Most of these SPs just should be regular 5-10min job abilities learned at 99 since most jobs had nothing new JA-wise 96-99.
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Most of these SPs just should be regular 5-10min job abilities learned at 99 since most jobs had nothing new JA-wise 96-99.
I hardly post on the official forums, but after reading the new RDM SP, I felt the need to get online and post. Except right now I can't think of anything to say because it's just that bad.
It's not just bad, it's shameful. I'm baffled as to how anyone can think up this SP and think it's a good idea when Enfeebling magic in general is already broken and nigh-useless. This isn't even a band-aid fix, it's a placebo. Any RDM worth their grain of salt will already have so much accuracy from skill alone that any spell that can land on a mob, can reliably land without the use of JAs. Add Gear on that and it's pretty much a guarantee on anything that is not immune.
This SP is on the level of the original 2hr that DRG used to have, except even that was better.
This doesn't need to be changed. This doesn't need to be considered. This needs to be removed.
Here is some more feedback for the Dev team:
"Balance" kills games, at some point people will get fed up and leave for other games that actually LISTEN to the people who are giving feedback/playing the game.
Camate, it seems like the issue of RDM's new JA has already been dismissed entirely by the NA community. I'm unsure how the JP community sees it, but perhaps it's time to go back to the drawing board or consider the double effect on enhancing magic.
As much as I wanna complain and bitch about thf SP
Man rdm is a complete joke
What I don't think the devs understand why everyone so grumpy about the the rdm one is that atm rdm is at the bottom of the totem pole atm and this just feels like a kicking someone while they down
Personally, while I do prefer every job had equal terms of worth, I'm okay with going on a job that is desired by other people. It's a flaw that has been in the game ever since it's origins and despite the different Dev teams, SE has shown they cannot fix this problem. So the fact that this is a RDM ability doesn't really phase me.
What makes this SP infuriating is that the ability, as a whole, is completely stupid. And there's really no other way to say it. It only lasts for one spell, it doesn't break immunity, and there's a JA that does the same exact thing, except it covers a wider variety of spells, and is on ten minute recast.
If this was a 10 minute ability or added on Saboteur, I wouldn't oppose it. But they're saying this is worthy as a defining ability for a job. If I didn't know any better, I would say they're trolling us. But alas, it's Square.
Camate, how about we do what we originally said ok? 50~100% increase of potency to all Enhancing Magic cast, and a 3 minute duration for the ability itself. This will please just about everyone out there, stop spitting in our faces with these shit abilities. Its not as if only a few people thought this should be the change, or that we are asking for something unreasonable. We told you exactly what we wanted, we told you exactly how to change the ability in a way that would fix it, and your trying to force something onto us we don't want, stop right now and go back to the original setup, but better.
We ask for one simple thing, we ask you to listen to us, need I remind you of this & this? Threads made on the premise that you will listen to your players and not ignore them. Instead we, or at least I, feel ignored. I, as well as many others, explained just how you could go about fixing the RDM SP, and instead you take things into your own hands as always, ignore our idea, and do whatever you think is right. Doing that created a job ability that most if not all of your players agreed that was little more than a rip off of Elemental Seal, if not even weaker than Elemental Seal itself!
If the mob isn't immune to a particular enfeeble then a RDM with appropriate gear/merits can land it without the need of a new SP, and if the mob is immune and this SP can't bypass those immunities what is the point of it?
If you see landing 1 enfeeble on an Immune mob every 1hr as unbalanced then why do you see 1 shotting 18 people as balanced.
The way player enfeebles work, if you did manage to land paralyze on a mob immune to it, chances are the effect would wear out it's duration without ever actually paralyzing the mob once anyway.
Under the current system, this SP is utterly ridiculous, yes. But I think the point is that there's going to be a new tier of resistance once they removed (most of) the enfeebling immunities from NMs. A tier that Elemental Seal cannot reach, but RDM SP2 can. It would make it possible to Paralyze II or Slow II NMs formerly immune.
Wether or not it will be worth it, depends on the other changes to make enfeebling worthwhile again. It should be possible to Silence a caster mob, but by doing so you force it into a dangerous JA mode, for example.
And it is possible that I'm just seeing something that isn't there, and RDM SP2 as it stands now is going to suck old-skool or new-age FFXI. In which case I might have to consider switching to FFXIV or Elder Scrolls Online.
