lol well put
Edit: Also the rest of your post I agree with so only quoting the start of it
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what camate meant was:
"We know that no one is gonna be retarded enough to switch their duplus grip for some crap that still wont make your wyvern worth a shit, so we're not even gonna bother."
The MP cost/Damage of spells is a complete mess. Why standardise the damage/cast time/recast, then split the MP costs so drastically between elements?
Surely if you are making the damage more equal, the cost should be more equal too. Otherwise whats the point in using thunder V (10%ish more damage than stone V) at the cost of 300 MP (100% higher MP cost than stone V).
I'm not against the more standardised damage/cast time/recast, I'd like the MP costs to follow roughly the same scale though.
Didn't quote the part about soloing, I still hold to my opinion pup was meant as a soloer, I just think they did a piss-poor job on the roll out. The fact that some people could solo despite that is really more a testament to their ability in the face of massive design/implementation flaws-face it pup was rolled out with the the auto meant to deal the damage and the player tanking, in essentially mage gear. That's not my idea of fun and why I didn't pick up the job until Aby.
As to the "official" strategy thing, I left the relevant part. See, there's my beef, it's not that it doesn't work, it's that people don't WANT to do the alt tactics. Yes, they are probably slower, BUT they allow players to play on the jobs they prefer (for the most part) instead of being forced into jobs they don't like because strategy "x" requires that build. That is why jobs die. I've seen you over in the rdm discussions so I'm positive you know what I'm talking about. Lest we forget, the primary reason for playing a GAME is to have fun, if you aren't enjoying the job you are pigeonholed into the fun part is lost, so you are left with a secondary reason to play, i.e. I do like to help my friends which is why I still roll out my brd or thf as needed even though I prefer my other jobs.
The tank thing, I know they are FINALLY working on it, but waiting this long was a MASSIVE screw-up. Pld is essentially dead now due to YEARS of this issue. It was designed essentially as a single-purpose job-to take hits so the rest of us don't have to-but even in its heyday holding hate wasn't an absolute, the players around it had to play smart, and yes, that meant holding back at times until the pld (with or without a cooperative thf) could reestablish their place at the top of the hate list. Even moreso for nin which didn't have inate hate building tools the way pld and war do. Rune is even worse, we have Flash... and? We're going to be dependent on our DD output-GS doesn't suck, but that means we have to haste almost exclusively in our gear builds and with the choices out there that means our weak physical def is going to suffer since the haste gear for the most part is on bad defensive pieces. And the other prob is that all the melee DD are also hasted out the wazoo so we still will lag on damage-generated enmity. They are going to need to beef our enmity from JA, probably the runes and wards if they are serious about us ever tanking. Still, the fact they are TRYING to bring back legitimate tanks will be a help and well received by our nuking and ranger friends that have been absent from the DD table for too long...
I still think a thf is going to be mandatory now for hate control instead of just for building TH IF they can manage to revive tanking at all, looking at the new weaps numbers I have doubts about tanks being able to try to hold hate in the face of that kind of Zerg, or nukes being able to keep up for that matter. Too bad, blm was a fun job...
You have to consider power over time. If thunder V is more damage efficient, the MP cost is turned up higher to compensate, so that you only use the highest damage output when you need a sudden burst- otherwise due to the MP cost, it will be more efficient to use a lesser spell.
I see what you are saying, and at first glance I was inclined to agree....but the numbers seem to be telling a slightly different story.
Old values:
Stone V: 626-855 damage for 222MP (2.82 - 3.85 damage per mp point)
Thunder V: 874-1103 damage for 294MP (2.97 - 3.75 damage per mp point)
New Values
Stone V: 650-1200 damage for 156MP (4.17 - 7.69 damage per mp point)
Thunder V: 900-1300 damage for 306MP (2.94 - 4.24 damage per mp point)
They were actually fairly balanced before. You spent pretty close to the same ratio for doing a set amount of damage. For instance (and bear in mind these are base values and not taking MAB and such into account, we're comparing the raw numbers used early in the formula, and only adjusted by INT):
breaking 3000 base damage via each spell:
Old values:
Stone V: 4 or 5 casts (3420 - 3130) for 888 - 1110 MP
Thunder V: 3 or 4 casts (3309 - 3496) for 882 - 1176 MP
New values:
Stone V: 3 to 5 casts (3600 - 3250) for 468 - 780MP
Thunder V: 3 or 4 casts (3900 - 3600) for 918 - 1224
With this adjustment, it is skewed so you are spending considerably less MP in comparison for Stone V, and a bit more MP for Thunder V to surpass the same benchmark for base damage. Before, you were spending roughly the same amount of MP for the same output.
