Yes, and 8 years from now the dev team will kill 1000 mobs on monk, to prove that it does ................ something.
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blue mage should be able to get a trait that gives extra spell slots per upgrade to go with the group 2 merit, assimilation, which increases blue magic points. (it's very easy to run out of room for spells without using all your points at 95.)
Exactly my reaction to that. SE's fear of overpowering things is ridiculous. They have no idea what that word means. And they have no idea how people use two-hours. They are rarely planned (DD abilities in zerg situations aside, although those don't really happen much, if at all anymore), they are fallback emergency-abilities. Which means sometimes, when you're in a certain bad situation, you will quickly hit a two-hour ability in the hope to avert defeat. However, that will also mean that you've now blocked access to your shiny new two-hour ability. It wasn't planned, you didn't "decide" to take one over the other, just the way the game plays it forced you to use one, and locks you out of the other. That's all there is to it, and the new two-hour abilities will do just the same, they won't be planned, they will just be used in emergencies when it fits. What SE should do is reduce the recast to 1h or even 30min. That way, we still couldn't abuse it all the time (once per fight max), but we wouldn't shy away from using it in the fear of losing it for an event later that day. Then the new two-hour abilities would maybe even work on a shared recast. Maybe.
Please tell me you mean merit points per category, and not the number of limit points (i.e. 20). That would actually be tremendously useful, especially if it's for the general categories too, and not just for the job-specific ones. Any further info on that?
I would bet money on this.
Ultimately, SE should have never had a 2hour enhancement on Nagi, it isn't used as often as other job's enhancements. I think a better choice would be "Enhances Ninja Tool Expertise +25%" at level 75, and it scales up to 100% at 95, and at 99 it just allows you to use Ninjutsu without any tools in your inventory, or something much like this. Problem instantly solved and the weapon is still heavily desired. The 2hour bonus can be on the weapon still if people are attached too, but sheesh.
i would like to be able to merit two hour abilities down to 5min recast, that'd be really awesome!!!!!!!!!!!!!!!!!!!!!
I think this can be quite good depending by how it will be implemented. We will be able to choose between 2 2hours abilities depending by the situation, like a defensive and a offensive one.
Thief: Perfect Dodge & Perfect Attack
War: Mighty Strikes & Mighty Defense
Pld: Invincible & something that for example cap your enmity immediatly or doesn't let you lose enmity at all while this 2h is in use
Whm: Benediction & Resurrection (raise aoe) or something like Sacrosantity but that last for more than one use.
depending by the situation you want to choose what 2hour ability is the best one for that situation. We are not using them usually so i don't care if they share recast.
I can't believe the amount of cynicism and qq'ing I'm reading in this thread. 90% of the posters are either just +1'ing or whining. Camate has given us a glimpse into the Developers' strategy - how about posts that now try to fill up this thread with useful suggestions that fit the strategy instead of "do this thing instead" or "SE doesn't get it" whining?
I attempted to do this in my posts about useful things that could be added to existing 2 hours in a new Group 3 category.
Anyone else care to be constructive?
I agree with other posters regarding what I hope this means. The BEST thing SE could do with existing merit groups is to remove ALL combo limits so that people could max out each and every item.Quote:
2. Raise the maximum limit for merit points
If one of the Category 3 merits is a very, VERY, VERY potent reduction to recast that will pretty much save the new category from being a let-down.
As usual, the outcome of this will depend on whether the development bros put on their thinking caps or their horrible mistake Spider-man underpants.
It'll be bad, not because it's a bad idea but because this is SE we're talking about, if it can be screwed up then they'll screw it up.
There is entirely too much potential to make useless abilities. Their thinking about creating not one but 20 new super abilities, abilities that are so *awesome* that you can only use them once per two hours. Then their talking about create 40~60 (2~3 per job) new merit point items for those *awesome* new once per two hour abilities. A tweak here or there I'll give them, but that many new items is just asking for screw ups. And once it's screwed up they'll just move on to the next item on the list and ignore the screw up.
How about adding new Merit Abilities that are powerful (not dumbed down versions) that can be used based on your available merit points. You could even go as far as allowing every job to use every other jobs 2hr but restricted to your current subjob.
Example:
BLM/RDM can use chainspell but the chainspell will drain 10 Merit Points.
