Page 5 of 85 FirstFirst ... 3 4 5 6 7 15 55 ... LastLast
Results 41 to 50 of 847
  1. #41
    Player Malacite's Avatar
    Join Date
    Mar 2011
    Posts
    228
    WAR: Sounds good, they've actually done a very good job with WAR over-all now. The only thing it's really lacking is a half-decent ability to mitigate damage taken.

    MNK: Again, sounds like SE knows what they're doing. I would love to see an ability that allows us to AoE Chakra though, including the Regen effect for people with Invigorate merited.

    WHM: Still no way to remove Terror or Amnesia? Also, please for the love of God adjust barspells. The status resist spells in particular are border-line useless and almost never work against NMs.

    BLM: No word on Meteor yet?

    RDM: Sounds pretty good, would still like to see revisions done to it's melee capability though. Access to items like Loki's Kaftan & Oceleot gear (basically any melee gear BLU can also wear) and the inclusion of the EX weaponskills would be nice. A small boost to Sword & Elemental Magic Skill would also be appreciated. Even with all this, RDM would not replace front-line melee jobs, but it would at least be a viable option in the absence of one unlike the way it's been pretty much since launch.

    THF: No complaints here.

    PLD: How about a new sentinel-like ability that hampers enmity gain for party members (excluding the Paladin)? Since once you're at the enmity cap, there isn't much the PLD can do to save you. Also please consider making Sentinel last 3 minutes like you did with Last Resort for DRK.

    DRK: No, no, and just no. Sacrificing TP gain for more damage? We need new dark magic to inflict statuses like Terror and Plague - things that fit DRK thematically but are also practical. Insurgency should really be changed to a critical-hit weaponskill as well, as right now DRK lacks a truly heavy-hitting WS for the first time in ages.

    BST: Krabkatoa jug? Pretty please? :3 Seriously though, it'd be nice if we could actually play around with Charm again.

    BRD: All very good ideas, no complaints.

    RNG: It sounds like SE is finally getting the message - RNG doesn't need more damage, it can already dish out immense pain. The job needs to be able to fly under the radar and it sounds like we're finally getting that long-awaited fix.

    SAM: Still no critical WS hmm? Would it be asking too much to get maybe a new job ability to force our next WS to crit?

    NIN: I like what you're proposing, but the issue of Shuriken still needs to be addressed, as well as the lack of Jubaku & Dokumori: Ni. Will we ever see these spells? What about San level enfeebles?

    DRG: Again kinda hit or miss here. Our last Healing Breath, III, was gotten at level 40. We should be up to at least HB V by now. I'm very happy they're going to buff the wyvern, but I'd also like to see the breath damage bumped up from roughly 1/3 of WS damage to 1/2 (upon WS only, not Smiting Breath)

    SMN: Really guys? Cait Sith & Atomos? It's better than nothing, but I'm pretty sure I'm not the only one who was very much hoping for Bahamut & Phoenix, even as Astral-Flow only summons. Rebirth Flame in particular would add so much versatility to SMN, bringing everyone back into the fight to avoid a costly wipe with their 2 hour.

    BLU: SPIKE FLAIL!!!

    COR: 3 Rolls & Enhancing Phantom Roll? NICE! Just, please don't nerf Chaos Roll...

    PUP: Cool stuff, Valoredge frame could stand to be a bit more durable though? An increase to total elemental capacities would be very nice too so we can equip more of the fancier new parts.

    DNC: Really like what I'm seeing here, but can we not have the Triple Attack ability be a Flourish? DNC has too many to choose from as it is for powering up weaponskills since they all have shared timers.

    SCH: I fully support more SCH-only magic. Is there any chance of increasing Regain's potency though? At 1/tic it's hardly even worth casting. I would also very much like to see either new abilities or magic that allow a SCH to enhance their fellow mage's abilities - that is, if there's a WHM present the SCH can make them more efficient at healing, or increase a BLM's damage potential. SCH tends to work best in tandem with these jobs rather than as a replacement.
    (4)

  2. #42
    Player Deadvinta's Avatar
    Join Date
    Mar 2011
    Location
    Adoulin
    Posts
    154
    Really the only thing I was looking forward to them addressing was RDM's swordplay.


    Guess not.

    When is SE gonna learn that Bard doesn't need Fencer? RDM kind of does.