Bear in mind also that you are potentially casting the same number of times as well, so it's not really making a massive improvement for efficiency (unless you are staying on the high side of INT, and that is really only an advantage weighted towards Stone, and in a BIG way). Granted, if you were to expand this out for really long fights requiring you to do much larger amounts of base damage over time it may have a more profound impact, but even then it may only be a couple casts.
As for the "sudden burst of damage" angle.... look at the high end comparison of those two spells:
Stone V: 1200 for 156 MP
Thunder V: 1300 for 306 MP
Barring resists due to elemental affinity and what not, they are really out of whack there for the damage/cost ratio---and generating very close to the same damage output.
So depending on just where your dINT is falling....this is potentially really out of whack.
To people that are pessimistic about potential pet changes (and honestly, I can understand that):
Have you taken a look at the Alternator yet?
If this thing is a sign of boosts other pets will get (presumably with Delve weaponry, but still), I'm honestly not too concerned.
Willing to wait and see on the spell adjustments, as while the stone line does become more efficient, it also takes a fairly large amount of Int to make it get up to around where Thunder performs. So unless out side of abyssea RDM, BLM, and SCHs are consistently able to get +100 int over their target I don't quite see this becoming a huge issue yet.
Are there any plans to make Ninja relevant for content beyond Abyssea?
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I know it's more work on the graphics team, but wouldn't this be far cooler??
http://i19.photobucket.com/albums/b1...psf8157687.jpgThis way you can add one overall new graphic that all wyverns with the armor equipped would appear with when called and simply add stats to the wyvern armor... scale the stats as you need to type of thing. Just saying.
My apologies for the slight derail but (and forgive me if someone else already said this)
Red Mage....
...Where?...
I'm happy for the pet adjustments but Dear Square Enix...
You broke my 1st job several years ago. Can Red Mage get a fix sometime soon please? You promised you would do something and NEVER DID lol.
Sorry, I just had to say something xD
Just to let you all know, we'll be adding wyvern enhancement stats to all of the equipment and weapons that were added during the March 27th version update, as well as the equipment and weapons that will be added in the future. While there is currently a lack of pet enhancement stats on the Delve gear, we will be making adjustments to add these stats. :)
Trust me, I know how you feel.
This. DRG's performance comes from the DRG themselves, and as such there's little impact to be seen from buffing the wyvern. Would be better to work on the other pet jobs and boosting DRG on the side.
What if we already bought for example a brethren axe for bst?
Do we need to scrap it and start over?
(I'm assuming this would be the case)
tell me about it. Honestly, what's wrong with being able to bring a nuke? I got alot of BLM buddies, they would like to be part of end-game as well. most of them didn't whine about having to lay off the big nukes until the mobs HP had been whittled down due to their squishyness. The few that were dropping AM from the opening a. aren't my buds, but b. I taught them to care about hate by TE>>DE on the blms that did it (they wanted hate, they got hate). And I liked the days when rng was interchangeable with a blm, even though I had neither job at the time. It was just fun watching them work, and they actually enjoyed working.
so SE doesn't want everything to be arrow/mana-burned? fine, the bosses should be immune to sleep/gravity/bind AND make it take more than 6 meteors to take them down, and strong enough to 1-shot a blm or rng. That means a balanced party, most likely with a tank.
and still no in-depth detail into GEO and RUN updates...
@Glamdring
I knew a THF that would always try to do that to me @75. I laughed when on SMN because I would still never pull hate.
On BLM ... He just made sure I would not lose hate as long as I was alive. We joked about it in vent all the time trying to MPK each other. He gets charmed...kaboom, I do a MB and find out the closing WS was done with TA on me.
I manage to stay alive for more than a minute while tanking on BLM...get ready for Spikeflail :). Well unless its Tiamat, then I just go afk while I wait to be finished getting eaten. (don't wanna piss off the rest of the group)
I definitely appreciate the attention that PUPs are getting... but I'm curious as to what the devs have planned for animators in general. I don't really want to get the new Alternator if it's just going to become junk within a month ^^;
(Also... please improve the User Interface for attachments...)