NIN/WAR can use Mighty Strikes but will drain 10 Merit Points.
WHM/BLM can use Manafont for 10 Merit Points.
Could even allow other jobs abilities over the current /subjob cap which are merit abilities.
For example:
WAR/SAM can use shikikoyo for 3 Merit Points
WAR/SAM can use blade Bash for 2 Merit Points
Can change the point values around all you want. But it would allow people to make use of merit points once you get capped on everything you would ever need - would give people a reason to want to exp for even a little exp - wouldn't be overly overpowered since it would be dependent on your sub job and your speed at getting merits and their use would be limited as I said dependent on how fast you can get them. In abyssea this would be kinda fast depending on how good you are at keeping chains but outside abyssea it wouldn't be that common to get massive exp going.
Just tossing around ideas.
Not that I am endorsing or saying this is a good idea, but I can just relish the thought of Scholars getting severely upset at a White Mage popping Tabula Rasa for Embrava, even if the Embrava from it was half potency (it would already have gimpy duration considering the lack of strats/gear for that). I don't think it is going to happen, although I will give you kudos for creativity.
Merit 3's sound very underwhelming if it's just going to be 2hr based. I'd much rather have more merits like Merit 2 with new abilities or traits rather then a gimmick you can use every 2hrs. I hope when they adjust Merit 1/2 they will add more abilities to them that are only accessible at lv 99, least then there's something to look forward to when said merits are adjusted. Though as it stands now hearing that Merit 3's are nothing more then 2hrs just feels like a big letdown.
So far you've made two post in this thread directed at Myself to generate some type of response. If your posts was more on the level of constructive criticism I would engage you in a civil debate, however, the face expression on post #70 and your openning rude comment on post #88 has earned you nothing more than an ignored list. Replying to this very post will serve no purpose since I won't be able to see it, but I know you will try, just the same.
I appologize to everyone from distrupting the main topic at hand. Please continue to share whatever thoughts you may have. The Dev Team are trying to hear us out. I grateful for at least that much :)
Well, if nobody else wants to play my game, I'll try solitaire to make some more suggestions to SE regarding what they can put into the new group 3 that might be useful.
Black Mage: Mana Font
- Increase duration by 20 sec. Each additional merit increase by 10 sec for total of 2 min duration at 5/5.
- Increase all elements damage affinity by 2 for each merit. Total 10 at 5/5. Each point of affinity, by the way, = 5% damage increase.
- Increase all elements accuracy affinity by 2 for each merit. Total 10 at 5/5. Each point of affinity +10 accuracy increase.
- Decrease enmity in 5 steps up to max of zero enmity for duration of 2 hour.
- Decrease recast timer by 20 mins, 10 mins per step thereafter for max 1 hour reduction.
BLU:
Enhanced 2hr:
Azure Lore
Extends duration by 5 seconds and imparts a 5% damage bonus to every spell used in a skillchain or magic burst for every merit spent, up to 5.
New 2hr:
Immortal Incertitude
Take on the form of a soulflayer for 3 minutes. All physical spell potency is doubled, magical spell potency is multiplied by 0.5 and reduced in cost by 50%. Grants a 25% resistance to all forms of damage and enfeeblement. Unlocks entire spell list*.
T3 Merits:
Azure Acumen: Grants TP from every spell cast, equal to 5% of the MP cost. (+3% per merit)
Containment: In an attempt to contain your bestial abilities, you lose control. The power of the next physical spell cast is multiplied by 5% in addition to an accuracy bonus 5 per merit.
Relapse: The beast inside hungers. You gain the ability to drain TP, HP or MP with each physical spell for 30 seconds (+5 per merit) up to a total of 5% of the damage done.
Alienation: Your powers have torn you apart from the social structures of the world. When you are not in a party or an alliance, you gain an accuracy, attack and critical hit rate bonus (5% -> 2% -> 1% -> 1% -> 1%).
*Additionally, imparts the spell "Tentacle Raep"
You do realized a Blue Mage that becomes a Soulflayer can't be changed back, right? They just go mad. Why do you think you have to kill one to get part of the AF armor instead of trying to find a way to change him back? I like your idea for Relapse and Alienation though. Would rather Relapse be just MP drain and not restricted to mobs with MP.
