As an aside, Stealing all of the Monster's TP could also solve the SAM SP1 Ability issue as well.
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Let the new THF Special steal 2hours, and then continue to steal multiple buffs after that.
First effect guaranteed, and always a 2H if appliciable, chance of absorbing another buff depends on melee accuracy. Steal all buffs until the first time the thief "misses" a steal. It would be like a Barrage-Aurasteal, where the first steal was guaranteed.
Know how annoying it is when you've buffed up like crazy and a mob just goes "lol I absorb all your buffs"? You'd be doing that to the mobs, vengeance would be so, so sweet.
Are you trolling me? How can that not be obvious? It's easier to react because you actually know when they use it. They use Chainspell, you steal it. Simple. Using it before means you're gambling on when/whether they'll use it. At worst you completely wasted your JA.
And I disagree with you, I think it's borderline useless. An SP ability that gives THF one WS? That would be one of the worst DD abilities in the entire game. And in an alliance, it wouldn't even register in the parse, so it's completely useless there.
Pretty much every SP ability of every job is highly situational and that's how it should be, because the very concept of SP abilities is retarded. If they make one ability amazing for everything (like Embrava and PD) it will be used to devise entire strategies around those instead of regular job features, which not only dumbs down strategies in general, diminishes the role of a given job, or even rewrites their essence, but makes events themselves a chore, waiting for everyone's SP timers to be up, or, if in a hurry (which is almost always the case), reset them all.
No ability should ever be on more than a ten minute timer, it's horrible for game design. I'm glad they reduced all regular abilities to ten minutes or less, and even that is bordering on terrible.
Oh, I see. You are just misunderstanding what I meant. I meant stealing the 2 hour from them before they get a chance to use it. There is no gamble.
As in: "THF uses SP2" "THF Steals Mighty Strikes from NM" At which point THF gains the effect of Mighty Strikes for the ability duration and the NM loses the ability to use Mighty Strikes (In this way, theoretically, it could also be used on a lot of other "instant" SP1)
Kinda sorta like Dessication that Land worm NMs use? Well they doesn't really steal your 2 hour so much as reset the timers but...you get the general idea.
But we are not talking "in place of" we are talking "in addition to" And I will repeat: No, it's not OMGWTFBBQ powerful, but it is a realistic idea, and I, for one, would find it to be quite useful. Especially if it Steals the TP from the NM (Can deal with SAM SP1 etc.)Quote:
And I disagree with you, I think it's borderline useless. An SP ability that gives THF one WS? That would be one of the worst DD abilities in the entire game. And in an alliance, it wouldn't even register in the parse, so it's completely useless there.
I would agree with you if the game wasn't programmed the way it is. But we do have 2 hours (soon to be 1 hour? Maybe in a year adjusted to 30 minutes?) and retarded timers...And this is the hand we have to deal with. Clearly they are moving ahead with this SP2 abilities, I doubt they will change their minds about implementing them....so......I want a good one. Not this weak crap.Quote:
Pretty much every SP ability of every job is highly situational and that's how it should be, because the very concept of SP abilities is retarded. If they make one ability amazing for everything (like Embrava and PD) it will be used to devise entire strategies around those instead of regular job features, which not only dumbs down strategies in general, diminishes the role of a given job, or even rewrites their essence, but makes events themselves a chore, waiting for everyone's SP timers to be up, or, if in a hurry (which is almost always the case), reset them all.
No ability should ever be on more than a ten minute timer, it's horrible for game design. I'm glad they reduced all regular abilities to ten minutes or less, and even that is bordering on terrible.
And For sure, Embrava and PD needed the nerf bat, but the opposite end of that spectrum is also undesirable....we must find a BARANCE!!!!!!
Good morning everyone!
I wanted to share the reasoning as to why the development team chose the path they took for puppetmaster’s new special ability.
The new special ability started with the idea that since the original special ability “Overdrive” had an effect that was common between all automatons, they wanted to go with a slightly different concept and have effects be different based on the type of automaton so that each one could utilize the special ability of the respective job.
Since the special ability data is separate for automatons, it’s possible to make adjustments to certain aspects which should eliminate some of the concerns that there would be no use for these special abilities since automaton’s battle parameters are different.
Also, we are currently looking into adjusting “Overdrive” at the same time the new special ability is added.
This is a good development concept because Puppetmasters pick their pets for their versatility, but despite the different effects the strategic use of most of the available SP Abilities are not different.
