DRG and DRK I'm pretty sure can be classified as heavy DDs.
I think they should have gotten something decent to bring them up to speed, as I don't agree with any nerfs, but lol yea.
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Most likely the Victory Smite nerf had the MNK JA Impetus in mind, rather then nerfing Impetus which would hurt even non-emp holds. I do agree that it sucks that PUP was caught up in the cross fire on this. (Wonder if SE will ever make mythic weapons not take 6+ months so stuff like this does not happen to other jobs).
Why do people keep exagerating ws numbers. Ukos doesn't do anything like 6-9k on a regular basis outside Aby on VW mobs. Average is around 2-4k.
The problem is balance, but not the way the term is usually used.
FFXI mechanics work great when everyone's level 30.
FFXI mechanics don't work so well when everyone's level 75-99.
The combat system was either not given much foresight, or just developed for too long with the consideration of the entire level range. I'd honestly be willing to bet it's more of the former but it's hard to do much about that at this point.
While I think SE went a little crazy with the Ukko's Fury nerf I do think WAR needed it. I only say this because WAR has access to some really nice +crit dmg gear and really high double attack. So, once you add in both those traits on top of the aftermath WAR's dmg out put seems a little out of hand..
However, I always believe it's better to buff and improve weaker jobs vs. nerfs.
That's the equivalent of gimping these moves and we all know SE will take the easy route. The only difference being increasing the target mobs effects the other DD's not anywhere near par to MNK and especially WAR. So for them it's easier to gimp a move then have even more work to do.
A simpler solution in the first place would have been:
1. Not raising the Critical Hit Rate Cap
2. Think before implementing something
I think the problem with bringing the rest of the weapons up would have been empyrean becoming the new baseline for DD jobs. Mobs would get adjusted against these WS, which would affect everybody without an empyrean weapon.
And is it really game breaking to reduce what they can do? Have events suddenly become lolwar? {Warrior}{No Thanks} Level a real job!
I think we all are tired too read that word "Balance"...
First give to us strong Job ability and Weaponskill that make you Enjoy the Work you spent for make Emperyans like Ukovasara and Verethragna (Both Terrible, Long Paths) but you will think also the work you do, will get payd back with 2 strong Emperyans, with very strong Weaponskills... so, we wasted our time? also why don't use your nice word called "Balance" on : Ochain: like 99% Block rate?
why don't use your nice word "Balance" on Wildfire? that Weaponskill overparse everyone in Voidwatch. that is not overpowered?
why don't use your nice word "Balance" on Tachi: Shoa? that ws is overpowered more than Tachi:Kaiten/Tachi:Fudo... so we made that Relics/Emperyan just for get overparsed by a Merit Weaponskill? seems you Square-Enix like use your "Balance" word too random and only on Warriors and Monks..
Paladin is still teetering on the verge of uselessness, Corsair desperately needed the buff, and we all know SE rides Samurai schlong.
WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH I'm losing 10% effectiveness with the worst possible conditions on my super overpowered weaponskill!
WAR is still going to be the best DD in the game. Get over it.
What the hell?
Stay consistent.
What's wrong with the current crit rate on the test server? It's fine as is.
I can see raising MNK's base to 15% @ 100% at least to match Ukko's.
However raising Ukko's Fury past 15%? What's the point in even nerfing it to begin with then?
15% 25% 40% is more than enough. What would the point be in 20% 30% 50%? 20% 25% 40% doesn't make sense either.
Leave it as is. It's balanced with the remainder of critical hit weapon skills.
If you made it 20% 100%, 25% 200% the difference between 100 and 200% becomes irrelevant. 300% is substantial, but you want at least some glory to fall at tiers of 200%. Not a bridging gap of 5%.
So again.
All for V. Smite being 15% @100% TP.
Completely against Ukko's Fury being boosted past 15% @100% TP, and ESPECIALLY against 200% and 300% are higher than current test server values.
I'm so sick of people saying ukon path is long, no empy is hard to make to 90 gdi stop acting like they are.
My ls hammers the ukon/h2h path out we did one of each to 85 in less than a week for both, to get a top quality weapon in less than a week is not long.