We're all talking to a japanese company that clearly listen to "JP players only".
They just fool us and only give serious responses to JP playerbase, like last NA Community Reps translation.
Exemple: Original Post on Japanese was saying "wafaq you all suck" they translated to "sorry, you all not suck this is winnable only for certain players".
Not trying to offend anyone, we deserve the same level of attention as JP Players, even when you guys need to act like badboys.
If you don't think it so... there is a reason why most of posts comes out in japanese and are translated to english in the next one or two days.
Just tell them to STOP IT. Bad developers, no cookies for you.Quote:
First let me start off by saying that the Community Team understands everyone's concerns with red mage's new special ability and we are doing our best to collect all your feedback and share it with the development team. It might take a bit before we get a solid response, but we will continue to collect and submit everything we see.
While on the topic of red mage, please note that there is currently a bug on the Test Server where enfeebling effects may land on monsters with immunity when using the new special ability and the development team is working to fix it. As announced, this ability cannot be used on monsters with immunity; however, resistance adjustments for Abyssea monsters have not yet been finished and in the future we will be applying adjustments and will be removing a great deal of monsters with immunity.
Seriously it's just Elemental Seal on a 60m timer. It works THE EXACT SAME F*CKING WAY. A SAM/BLM can do Elemental Seal and land Sleep II on a monster, as such there is absolutely ZERO difference from the sh!t RDM "SP" and BLM's level 15 10 minute job ability. If the developers do not understand that then they need to go work somewhere else as they clearly do not know the code they are working on. There is no magic hidden voodoo here, the community has long since reverse engineered how 98% of this game works, we KNOW how bad this ability is.
Tell them to go back to the original idea and simply increase it's duration to 3min instead of the stupid 30s originally though of. 3min of double potency buffs on a 60 minute timer, perfectly acceptable and somewhat useful.
I didn't see anyone mention this but...
Why would any RDM use this over Chainspell? Even if for some stupid reason a RDM uses Chainspell and starts using enfeebling magic, with this new immunobreak or w/e its called it should only take 2-3 casts at most to stick, and then they can start casting other more useful magic.
(If I'm understanding how immunobreak works anyway...)
Think it's been established the new SP abilities will not share timers with the old onesQuote:
I didn't see anyone mention this but...
Why would any RDM use this over Chainspell?
Just stop working on this RDM ability all together. Problem solved. Scrap it and it won't be bugged!.
This is a terrible ability and you should feel bad for thinking about it. If I need to 100% land an enfeeble Ill be using Elemental Seal, if I don't need Elemental Seal...I won't use it. This ability is pathetic.
If you want to cater to RDM's enfeebling ability. Why not give us a version of Saboteur that allows us to land more than 1 enfeeble for extended potency and duration. Perhaps a 20-30 second window of doubling potency and duration for enfeebling spells.
I mean christ, there is so many different things you could have done...I mean shit why not give RDM a melee focused special ability, lord know we don't have any melee focused job abilities at all. Hell giving nothing to RDM at this point is as good as taking elemental seal, increasing its recast timer and slapping it on.
Christ. I am so displeased with the dev teams utter lack of understanding the game that I can't even coherently rant about it. FFS.
Howdy!
During this week’s Test Server update we will be implementing the new special abilities for the three remaining jobs: thief, paladin, and beastmaster. Below is an overview of each ability.
- Thief
Steals a beneficial effect from the target. (Effect duration: instant)
- For the effects that can be stolen, in addition to the same ones that are possible with Aura Steal, special abilities can also be stolen. (New special abilities are not included in this.)
- In the event that there is no beneficial effect on the target, it will result in a miss.
*In this case the ability will be used and the recast timer will activate.- Paladin
Bash the target with your shield dealing damage and significantly reducing close range physical attacks and accuracy. (Effect duration: 30 seconds)
While the damage dealt by your shield is not very high, the reduction in attack power and accuracy is extremely high, which will greatly mitigate attacks.
- Beastmaster
While active, the success rate of Charm will increase and Call Beast’s recast timer will not activate. Additionally, every time Charm or Call Beast is executed, the pet will have 300 TP and the recast timers for Sic and Ready will reset. (Effect duration: 60 seconds)
Though it will be necessary to consume jugs, it will be possible to use Charm/Call Beast and then Leave at a very high frequency, enabling you to switch out your pets in a short interval of time to use a variety of abilities.