    Also, Striking Flourish is already stupid, don't make this Triple Attack one any worse.
    (2)

  3. #43
    Player Chamaan's Avatar
    Join Date
    Mar 2011
    Posts
    83
    Character
    Chamaan
    World
    Valefor
    Main Class
    PUP Lv 99
    Look, new attachments are fine, but we're already working with a very wide range of very useful attachments, in an incredibly restricted field. If you're going to keep using attachments as a way to get out of actually making changes to the puppets themselves (barrier module shouldn't be needed to make a puppet that's had a shield built in since day 1 use it) give us more freedom to choose what we want. Give us some more attachment slots, or raise the element capacity on each puppet so we can choose which element we want to focus in.

    And Warrior. More offense is good. But we're quickly ending up in the same boat as Rng in terms of paper defense vs big damage. Maybe something that greatly increases enmity, Retaliation rate and damage reduction in exchange for lowered swing speed. More retaliations would make up for slow swings long as we kept hate on ourselves.
    (2)

  4. #44
    Player Olor's Avatar
    Join Date
    Mar 2011
    Posts
    2,134
    Also....

    DO NOT: Make this odin-like ability require the use of call beast (especially with an expensive jug). I don't consider being asked to have no pet for up to 5 minutes so I can buff a party an increase in utility. If SE wants to do this, they either need to give us another way to call a pet other than jugs (see my request to have a free pet) - or they need to make this new ability usable while we have a pet out. I don't want to have to nuke my 14K dipper jug pet so I can use some lame ability (yes odin using the smn's two-hour is lame).

    Replacing familiar with a buff on a two hour timer would also be sucky. Don't do it.
    (1)

  5. #45
    Player Tsukino_Kaji's Avatar
    Join Date
    Mar 2011
    Posts
    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    I'll all for more steal.
    (1)

  6. #46
    Player Ziyyigo-Tipyigo's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,305
    Character
    Ziyyigotipyigo
    World
    Sylph
    Main Class
    PUP Lv 1
    Look, I think we're missing something here. Take the manifesto in its entirety. Look at the pictures.

    These adjustments and changes are intend to balance out players who each already have two or three empyrean weapons to their name. They're not for the masses.

    If you can't manage at least one empyrean weapon, these aren't intended for you. Go level a useful job, n00b.
    (0)

  7. #47
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    :[ I was going to post something about emo DRKs being more emo, but I couldn't think of anything clever.

    QQ
    (2)

  8. #48
    Player Karinya_of_Carbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    66
    Character
    Karinya
    World
    Carbuncle
    Main Class
    RDM Lv 90
    Quote Originally Posted by Deadvinta View Post
    Really the only thing I was looking forward to them addressing was RDM's swordplay.
    Is this a joke? RDM does have a big problem right now, but lolmelee isn't it. RDM was never intended to be a primarily melee oriented job at high levels and there's no reason to expect that to change.

    The primary problem RDM faces in level 90 content is that RDM (and SCH) is no longer a useful healer! The game has been reduced to only one viable healer job and SE shows no indication of whether they even intended that to be the case. For both RDM and SCH, not a good enough healer + bad selection of yellow procs = unwanted job. Their unique spells are insignificant, or at least unappreciated.

    Maybe, if the post-90 endgame doesn't have the enormous HP pools of abyssea, Cure IV will stop being junk, but even so, the fact that you have the same top heal as a BLM or BRD doesn't exactly inspire confidence.

    There's no discussion (explicitly at least) of whether SE wants any job other than WHM to be able to heal effectively, or what plans they have to make that possible again at higher levels the way it was at 75.
    (1)

  9. #49
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Quote Originally Posted by Ziyyigo-Tipyigo View Post
    Look, I think we're missing something here. Take the manifesto in its entirety. Look at the pictures.

    These adjustments and changes are intend to balance out players who each already have two or three empyrean weapons to their name. They're not for the masses.

    If you can't manage at least one empyrean weapon, these aren't intended for you. Go level a useful job, n00b.
    In that case these job adjustments are for the severely mentally handicapped, as there is NO SITUATION where you should be using 5/5 AF3+2 for anything on any job other than MNK, BLM, and SMN.
    (1)

  10. #50
    Player Insaniac's Avatar
    Join Date
    Mar 2011
    Posts
    1,003
    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    Quote Originally Posted by Byrth View Post
    Every other Flourish category has 3 members, and it makes a lot of sense to me at least to put a DA force and a TA force in the same category as they're pretty similar abilities. It is isn't like you can both DA and TA on your next hit anyway, and the two current flourishes in Flourishes III are mutually exclusive (don't stack with each other or, oddly, sneak attack).
    I follow your logic but wouldn't that make the DA flourish pointless? I know you can enhance it with gear but is that gonna make it useable over a forced triple attack? I'm not trying to argue I'm just actually curious since I'm not a DNC expert.
    (0)

Page 5 of 85 FirstFirst ... 3 4 5 6 7 15 55 ... LastLast

Tags for this Thread