They should remove the ws of the empyreans and add them all onto the 95 + version then they can unerf ukkos when people have actaully paid for the plates.
Oh and as for shoha get 300 tp use fudo then spam shoha and it's also far from overpowered either.
How on earth does it affect amano ? Most relics hardly used there relic weapon skill as it is. Were was all this uproar when empyreans came out and shit on relics ?
You cry babys are really pissing me off now.
What kind of mentality do you even have? Oh right you're a galka.
Okay. Let's talk about Balance and let's talk about being -OVER POW-
So, you think what? 30% 50% 80% is SKILLFUL. It's hard WORKING?
You think it takes any type of ADEQUATE gear planning to achieve potential?
If ANYTHING is Lazy, it's WS with FREE critical hit rate.
THE IDEA, that you CAN seriously gear to the minimal, of the most minimal conditions of critical hit rate in a WS build and still ding over 60% OUTSIDE of Abyssea is LAZY.
It never took you planning to figure out your stats vs mobs, it doesn't take you time to figure out your critical hit rate and the potential increase of 1% critical hit rate or 3%.
It's a WS in which you stack WS DMG CRIT DMG STR Gorgets Belts More STR even go as far as to DUMP your dex for MORE STR.
You want to call people lazy because the WS they have doesn't have a free damage booster?
The truth is even Maschu +2 is ridiculous.
It's a ridiculously broken WS. The only reason it's so powerful is DUE to it's MASSIVE crit chance. DA, TA have high chances of Criticals. Therefore the WS can do insane damage.
Don't flaunt, Hard Work. All Empyreans take time to make, some less than others.
Someone implying that WAR, one of the two easiest jobs to play that even a drunken space monkey could achieve success at, takes skill? Lol'd.
I disagree with some of Amador's points though. Even with the crit rate lowered to 15% Ukko's Fury is the strongest weaponskill in the game. Several factors tie into this, fTP, WSC, the weapon itself having a ridiculous base damage, WAR's native abilities and traits, etc., not just the crit rate.
WAR can still achieve a rather massive crit rate on their weaponskill with proper buffs/equipment and nearly cap or cap dDEX while making minimal to no sacrifices in STR.
Yes, you could do this but at the same time you would be lowering the other jobs that have crit WS (thf, nin, dnc, drg, rng, cor) to still do less damage. I honestly don't see how lowering a 2 fold Gaxe WS that had such high crit rate base is a bad thing. While I can agree 15% is a bit much, I also see why it was seen as necessary given the options available to increase the Crit rate on war alone.
I'm a little more concerned about the V.Smite rebalance than I am the gaxe however since it is a h2h (aka 1hand) WS that doesn't have quite the enhancements backing it as war do. I say this based on comparison to gear access, passive traits, and JA primarily. Currently war has Crit Att bonus, where as mnk doesn't, and their JA to increase crit rate resets if a hit is missed during the build up period where as I don't believe restraint does. While it is true that mnk can benefit from a war using blood rage, this is not always going to be available (or practical in certain situations) and is also being changed just to be a crit rate enhancer. Would seem more realistic to leave Vsmite as is at 100%, but possibly adjust the 200 and 300% values.
I'm neither a mnk/pup nor a war so it is hard to give an accurate representation on this, but that is my 2cents worth.
Restraint does reset if you miss a hit. Impetus is the far superior buff, and possibly second only to Berserk in terms of overall awesome buffiness if not ahead of Berserk.There was no reason to adjust Victory Smite's already levelled out natural crit rate though.
WAR and MNK are the 2 main Damage-Dealing jobs in the game, how can you even believe that nerfing the only 2 good weapon/weapon skills that is a pain in the back side to achieve, will bring balance?
The 2 jobs are MADE to output as much damage as possible, it's been that way since the 50 cap. To lower there damage even more 24 more levels is stupid, we are going to pretty much be outputting level 75 damage outside of abyssea.
I struggle to hit 2k on DRG on Pil or Qilin with Chaos Roll, Food, Atmacite, Stalwarts, Champion's, Braver's drinks with enhanced Angon and WARs in my LS hit 3k without food or Stalwarts. With food and stalwarts alone WARs easily hit 5k-6k on Qilin and Pil while my damage hovers around 1500-2k.
