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Originally Posted by
saevel
Which was patched in an emergency maintenance shortly thereafter. It's been how many months now? Torbillion has never had high magic accuracy on production server, if SE wanted it then they would of already.
Just because SE can fix a problem, that doesn't mean they do immediately. The Salvage bans (Roughly a yr before action) and recent locking nerfs should sufficiently indicate that. Furthermore, they may not understand what causes the deficiency either. Recall that Meeble Burrow's glitch took weeks before they could patch the random crashes.
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On the development server I can give myself 300,000,000 gil, I can't do that on the production server, so obviously there is a big where the moogle isn't offering me that option.
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If the battle mechanics (i.e. those not related to issues of access and acquisition) are different, then players cannot feasibly test features of the game.
Show me how acquiring 100mil from the server doesn't constitute acquisition and does constitute a battle mechanic.
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Torbillion / BC (and others) low potency and / or accuracy isn't a glitch or a bug, it's intentional or as the Dev's used to say "Working as Intended".
Where did they state this? Or is this more Ms.Cleo talk you're offering?
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And seriously LULZ at your BST argument. The pet has to get TP first and won't be alive long enough on any content where you'd actually use the 33% def down effects. BLU on the other hand can do that once per 5min. Is a 25% def down / 25% attack down effect not good enough for you?
Any well constructed group and half-decent BST can manage to keep the pet up and have enough TP to perform said TP move. The fact that you think otherwise indicates that you play the respective class poorly or play with a poorly constructed group.
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Originally Posted by
Llana_Virren
The problem is that the "purposes" were few, if ever used. We're talking about when most (read as:virtually all) melees were /nin dual wielders, especially WAR/nin. By the time the already-quick-casting Diaga went off, the shadows were already gone.
Your server either sponsored terrible Ballista matches or you never paid attention. The purpose of diaga is to enable close-range attacks on a distant foe without wasting attack rounds. Shadows don't just drop by themselves and dual-wielding only offers two reliable attacks. When the opponent sports 3-4 shadows, quick means of removal (Diaga and Poisonga) are optimal. The more you linger within enemy territory, the more opportunity you create for gate-breach.
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Perhaps your experiences were a little worse for wear but aside from finishing CoP missions we didn't linger around the Empties.
I mean this as respectfully as I can, but the only purpose for ballista is to waste peoples time, so... quoting that will in my mind totally negate any argument... unless the argument was to kill ballista.
Ballista was popular for end game players because of the limited EG opportunities. Between Dynamis, Sky, and Ground Kings, the only one without an exaggerated wait was sky. Even that had limitations with respect to NM respawns. Aside from meriting, Ballista was one of the few alternatives for players that didn't require a dedicated large-scale group.
Ballista defense aside, you only managed to engage two out of five points. I'll take your silence as admission that said applications were relevant.
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I said this quite some posts ago... the test server is to test things, so the mechanics and attributes of things are changed and are not true to the live servers. And adjustments made to one do not inherently have to be applied to the other.
If the purpose is to test content, then mirroring the battle mechanics best contributes to said tests. If SE gives us Abyssea level stats to test content, then the results are quite meaningless if said stats don't replicate on the real server.
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For example, you could enhance Berserk on the test server to be a 50% bonus to ATK. Does that mean the live server is wrong? No. Adjustments made to the test server are made to either a) see how it affects current content and playstyle based on recorded experience, or b) prepare the test server for newer content and test for balancing... for all you know other BLU spells maybe be weakened on the live server (but not on the test server) if it is found to be the best way to "balance" some new content.
This ignores a critical component about the test server: The test server often updates to match the real server's battle mechanics post-update. Remember when Meteor was cast without ES? That feature is no longer present. However, these magic accuracy deficiencies have persisted over multiple update.
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BLU is weak in some areas, sure. Some spells just don't "make sense." But not every spell needs to be relevant or keep its relevance in end-game content. As a (former-) RDM, I say make Paralyze, Slow, Blind, Bind, Gravity, Addle and others relevant before even thinking about touching BLU spells. BLUs are already one of, if not the most versatile, survivable and powerful jobs in the game. The entire premise behind this thread has been how to make BLU more powerful and not a single whimper has been made about what you would be willing to give up for it.
This is all irrelevant since the issue transcends BLU in particular. Take a look at these weapon skills:
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-Tachi: Ageha (Add. effect: Defense down)
-Metatron Torment (Add. effect: Defense down)
-Onslaught (Add. effect: Accuracy down)
-Full Break (Add. effect: Accuracy, Attack, Defense, and Evasion down)
-Armor Break (Add. effect: Defense down)
-Shell Crusher (Add. effect: Defense down)
-Randgrith (Add. effect: Evasion down)
-Nightmare Scythe (Add. effect: Blind)
-Skullbreaker (Add. effect: INT down)
Three of them are relic weapon skills and none of them apply solely to BLU. So if the issue you pose is "But they would be overpowered!", then you're lacking the keen observation skills necessary to see that this applies to classes other than BLU. You also lack the observation skills necessary to see that an ability being glitched is independent of whether the applying class is overpowered. A DRK being overpowered within a zerg situation doesn't mean RCB giving an attack penalty isn't a glitch. Neither does BLU being "overpowered" outside of a zerg situation mean floored magic accuracy discrepancies aren't a glitches either.