Yes, but that means any PUP that doesn't have an alternator is broken and worthless until they get one. Their job does not function. No matter what you do, your puppet cannot hit delve enemies even with 3 thunder maneuvers and accuracy attachments. But then you get an alternator, your puppet get 45 more accuracy and it works again. But you can't even play the job, because it cannot do what it was designed to, until you get an item. There's no way for you to, for instance, get an alternator, AS a PUP that needs the alternator.
On the other hand, a WAR, or a SAM that hasn't got a Delve item yet is still fully capable of doing delve. You cannot fix a job with items, unless you're given those items for unlocking the job.
Also, what happens when they add the next tier of delve they promised? Will there be a new animator with all stats+150? Will that be enough to keep up with other players who will have new 350 damage weapons? Because STR+ 70 and Weapon Damage+70 sure aren't the same thing. And if it's not, we're screwed, because SE never goes back and changes things until they are pointless, unless we stop them from implementing it in the first place.
Fix the jobs, don't make players of those jobs put in extra effort to get extra items other jobs don't need, just to keep up. (or worse, still be behind)
Ehh, pretty much every DD in Delve sucks until they have Delve equips, tbh. For many people, their only solution is to bring a support job like BRD, for which their gear matters far less.Quote:
Yes, but that means any PUP that doesn't have an alternator is broken and worthless until they get one. Their job does not function. No matter what you do, your puppet cannot hit delve enemies even with 3 thunder maneuvers and accuracy attachments. But then you get an alternator, your puppet get 45 more accuracy and it works again. But you can't even play the job, because it cannot do what it was designed to, until you get an item. There's no way for you to, for instance, get an alternator, AS a PUP that needs the alternator.
On the other hand, a WAR, or a SAM that hasn't got a Delve item yet is still fully capable of doing delve. You cannot fix a job with items, unless you're given those items for unlocking the job.
This is not a PUP-specific issue.
seriously? "what about the rest of the jobs that actually need our pet to function at all?" you even play drg? as for function, PUP and SMN do need a pet to function but bst not, what does a pet bst do to your master? nothing... i dont know one pet that is used frequently that buffs a pt or w/e besides the fact the bunny can use wild carrot....But if u strip off the wyvern a DRG is so much less. it wouldnt be able to do the dmg it does now and it would not be able to solo at all, let alone take care of itself or pt members while being /whm. Is that not being a pet needed to be able to play the job? If you enhance your wyvern and 2hr, your 2hr is so much better so... You are seriously about what you say? Then you dont understand the job DRG at all. perm.
While BST does have a questionable relationship with their pet, that is more on the side of how poor jug pet design is.
Except no respectable DRG would sub WHM for endgame content. Dragoons deal damage and they go into content ready to do that.Quote:
But if you strip off the wyvern a DRG is so much less. It wouldn't be able to do the damage it does now and it would not be able to solo at all, let alone take care of itself or pt members while being /WHM. Is that not being a pet needed to be able to play the job?
The main point is that the devs are giving scaling based on the master's stats to the job that least benefits from it, while other pet jobs with heavier reliance on their pets aside from soloing get more of the same (the wyvern being dead doesn't prevent the DRG from jumping, nor being able to use WS). This is in tandem with the possibility of them throwing in more Pet: Stat gear.
Which just greater enforces the need to directly adjust the pets...as in not binding it to gear.
Whether it's better to bind that to the players stats or directly adjust the pet's baseline states can be open to debate I guess. But the point is NOT requiring one to equip an item to make the pet scale to where it should be by default.
Well, SAM doesn't even notice that the enemies have increased evasion because Zanshin cancels it out. But Sam has always been SE's overpowered favorite child.
It is most definitely a pet job issue, though. The other jobs kind of suck so they bring a BRD, whose songs fix the problem. The songs that don't hit pets, and thus don't fix the problem for pet jobs.
Indeed. I've never been one for the "fix classes through gear" approach the developers took to since the TAU days. Pet design is clearly flawed and has been for years. A more in-depth fix is needed across all jobs, because even I realize that Pet: Stat gear is a band-aid the devs attempted to sneak in as a carrot on a stick for pet jobs.
*Ahem*
Let's take a look at the pet jobs and their pets, shall we?
Bst relies heavily on their pets. Bsts JAs are entirely pet-centric. The only non-pet focused JAs bst has are Feral Howl, Tame, and to a lesser extent, Charm, which can act like a ghetto-bind if the mob can't becharmed and you have no pet. Take away the pet, and you have a gimpy warrior who can't make use of war's strengths (berserk, aggressor, double attack, warcry, as well as retaliation and blood rage, and great axes), and DW at the same time, thus giving us a gimpy 1h axe war. Back when content was a bit more balanced as far as pets go, Bst damage was skewed about 40%:60% player:pet, depending on the pet and the situation. That's shifted now, but it's not hard to say that the pet is still a huge chunk of bst's damage, and without their pet, they're dead weight.