Here are the current JAs:
Mighty Strikes - Doesn't matter that much in terms of DPS because Automatons can't exceed 50% Haste and will at most get ~2 WSs off during Mighty Strikes (using Tactical Switch). This is just a damage spike, but at least it's a damage spike that takes a little work to make the most of.
Invincible - . . . Might have some kind of strategic use for extreme pet pulling? Attack something, retrieve, train the entire zone with an invincibled pet?
Eagle Eye Shot - 5x ranged damage is just a damage spike that you can use once an hour.
Chainspell - Oh good. I look forward to my auto silencing crabs faster. Assuming optimal usage, this is a damage spike JA.
Manafont - With the auto's casting timer, this will not create very many free spells unless you adjust its AI. Even when it does, this is a damage spike JA at its best.
Benediction - Probably the most useful 2-hour out of all of these, and the only one that doesn't really vary in potency between main jobs and automatons.
If you go back to adjust Overdrive, I would recommend making it wipe the Overload status and reducing burden to 0 when the Overdrive status wears off. Additionally, I would recommend reducing magic casting time, increasing frequency, and adding 25% Snapshot if it does not already do that. As it is right now Overdrive seems to benefit the melee auto disproportionately.
I feel like a jerk pointing out such a small mistake, but you might want to correct that minor "Sharpshot" typo, Byrth? Any sane person knows you actually meant Snapshot, but I could totally see a Development Bro adding a 25% chance of the Automaton using Sharpshot before vigorously firing its cute little arrow hand.
Manafont and Chainspell would both benefit from a change to the Automaton's AI when the ability is used, to make it focus entirely on Elemental Magic (and maybe Cures for Chainspell?) for the duration. Manafont, for example, could eliminate the puppet's desperate and nonsensical need to cast Aspir, often accomplishing nothing but resetting the global recast timer, when used at low MP values.
Camate, is there any word on the RDM SP, and is there any chance of us seeing the one we asked for? All we want is the SP ability to give us +50~100% potency on our enhancing magic, BRD has had double potency songs as their SP for years, is it to much to ask we get +50% since we get so many more spells? Also, can the ability please last for 3 minutes so we have time to use our buffs properly? It seems fairly wrong that a RDM would need chainspell just to get off all their buffs on themselves in time, let alone their party, it really limits the use of the ability which is why we originally did not like the SP, but the idea of enhancing our enhancing magic was well accepted I believe.
You obviously haven't played PUP in a while or you would know this is no longer much of an issue since the casting updates. yes, they'll still cast silence on crabs, but it no longer significantly interferes with the casting of other spells. They could always use different spell logic for Chainspell so only nukes are used during that time.Quote:
Chainspell - Oh good. I look forward to my auto silencing crabs faster. Assuming optimal usage, this is a damage spike JA.
You seem to have something against damage spikes. Personally, this is the last thing I'd ever complain about... A "damage spike" of any sort is certainly a lot better than Overdrive. What are you looking for personally? A JA that makes the automaton cook dinner and wash the dishes for you?
People say I'm always negative... but when this JA was announced I thought it was a good idea. Perhaps a bit "cheap" because it's easier than making something totally new, but I sitll see it as a decent ability.
Probably looking for something unique so they do not have 3 of them that do virtually the same thing. MS, CS, and EES are all damage spikes, Manafont is no-cost damage, and Benediction is instant HP save. 3 out of the 5 are basically the same, 1 of the 5 is basically worthless because if PUP is played in the most effective way it is done without the use of a SP ability.
So what? they all help you. Most PUP I know just want to be competitive, and while 1-hours don't really alter much in the grand scheme of things, a sudden damage boost is certainly much nicer than an ability that does nearly nothing.Quote:
3 out of the 5 are basically the same,
You asked what they are looking for, my answer, they are probably looking for a bit more verity.
Or any strategic advantage beyond a thousand extra damage from the puppet.
has this been scrapped or what? its been months and months since this came out on test server
Probably coming this summer or fall or winter or sometimes next year or 2019. I know it's not very helpful and rather vague but it's FFXI, what do you expect lol.
Any idea when/if this is happening? If soon, can we know what your planning to do exactly?
Happy 14 month anniversary. This game is so bad.
