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  1. #1
    Player Madawc's Avatar
    Join Date
    Apr 2011
    Posts
    62
    Character
    Madawc
    World
    Quetzalcoatl
    Main Class
    DRK Lv 90
    Yes, you pop and and wait to get AoE'd. Or "tactically" use it faster then an enemy can WS you directly while tanking.

    Either way, it is a stupid way of implementing it. upto ~500 dmg you only get 13% dmg boost. You want atleast 20% for get that minute worthwhile. Should you lose 99% of your HP you are looking at +49% dmg for 1 minute.

    If SE had some brains they would make this a Job TRAIT which procs if you lose more then 50% of your HP. Like NINs Migawari: "severely damaging attacks."
    (6)

  2. #2
    Player Muras's Avatar
    Join Date
    Mar 2011
    Posts
    96
    Character
    Muras
    World
    Leviathan
    Main Class
    RUN Lv 99
    You know... I don't think I want this ability. I don't want to play DRK like this. Can't SE see that this is terrible? This isn't going to help anyone, the DRK or his party. If anything you'll see situations like this:

    *Mob begins casting Blizzaga IV*
    DRK: Ooooh!
    *DRK runs into range*
    *Everyone in range eats Blizzaga IV*
    Everyone else: Why didn't you stun that!?
    DRK: Pft, Scarlet Delirium of course! Derp.

    Of course, only terrible DRKs will do that. I myself on the other hand will just never use the stupid ability. I'm not going to endanger myself and possibly my party by purposely acting stupid and getting myself killed. SE is basically asking us to act like idiots with this ability.

    I dunno about other players, but I find it a little insulting that I'm being told I can't possibly be playing or doing it "right" because something is new and that it'll take me time to adjust to the effects. This game is 9 years old, and I've been playing since PC launch (October 30th 2003, says so right in my SE account for Rise of the Zilart pack). I also study game design and business in real life. I'm not trying to be elitist, but I'm trying to stress that I and many other players have enough experience to know when something isn't right. It only takes a little imagination to know exactly how to use something, especially in a 9 year old game. Mob AI isn't gonna suddenly change because of this ability. NIN isn't gonna tank any differently. WHMs aren't gonna heal any differently. It's easy to see exactly where this ability has it's uses, and it's not many.

    I just don't understand why I have to "risk" so much on DRK for something that isn't even mediocre. I hate this sacrifice and risk theme. DRK is supposed to be a job that's powerful and selfish, the total opposite of sacrifice. It's PLD that's supposed to be sacrificing itself for the well-being of his comrades. I don't think I care what the dev team says, they are wrong. Both in theory and in design. I'm not trying to insult them by saying that though, I have a great respect for them and what they've done... They've made a great game overall. But nobody is perfect, and in this case they're just dead wrong. Case in point: You know their vision of balance is off when they feel taking most or ALL our TP for an ability is a good thing, but if you go in the other direction and give a little TP (Like SCH's Adloquium) all the sudden it's a big problem.

    We have many DRKs trying to make it better, with so many great ideas. Even if the Dev team thinks something is overpowered, let's just TRY it in it's "overpowered" state on the test server and find out. That's what the darn thing is for isn't it? Let's try to start from the high end of things and tone it down IF it needs it, rather than starting from the bottom. We'll get better results that way.

    At this point it's obvious they're just being stubborn. And I know they ARE trying to listen at least. But please, can't they just give us the benefit of the doubt? I want them to take some of the ideas we've given, overpowered or not, and add them to the test server. Best case scenario is a community rep creates a thread asking for everyone to post fixes and they all come under review by the dev team, and they add them to the test server to see if they're really good ideas or not.

    I really believe we won't get any real results unless all us DRKs fight against this sacrifice and risk theme. We've had 15 levels of virtually nothing since 75, soon to be 20. After that, we have only 4 more levels to get something useful. Time is running out. If we want cool and useful stuff like what SAM is always getting, we gotta get rid of the sacrifice and risk theme. If DRK is at 0, and the buff is +1 and the sacrifice is a -1, what do you get? We're still at 0.
    (13)
    Last edited by Muras; 09-03-2011 at 09:27 AM.