If it's true that T3 merits deal with 2hours, someone needs to walk up to every dev and slap them with the back of a glove
1) and 2) Good, I am sure alot of Gamers have been looking forward to that.
3) It will be interesting to see what You will do under this sub-heading.
4) I only have one issue against an extra 2hr and that is the shared timer. To give everything you've got, once more, after exerting a mass amount energy has been carried out many times in our history; be it sports or war. Everyone has their own way of describing this burst of Adrenaline. In high school, I called it getting your 'Second Wind'. (Not being sarcastic. If I came off that way I appologize). Perhaps an adjustment can be made. If You use both 2hrs, within the time frame of One hour, you are reduce to a weaken state. Which does make sense, because in real life if you do go all-out 'twice', You should be tired. This maybe an option if game balance is what you seek.
5) The very reason why the thread is created. Will any of the ideas that's been discusss be implemented? The Dev Team have ample amount of data to pick and choose from per job class.
Once again, Thank You for reviewing everyone's post.
SAM:
meikyo shisui
1) WS get chance to crit (20% per merit)
2) regain (4-5TP/tic per merit)
3) SC bonus
heres a totally off the wall sugestion.... make T1 merits Xfer when sub jobbed. this would open up a whole new world for people. Keep T2 & T3 exclusive and make them what will further define that role.
This isn't a bad suggestion, I can't think of any T1 merits that would really be overpowered beyond merited store tp.
If not, make a merit category specifically for when you set the job as a sub. (Honestly I can't imagine it being THAT much work making merits, specially when they are as simple as "Double Attack +1~5%"
RDM :
Chainspell Recast Reduction (-1 min/upgrade)
Chainspell Duration Increase (+6 seconds/upgrade)
Chainspell Conserve MP (Reduces MP consumption by 5%/upgrade)
Chainspell Magic Accuracy (+5 macc/upgrade)
Chainspell Saboteur Effect (+20% enfeebling potency & duration/upgrade)
PUP :
Overdrive Recast Reduction (-1 min/upgrade)
Overdrive Duration Increase (+6 seconds/upgrade)
Overdrive Cooldown (lowers existing elemental burden by 20%/upgrade)
Overdrive Maneuvers (lowers elemental burden on maneuvers during Overdrive by 20%/upgrade)
Overdrive Potency (increases Overdrive effects by 20%/upgrade, doubling effects at 5/5 rank)
I just wanted to follow-up with a bit more information related to two-hour abilities.
I believe I mentioned in individual job threads that we would be looking into the revamps of two-hour abilities for some jobs. With that said, we are in fact looking into making adjustments to currently existing two-hour abilities before we implement the new two-hour abilities.
Please just keep in mind that it will be a bit in the future before either of these things are done, so based on this please continue to give us your feedback.
If they give the new 2hrs a variation on shared timers (you can merit either timer down, but firing off one ability resets the recast on the other to max), a combined one hour off both timers sounds fine (you could choose between "one 1hr and one 2hr" or "two 90min", or several other choices assuming 10min/merit).
Heya everyone! We were able to get more information from the dev. team about the merit point cap increase.
We are looking into the below three types of merit point cap increases:
1. Increase the amount of merit points you can have at a given time (current is 20)
2. Increase the category caps (HP/MP to 12, etc.)
3. Increase other item caps (Enmity + to 5, etc.)
Hopefully this answers some of your questions. We'll keep you posted when we receive more information. ^_^
You can already raise Enmity+ to 5, I thought? Point taken though. You're considering raising:
1) The number we can store.
2) The number we can distribute within a category.
3) The number we can assign to any one stat.
Please do the first one ASAP if you're going to do the latter two. I've been sitting with capped merits since a week after the last time you expanded the system.
wording is weird but she's hot so who cares
I was hoping for some cap raising in the job specific merits. More generic merits is nice but raising the group 1/2 job specific cap by 5 would keep me from wasting exp for more than a few days. As far as generic merits go I would like to be able to cap every weapon available to a job. I have 6 jobs that swing weapons and one that shoots. All 7 of them have stellar gear but only 3 of them have capped merits in their main weapon. That makes me :(
I'd love more flexibility in combat skill merits.
Would love more HP merits too, having more HP than silly MP merit-ers is fun when we get hit for 1500 and i have 1620 hp.