide a unique enfeebling effect(Crit Evasion Down), restore MP(Entropy) or provide very good damage for jobs that don't have the unique weapon skills available to them(Realmizer for jobs that can't use Hexa Strike, Stardiver for jobs that can't use Drakesbane, Requiscat for jobs that can't use Vorpal Blade or Atonement). For the powerful/strong weapon skills, see: Relic/Mythic/Empyrean. Some of them are slight upgrades (Dagger/GS/GK) or are situationally useful like H2H.
Keep in mind these are not JOB SPECIFIC weapon skills so they were designed with the purpose of being broadly useful to all jobs who can use the weapon. The jobs that specialize in said weapon have more damaging weapon skills probably from above state Relic/Mythic/Empyrean. These were meant to give good WS to jobs that use the weapon but can't use those unique WS while at the same time providing something unique for the jobs that do specialize in the weapon.
Square did say months ago that they were looking into adjusting skill caps for RDM and Weapon Skills for some jobs(they mentioned Full Break, but who knows what other weapon skills they were planning on adjusting). Perhaps we can hope they'll adjust WS for the jobs that need a damage boost. (Mostly Insurgency)
The reason for these situational wses are largely pointless. Restore mp from entropy is better gained from simply casting aspir or refresh instead of wasting potential damage by using a sub-par WS. RealmRazor is pointless in that it'd simply be easier to allow more jobs access to Hexa Strike. Skewer functions similarly to Drakesbane and can be shared with other jobs as easily as Hexa Strike. Jobs that would use a sword mainhand that can't use Vorpal or Atonement most likely have a different 1 handed weapon with better options. Also many of the Relic/mythic/empy wses simply aren't powerful so thats out the window. Among of the weapons you use as an example for a slight upgrade is unneeded aside GS.
here is the flaw with this: If I'm on Warrior I'm going to use a GA.. Why? because that is the weapon I get the most dmg from. They might add something to another job that doesn't have the ws they mimic... but who would use anything other then their best ws? Are you going to waste hours upon hours getting merits to max out a weapon skill that can be our done by something else that is "free"? I'm not... and if you can say "yes I am" to that then all the more power too you.
The simple fact is this. Abyssea revived FFXI from falling membership numbers, and gave us something fun and exciting. Without something worth our time to invest in (these are not it) FFXI will start to lose members again and the game will eventually fade away. No not just because of these weapon skills but because decisions like what has been done to these weapon skills will carry on to other things and people will only put up with so much.
You want an example of what "Balance" does to a game? Look at Warhammer: Online, That game was very fun for a long time then they started to "balance" it and now less then 5 years later it is down to 1 server from over 50. Is that what SE wants to happen to FFXI? the path they are embarking on leads to that very same fate.
Waiting for something like...
An adjustment to the floor of hitrate cap, floor is lowered to -10%, and where if you miss and the roll says that you missed under a 0% hitrate, you hit yourself or a nearby ally.
Monster hitrate will be increased to 65%, and player Evasion will be reduced to half effectiveness per point in the interest of balance.
Refresh has to come from /RDM or from another job that has it which isn't always available to DRK since its usually a BRD and or COR in the DD party not a RDM and Aspir doesn't work on 90% of things.Quote:
The reason for these situational wses are largely pointless. Restore mp from entropy is better gained from simply casting aspir or refresh instead of wasting potential damage by using a sub-par WS.
Skewer is DRG specific, no other job can use it. RDM can use Evisceration, true but as for sword WS the best we have is Death Blossom.Quote:
Skewer functions similarly to Drakesbane and can be shared with other jobs as easily as Hexa Strike. Jobs that would use a sword mainhand that can't use Vorpal or Atonement most likely have a different 1 handed weapon with better options.
Many aren't but there's usually one for each weapon type that is, except mage WS.Quote:
Also many of the Relic/mythic/empy wses simply aren't powerful so thats out the window. Among of the weapons you use as an example for a slight upgrade is unneeded aside GS.
It's not. It's the "PLD effect" or if you'd like, the "relic effect." Essentialy people with relic/mythic/empyrean have pissed and moaned like they have in the past untill SE caved. Leading them to nerf anything new so they can hold ontil thier oold outdated garbage so they can still feel accomplished. Simple realy.
Q_Q' Q_Q' Q_Q Q_Q Q_Q' Q_Q' Q_Q' that's all I see... it's really simple.. if you don't like the implementation of the new weapon skills... cancel your subscription and move-on... it's painfully obvious the Developers have their own idea of what direction they're taking and it doesn't include any feedback from the player base that goes contrary to that philosophy... sooooo stop Q_Q''-ing. PERIOD!
Heh, I'll tell ya this much: They damn sure been providing me with unforgettable experiences for 8 years. I ain't ever going to forget what it's like to play a SE MMO. And I'm not talking positives here. Though, they're definitely there to give credit where it's due.
At the very VERY least they could of left these new WS being good and worthwhile for 6 months or something, then worried about balance and nerfed them back a bit...when people won't care as much and are bored of them. Putting "be excited about this" content in and nerfing the crap out of it at the point you expect your playerbase to do it isn't the best idea.
It's really sad to see the dev team make good content and it be ruined. VW was the same.
This I think was the best part of Aby, the devs made the content and put it in without someone putting the brakes on it or souring it before implementation. That is most deff not the case now.
Yeah, I agree that although some expansions, such as CoP or WotG were definitely some of the best for storyline and such, abyssea easily takes the cake for most fun content added. During that time the dev team was focused on bringing gimp jobs and things up to everyone else's standards, instead of nerfing everything to hell. There's two ways to balance things, by either raising the weakest stuff to match the preferred stuff, or nerfing the best things to match the weakest.
I'm pretty sure we all know which route is the smarter one, and it is not the one SE is taking right now.