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Originally Posted by
Asymptotic
If you have Rudra's Storm, it becomes completely useless, as the Gravity effect from Rudra's is both extremely potent and highly accurate. And -10 evasion is something to undervalue, because you should be aiming to cap accuracy in gear without any help from special effects. It is absolutely worthless.
As you said - for dancers who have Rudra's Storm. Many do not, so it doesn't really seem fair to undervalue it's use because there exists a weaponskill that not everyone has easy access to. I know everyone and their mother seems to have an empyrean or the WoE equivalent these days, but for folks who are still leveling, casual players who don't have the time/energy to get the weapon, and non-abyssea (yes "lolthereareplacesoutsideabyssea"?) situations, it's still handy. Of course it's important to cap accuracy, but you know and I know that there are tons of players who don't/can't/won't, and who could use any extra help they can get <_>
and, as I said, for people who still solo/party their subjobs instead of keywhoring or FCburning it up, it's still a great ability to have for those levels. Yes, not many people do, but they still exist. Just because it greatly loses value as you get higher in level doesn't mean it should be changed or removed in favor of other things, which is what your original wording made it seem like - "It's useless to me at this level/with my gear/in abyssea so I would get rid of it for everyone if it were up to me" which was mildly off-putting.
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It's undervalued because you can't rely on it. Gravity lands on almost nothing worth talking about. No, Cirein-Croin isn't worth talking about. People have been soloing it since the day it came out just because gravity lands. Which is why gravity doesn't land on anything.
But gravity saved my mages from Cirein-Croin quite a few times when the frontline was charmed! ;_;
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I actually offer fewer suggestions to increase damage dealing capacities than any other category o_O, I can really tell you skimmed. I also state that I'm giving suggestions to improve each category without much regard for the others, meaning that I don't mean all of these suggestions would be to put in place at the same time. Obviously if you're going to greatly beef DD, you wouldn't adjust healing/support so much and if you were going to all of a sudden make DNC a healing machine you wouldn't want it tearing things apart as much. That's why I also offered a multiple stance model, allow the DNC to choose between two different modes of action - increased damage or increased support, both at an enhanced capacity to what they are now.
Yeah, I'll need to read over it more in detail when I'm not working, heh :P
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I've addressed this like 100 times already, they haven't split waltz timers yet, they aren't going to ever. I could be wrong, the dev could post the DNC manifesto response today and make me eat my words, but responses they've given to the suggestions of other jobs and the like have led me to the following conclusions:
1.) SE views splitting of waltzes as either too powerful, or
2.) SE realizes that waltz timers are a huge hindrance to the original role of the DNC, but is unable to make this change for system reasons (check the response to the THF thread, or in Byrth's post at the top of the page), and has turned to increasing DNC's damage output as a "consolation prize."
Not even only splitting healing apart from all the curing/divine, or diving from /healing? Not trying to intentionally butt heads here, just honestly curious of your thoughts. Do you only oppose this idea because you don't believe SE would do it, or do you have other reasons as well?
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Even at max daze (5/5) steps are still weak in comparison to the similar debuffs other jobs are able to inflict for much less effort and maintenance time. The potency should be adjusted.
I'm not 100% certain of this, but in the case of box step, aren't there limitations on how defense down effects stack with each other and a cap on how much can be applied to a target at any given time? E.g. acid bolt will stack with both box step and dia, but the total amount of defense down combined that can be applied to a target is -50%?
I'm wondering about this because it may be one of the reasons they are reluctant to increase daze/step potency - because they want people to include a greater variety of job types. If the cap is indeed -50%, for example, and box step max potency was increased to -25%, then you'd only need a DNC, DRG with angon and any mage with dia, as opposed to needing acid bolt ~12% lv.5 box step ~13% dia II ~10% those blu spells 5%~10% and whatever else has def down effects these days.
It would be nice if it were improved, but I'm not sure where you think it requires much effort/maintenance to keep up a level 5 daze. Might require pressing more buttons frequently then simply hitting a dia or /ra macro, but it's not that much harder. Steps/finishing moves are the lifeblood of dancers anyway, even if not to keep the daze at level 5, we would still be using steps every 15s to get finishing moves.
I would LOVE for dancer to get more debuff-type abilities, but doubt the wisdom of having it in the form of new steps. Even with the ones you suggested, it would probably still only be Box and Stutter or Box and Feather being used the majority of the time if we still only get to keep 2 types of dazes up, at least, I don't really see many situations where the new steps would be used over the current steps that we have.
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Skimming is bad, but I'm glad you appreciate it anyway XD
Sorry if this post in particular feels argumentative, but this is a discussion forum after all.
No, I agree. I'm not a particularly mathy person but I'm always open to try to hear about and learn new things, and discussion is a great way to do it. :)
P.s. oh and hell to the yes with lowering climatic flourish recast. It makes me sadface when I get tp fast enough to WS at least 3~4 times before the timer is up again. :C