Probably when they finally figure out some concept of balance between the sp2s so everyone doesn't yell wtf as soon as they hit test server. Obviously I expect some difference in power level but cmon a weakened version of elemental seal for rdm super mantra for mnk while smn can chain bps and drk can drain 50+ tp a hit!?! That's about as balanced as putting a fat kid on a seesaw after you see a baby get on the other side
In all honesty, that's why I want a list again. Back when they made this thread sounded like their most open time to share information and receive feedback that I can think of. It was ok, I admit, some was listened to, but they need to do it again, and finally implement these, but after we agree they are good. If we had a current list of them it would be easy to pick out the bad/worthless, but they have said nothing, and I keep hearing its next update for some reason which worries me.
New DRG Fly High ability only working for 30 seconds instead of the stated 45 seconds. blarg
Stymie still needs to be fixed
So long as the talks about these SPs is still open, I agree we need to fix that ability! We need our double potency Enhancing Magic SP2!
Yeah... how about trading Stymie for that legendary Enhancing Magic Enhancement Ability instead.
Something that augmented Composure by increasing Enhancing spell duration 5x and gave a 50%+ bonus to Enhancing spell potency if Composure is active for instance.
I mean don't get me wrong, if Stymie was like Chainspell and allowed us to stick any Enfs at 100% acc. while the ability was active it would be awesome, but in it's current state having to wait a full hour to cast only ONE spell is the same as having nothing at all because we've already been using Elemental Seal for that for over a decade and with a 10min recast to boot.
Even worse stymie isn't 100%. It wont do anything against completely immune monsters and on resists against non completely immune monsters all it seems to do is turn a full resist into half. Good job you can land 1 enfeeble at half duration or less every hour.
Also to clarify the above slow, sleep, and poison (well bio/dia but meh) are set durations. The rest are really weird probably some kind of many resist states causing weird randomish durations.
Give it a 30 second duration and make it so the enfeebles land fully with no partial resists then it might be semi worthwhile (though really rdm enfeebles outside of silence don't make that much difference in the fight anyways)
Yeah, I never remember Poison exists since it is so bad, but really the most important enfeebles are Paralyze, Slow, Addle, & Silence, 3 of the 4 are random durations, thats all I was trying to get at.
I would say Paralyze and Slow are fairly helpful too, Addle can be too, but its not most of the time.Quote:
Give it a 30 second duration and make it so the enfeebles land fully with no partial resists then it might be semi worthwhile (though really rdm enfeebles outside of silence don't make that much difference in the fight anyways)
Was just clarifying.
Helpful yes. Worth a party slot or waiting an hour for recharge no. Especially if you can only land it once in the fight. It's nice but wont change the outcome of the fight kind of thing. Which is why it has mostly fell into disuse except when you have someone with it that has nothing else better to do. It's like putting some evasion gear on your pld after you finish the rest of the defense stuff... will it help you evade another hit. Sure but meh. They really need to update the enfeebles in general. There was no reason naked elegy should've ever been stronger than full merited slow II or that saboteur only half works against nms which is where you actually could use it.
So, when are we replacing Stymie? Good riddance to bad rubbish, I'd say.
Stymie would be good if RDM had better debuffs to use it with. Random spells don't make wipes, random autoattacks don't make wipes, attack speed of the mob does not make wipes. What wipes alliances and parties are powerful TP moves that are used in close succession for example Ark Angel EV's Arrogance Incarnate being used very often at low HP. Nothing in RDM's arsennal can mitigate powerful TP moves, neither by weakening them or slowing their useage rate. To make Stymie, and by extension RDM useful, RDM needs something unique, a way to slow a mob's TP gain drastically, lower their special ability damage or rate of special abilities. Stun was great for this but now new NMs are immune to stun.
Ok saboteur without getting into af3 doubles the effect and duration of a debuff. But against mobs that check ITG it will only increase it by 50%. Which is kinda silly since why would you even waste saboteur on a normal mob that dies so fast.
Also should note that saboteur as well as the enhance enfeebling effect gear do not work on bio/dia (at least not in the def/att down portion and who cares about the dot) which would be the most useful spells to use them with
At the very least make it a 2 minute duration that works on all magic. Another step would be to make it work on immune mobs. Even that would be kinda mehish given the state debuffing has been in for awhile.
I wouldn't mind the original idea they had of a 1 minute one that increased the duration and potency of buffs cast in that time. Except of course the duration part never even made it to test server and just potency would be meh.
Could also do something like sch or smn with special spells/abilites during this time. Like maybe gain access to all the monster debuff spells that we don't get. That would be sp2 worthy without being too broken. And personally I would think would be interesting. Would be enough for us to reexamine how we do some fights.
Hell I'd rather have nothing so I don't accidentally use it up and waste the 1 second it takes to use and block a useful sp2 for an hour lol