Ukko's damage is not fair compared to other jobs or even other weapons. 5-6k is something I'd expect from a Relic WS or a Mythic WS, Emps can be made in a single week. Give this kind of damage output to Metatron's Torment and nobody would complain because those cost a crapton of time and money to make. Nobody would complain if relics did 5-7k on things. It's just that for the time/money spent on an 85 Ukon, the damage output is unfair compared to other empyreans,relics, mythics, job WS.
I'm not saying that the balance isn't currently wrong. I'm saying that SE's way to achieve balance is one that doesn't result in happy players except for the few douches that love to see anyone other than themselves get slapped down. Ukon has had the power it has had now for 14 levels. In that time, you can easily make adjustments to targets to deal with that side of the balance and then bring other jobs UP to achieve the player balance that you need. SE chooses an easier route by nerfing 1 job instead of improving a handful and in the process, upsets a good portion of their player base.
If you did it the other way, you would get many happy players whose jobs have been improved. The only unhappy players would be those douches who feed off other's misery.
Like I said before. SE just don't get it.
If you want epeen just go to Abyssea, that is why it is there lol.
Metatron could really use some help compared to ukko's fury (even nerfed). You can achieve 2.5k+ dmg (sometimes rarley 3k) on kaggens, but you need to be buffed like hell. average dmg is 2k metatrons with normal buffs (aka berserk and food only). You can add as much STR and attack as you want to metatron, surpassing 3k consistently without mighty strikes is near impossible (on anything that has relative high defense). While you see tachi: shoha, resolution, ukyo's fury, victory smite shit all over the place :/.
Upheaval looked very promising, but its dmg hovers around metatrons damage.
Man all the tears are so delicious. I didn't even emo close to this when I found out Cloudsplitter sucked ass outside of a brew. So much crying over a slight nerf from an overpowered weapon. lol
I'd like to point out that your "pain to make" comment is about as useful an argument as a person expecting revamps to the behavior of relic weapons on the same premises. The were originally "made to be top tier DD" and were a "pain to aquire" but have since been seriously outclassed in that department by emps, primarily due to their extremely unique build/behavior that hasn't aged well through the updates from 75.
War and mnk were made to be DD, but not made to be stupid amounts of DD at all times. Originally DD's shined in various circumstance, but were not all around stupidly over powered. Some like to play the sam card for 75 cap saying it was over powered, but looking at the build of the job and it's JA it was built to have higher WS frequency than any other job, which was then changed to allow other jobs this same luxury if at a lesser extent via sub.
The nerf of ukko's is long over due and I can't really understand why people are upset when other DD class couldn't come close to the performance of an U.K. war. Even a mediocrely geared war would surpass other DD with exceptional gear builds. That is not game balance. Someone else said it is douche bag mechanics for the dev or even a player to support a nerf to the WS, but looking at it from another perspective I think it is the exact opposite to expect 1 or 2 jobs to significantly out perform other jobs by not just a gap, but by leaps and bounds.
"shaking my head"
So many troll's, enjoying so much anguish.
Hey DEV team there a SS over on FFXIAH right now of a RNG hitting a 20k + Barrage in VW. Wanna pass that along to the higher ups, I think SE may want to pass some balance down the line on that.
ugh
This is what this thread is making me feel like.
http://www.youtube.com/watch?v=7FYTc55nGEI
With out buffs, just normal melee on WAR I see between 1.5 to 2k ukko's in VW content. 3k would be a high end lucky hit. With buffs up I'll see a lot more 2k to 3k's and if i'm lucky i'll see some higher numbers in there. IF your piling in all those things and hardly seeing "2k" the problem is right there. Your damage output is lacking because it needs a buff. If nerfing Ukko's/Blood rage/ and VS makes you feel like a better melee I don't know what to tell you. Because your still not hitting the numbers you'd like too see.
Let me ask you this are you /war or /sam? Like I said in another post WAR is design to output damage. Sam is design to increase weapon skill frequency. If your /sam that could be hurting your numbers.
SE's way of balancing is kind of like the American public school system trying to lower the difficulty of the tests so a greater majority of students pass.