  3. #3
    Player NeoLionheart's Avatar
    Join Date
    Mar 2011
    Posts
    52
    Character
    Leondimas
    World
    Lakshmi
    Main Class
    DRK Lv 99
    Quote Originally Posted by Muras View Post
    You know... I don't think I want this ability. I don't want to play DRK like this. Can't SE see that this is terrible? This isn't going to help anyone, the DRK or his party.....

    .....SE is basically asking us to act like idiots with this ability.

    .....I dunno about other players, but I find it a little insulting that I'm being told I can't possibly be playing or doing it "right" because something is new and that it'll take me time to adjust to the effects.

    ....I just don't understand why I have to "risk" so much on DRK for something that isn't even mediocre.

    .....We have many DRKs trying to make it better, with so many great ideas. Even if the Dev team thinks something is overpowered, [b]let's just TRY it in it's "overpowered" state on the test server and find out.

    At this point it's obvious they're just being stubborn. And I know they ARE trying to listen at least. But please, can't they just give us the benefit of the doubt? I want them to take some of the ideas we've given, overpowered or not, and add them to the test server. Best case scenario is a community rep creates a thread asking for everyone to post fixes and they all come under review by the dev team, and they add them to the test server to see if they're really good ideas or not.

    I really believe we won't get any real results unless all us DRKs fight against this sacrifice and risk theme. We've had 15 levels of virtually nothing since 75, soon to be 20. After that, we have only 4 more levels to get something useful. Time is running out. If we want cool and useful stuff like what SAM is always getting, we gotta get rid of the sacrifice and risk theme. If DRK is at 0, and the buff is +1 and the sacrifice is a -1, what do you get? We're still at 0.
    Couldn't of said it better myself, hit it right on the nose.
    (3)

  4. #4
    Player Muras's Avatar
    Join Date
    Mar 2011
    Posts
    96
    Character
    Muras
    World
    Leviathan
    Main Class
    RUN Lv 99
    Quote Originally Posted by Bayohne
    In many cases, dangerous special abilities and magic that are used by the opponent can be halted by Stun, but there are instances where Stun does not work or cannot be cast due to recast timers. There are also instances where players will have to take the damage from some attacks in order to stop more powerful attacks instead.
    I forgot to go into a little detail with this too. Yes, there're moves we can't stun. However, like in the past, our party will often ask melee to be outside of range and only to run in and WS in order to avoid those impossible to stun moves, because getting hit with those AoE is stupid. Just because we have incentive to now ignore this, doesn't mean we're going to do it. This will only hurt DRK. People will get the mindset that it'll be easier to just avoid bringing DRK altogether to make sure someone doesn't try to make use of Scarlet Delirium. Those WHMs will still have to suddenly cure someone they otherwise wouldn't need to cure, you know? MP is precious outside Abyssea. Nobody will enjoy healing me. My drains certainly won't help on "very strong opponents", either.
    (4)
    Last edited by Muras; 09-03-2011 at 10:51 AM.

  5. #5
    Player Atoreis's Avatar
    Join Date
    Aug 2011
    Posts
    151
    Character
    Atoreis
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Quote Originally Posted by Madawc View Post
    If SE had some brains they would make this a Job TRAIT which procs if you lose more then 50% of your HP. Like NINs Migawari: "severely damaging attacks."
    The way you writing this implying that Migawari is a job trait. I hope you know it's a spell that works for 1 attack and has a 2 min recast?

    My idea for Scarlet Delirium is to make absorb phase a 1 minute long and bonus phase should start exactly after absorb phase not after 1st attack you get. Bonus should be based on highest attack you got in the absorb phase so for example:

    1. you turn it on
    2. You get some hit for 20, 100, 30 ,50, 90 and 40 sec into absorb mode mob did some TP attack for 1000 damage.
    3. After 60 sec absorb mode it check highest recorded damage in this case 1000 and make a bonus based on that

    This or like someone wrote make the bonus phase 3min with absorb phase of 60 sec. For now this ability should be used just before some high damaging AoE or TP move so I have no idea why SE made it 3min absorb when they want us to use just before the attack lol. Seriously Camate please ask development team about this.
    (0)
    Last edited by Atoreis; 09-03-2011 at 05:41 PM.