Be sure to try them all out on the Test Server and let us know what you think!
Camate, can you ask if the THF SP2 will force an SP steal in the case one is present? This is the only way this ability would be useful, because there's a lot of effects on higher NMs that can't be dispelled through normal means that groups would not want to be targeted through this ability.
Also, does the PLD SP2 floor accuracy? If it does it can be useful because it would greatly limit the monster's AoE damage potential since the enemies WSs would miss most of the time. Please also ask them to make it floor macc as well. Otherwise, it's fairly useless.
Can you ask them to change the BST SP2 simply sets the Sic/Ready recast timer to 0 instead of making it only reset on Call beast/charm? Would be annoying to have to use a bunch of jugs during the SP2 just so you can get its full potential out.
Right now these SP2s have potential, but we're lacking details that would be the deciding factor between them being completely worthless and being very useful.
/Sadface for the Thief one :(
RDM gets Elemental Seal-1 as its SP ability, and THF gets Aura Steal+1 on its own timer, as its SP ability... just... wow... Seems the devs are just running out of ideas.
Actually, the THF SP2 will be very useful strategically if it forces SP steal, otherwise it's completely useless.
The RDM SP2 is awful no matter what they would realistically do to it because nobody cares about enfeebles.
Like I said, THF gets a +1 on Aura Steal, its not as bad as RDM, but its still just a ripoff of their previous ability none the less. I do agree with you though, it could be useful if it forces it to steal SP abilities so long as there is one. Something else they should do though is change it so that if it misses you still can use it, rather than screwing you if it misses.
It's sounding like that it can't miss if there's a beneficial effect on the target, so obviously you would use it when you see the SP cloud come up, so a situation where there's no beneficial effects to steal shouldn't really happen.
While personally I preferred something more soloey for Thief, I'm pretty satisfied with this, if it does work like Kincard says and removes higher tier abilities first. Disabling both Gallu's and Botulus's 2hr with a THF and PLD during a Legion run would be pretty helpful.
Hmm interesting set of abilities, however there are some points to be figured out to deem how helpful the Thief and Paladin abilities will be.
For Thief's SP, will it land 100% if the enemy has a buff? Additionally will it prioritize stronger buffs the mob has such as "Mighty Strikes" over lesser buffs like "Shell"? If used correctly this SP can remove pesky buffs we have learned to deal with and bring a new utility to the Thief job.
For the Paladin SP, how greatly will it reduce attack damage and accuracy of the target? As Kincard stated if it reduces attack and accuracy enough it can be used to help save a group from being hit by a large AoE attack. If this is the case then the 30 second duration of this debuff and the low damage output may be justified. ^^
Finally for the Beastmaster SP, it is a huge step up from eating our pets. We have gone from eating our pets to a Pet base Meikyo Shisui. Being a Beastmaster myself I have come up with a lot of fun ways to utilize this ability. Since they included Charm in this ability I have my hopes up for SoA to have charmable mobs! :D My only issue with this SP is that it will consume pet jugs limiting the use of this SP to the budget of the Beastmaster.
I like the bst one myself cost be damned its once an hour for 300 tp ready chainjug spam sweet....
Another "Spend gil faster" button! Hooray! Snarky comments aside, this will be useful for bosses but it's even harsher on my wallet. I guess the trade for short bursts of entertainment is being bored in dyna, it's like FFXI's version of a weekend with the Pain Monster to avoid paying taxes.
Yeah now we bsts have to research pet special abilities other than falcorr!
I can see the Fantod spam already.
The bunny is super cheap and foot kick spam would rock or even better wild carrot spam ftw....
Months of player feed back and ideas and the best you could come up with for THF was Aura Steal? Seriously? How about you don't bother, we already have 2 useless steal abilities, we don't need a 3rd one. Especially on a 60m timer.
The news on the bst 2hr has brightened my day. Camate, be sure to thank the devs for listening to our dislike for the previous one and coming up with something more suitable.
Wow, that's pretty close to the ideas I had when they announced the first version of the new BST two hour. It had to reset timers to make it useful mid battle to switch pets, and the TP bonus makes it all the more nice. I like it.