Smn, well... the fuck can smn do without the avatar? Bash crap with a stick in shitty mage-quality melee gear? woopdefuck. Blm can do that AND nuke.
Pup, originally, was sort of the reverse of bst, where the player is the dominant half of the pair, and the puppet supports them. Unlike bst, though, every single one of pup's JAs requires or relates directly to the puppet. If the puppet isn't there, all pup is is a weaker mnk with worse gear due to pup's awful gear selection (though this has improved substantially, we're still regularly left off of gear that every other melee job is on in favor of mage gear that we don't even have a use for.). In the olden days, the damage split was 60:40 player:pet for pup, again shifting depending on the puppet and the monster (ie: vs birds, sharpshot's piercing bonus made it a lot more even), but like bst, this has shifted, and now at best our puppet can maybe pull 70:30 in the right situation.
Now let's look at drg. What does the wyvern add to drg 99% of the time? A little bit more damage, a tp bonus on spirit/soul jump, and the occasional healing breath. What was drg's damage split way back? Oh yea, something like 90:10 player:pet. What is it now? more like 95:5. What can drg do without their wyvern? All of their jumps, with only the tp gain of spirit/soul jump suffering, as well as angon, and their silly anti-dragon shtick. Oh, and they're a 2h weapon user, and get some pretty amazing DD gear.
Drg without their wyvern is still Drg. Bst, Pup, and Smn without their pets? They're reduced to gimpy versions of whatever they have subbed. Sure, pup suffers the least from this, but even a pup will feel the loss of their automaton a lot more than a drg will notice the loss of their wyvern.
So yea, drg is the least pet-centric of the pet jobs, so the rest of us would appreciate if the devs focused on the pets of the jobs who need their pets to function, rather than the one who barely knows their pet is there.
This didn't occur to me til just now but with all the delve weps, etc. going on I realize nin spells are going to be even more worthless damage wise. I mean they were situational at best against mobs specifically with high pdt but now they are as useless as twilight scythe I would think. I mean at least blu has the spell dmg adjustment coming along but what do nins that want to branch out their job's capabilities have to do?
Delve screwed nin in so many ways its not even funny as other Dwielders have at least another option whilst nin is forced to use at best a skirmish wep offhand. I'm no main nin but seeing a job screwed in such a way makes me worry about what kinds of oversight is going on when making content and balancing jobs/battles.
Let me guess, you are complaining that there is no fracture boss katana yet, so you are forced to dual wield a delve katana with a delve dagger instead? Has it occurred to you that maybe said weapon will drop from one of the four remaining naakuals?
I was more upset about BST being able to dual wield two delve pet axes.. again. But then I realised the Alternator pisses all over those BST axes anyway :D (Then again, PUP can't use the Honed Tathlum AND Alternator, so I guess it all balanced out in the end.)
You missed the part about me not main nin. I have it leveled sure and some gear but the reason I'm not satisfied is because as a gamer I am not pleased to see a niche job lose part of its options and continue to be penalized for even having said weakened options once job adjustments comes around or when Devs have to consider gear for jobs.
Please Camate tell the person that makes these calls to quit their jobs... If they can't at least listen to their players feedback. Use a little logic please. Why not just add a merit job trait for pet jobs that fix the gap?
I swear my posts are getting deleted... As I sad... why not give a merit point Job Trait or just a lvl99 Job trait that fixes this issue? Fire the person responsible for these failure decision and hire someone that listen to their player base. This is business after all. I cant wait for the new FFXIV so I can quit this game once and for all. And hopefully the 3rd time is a charm on that game... it would look bad on Square ENIX IF It failed again... Just saying... Give us something good and we will shut up about it. GDI.
Just a thought, but what if existing animators could be augmented with exchangable augments, rather then entirely new animators? The augments would be exchangable via a NPC, similar to abyssea atmas and voidwatch atmacites, and upgradable similar to voidwatch atmacites. Unlocking augments would be done similar to unlocking attachments, via obtaining monster drops and crafted items and trading them to a NPC.
Is it possible to give Geomancers Enhancing Skill instead of enfeebling skill? In my experience with GEO it would be much more helpful.