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  1. #31
    Player kingfury's Avatar
    Join Date
    Mar 2011
    Location
    Allegiance: Ancient Galkan Empire
    Posts
    1,308
    Character
    Kingfury
    World
    Valefor
    Main Class
    WAR Lv 99
    Quote Originally Posted by Camate View Post
    Warriors...you have my axe! Here is some feedback from the development team
    ------------------
    I had a feeling you were the kind of Moogle that wielded an axe! Good for you!! Moogles would look cooler than Gimli wielding an axe anywho lol.

    Quote Originally Posted by Camate View Post
    After reading over all of your suggestions, we are continuing to carefully examine this including stat changes and other abilities. Based on the WAR concept, please continue to give your feedback on what abilities you’d like to see and other ideas.
    ----------------------
    Will do ^^

    Quote Originally Posted by Camate View Post
    For break-type weapon skills the added effects are set as a percentage, so regardless of the level it is possible to expect a static effect. However, Full Break has been set to lower capabilities by a static value and as such at higher levels the effect can feel weak.
    We would like to make adjustments to this when we make revamps to weapon skills.
    ----------------------
    On the topic of suggestions for Break adjustments, here's a snippet from my Break WS thread:
    Quote Originally Posted by kingfury View Post
    Suggestions: The Solutions
    - Add new high level Job Traits that drastically enhance the potency of "Break" weapon skills.
    - Increase the damage and potency of Break weapon skills based on GA skill
    - Multiple uses of the same Break weapon skill (Shield, Armor, Weapon, Full Break) on a target could stack to increase the potency and duration. A maximum amount of uses could be determined.
    - Add a new GA weapon skill ("Skull Smash" or something) that drastically enhances the potency of Break weapon skills.

    The Dev Team has reworked major systems in this game based on player feedback that called for progressive change before. So again, to reiterate my point, at the base of what I'm proposing, I'm calling for action to rework a system that is causing up to four ws's(and potentially more enfeebling ws's outside of GA) to be considered useless by a LARGE number of players. That is a real problem, and such a problem deserves attention.

    Another possibility: Bolstering stats for party members
    -What if, after inflicting a set amount/percentage of a particular enfeeble at the point of striking a target with one of the 4 Break weaponskills, they then worked similar to how DNC's Steps function? For anyone that doesn't know about how Steps works:

    -"Steps are used to enfeeble an enemy, while at the same time generating the Finishing Moves required to perform Flourishes. The enfeebling effects produced by Steps can be stacked up to five times. The more times an effect is stacked, the more powerful it becomes."

    Perhaps directly after you use a Break weaponskill, Armor Break for instance, the more you land successful melee hits on the target the more bolstered your melee damage would become. The ws would still cause some damage upon using it, but after inflicting the initial enfeebling effect, it would have a "Bolstering of stats effect" so the concept of the enfeeble can become more apparent over time. It could still of course have a determined duration window of effect, but once it's effect duration has reached it's end and worn off the bolstered damage would also disappear. It could even have the "Defense down" effect animation added to each melee hit to the target similar to how most additional effect enfeebling weapons function. The same goes for the other corresponding ws's.

    So then, Shield break once landed on a high evasion monster would see a percentage drop to it's evasion and improve Accuracy to the players over the course of the user successfully landing hits on the target. So this would bolster +Accuracy per successful melee hit to all party members within the area of effect.

    -Weapon break once landed would see a percentage drop in Attack and improve -PDT% over the course of the user successfully landing hits on the target. So this would by effect bolster -PDT% per successful melee hit to all party members within the area of effect.

    -And full break would be a drop to all 3 attack, evasion, and defense at the point of using the ws, then bolster damage, -PDT, and Accuracy per each successful melee hit to the target to all party members within the area of effect.

    So perhaps you could still allow the current base enfeebles already in place with the ws's that are used to calculate set percentages upon 1st impact to remain, then allow the bolstering of stats effect to further make the idea noticeable for all party members. This would create a new and "VISIBLE" way for these ws's to function. Plus all the current battle code could remain untouched since the ws's would now in essence be more of a "Bolstering to stats" set of ws's based on the way they would enhance the enfeebling concept.

    -------------------------

    Quote Originally Posted by Camate View Post
    We will look into this for when we add new weapon skills. I wonder what kind of new effect it will be for a break-type weapon skill…
    --------------------
    If I could name two more, I would name them "Mental Break" and "Spirit Break".

    Mental Break & Spirit Break:
    Mental Break: Decreases a targets attack speed while increasing the users Critical Hit Rate. Effects can be bolstered and shared amongst party members according to the above suggested methods for Break WS's.
    Spirit Break:(This suggested effect comes from a poster within my Breaks WS thread named Byrth and I really agree with it, though he suggested the effect for Full break instead. His post)
    Quote Originally Posted by Byrth View Post
    Increased Magical Accuracy (In other words, this could also mean Lowers Magic Evasion if I'm not mistaken) (I would like to add to his suggestion Decreases Magic DEF).
    So the Break effect could be :
    -Lowers targets Magic evasion(or Magic DEF) while increasing the users Magic Accuracy. Effects can be bolstered and shared amongst party members according to the above suggested methods for Break WS's.


    Quote Originally Posted by Camate View Post
    From the start warriors are the best compared to other jobs at using a wide variety of weapons and we will be look into adding these.
    -----------------
    Thank you! More WS's to play with, «Yes, Please!». Doesn't have to be exactly like what's suggested here, but just to put it out there:

    Weapon Mastery:
    Weapon Mastery
    •WAR JA lvl 93+: "Weapon Mastery"
    Duration: *Edit* 2(maybe 3) successful (weapon skill hits target. If the ws misses the target, the weapon skill charge will not be consumed) weapon skill charges. The possibility of a 3rd weapon skill charge could be random similar to how Seigan + Third Eye works, but at least 2 charges will be guaranteed. An Icon displaying the active JA would disappear once the ws charges have been consumed. The 2-3 ws charges will remain active for up to 2 mins if not used before wearing off.

    Certain weapon skills, under certain conditions that are unlocked via this JA that are used for Red and Blue triggering on monsters inside Abyssea will cause them to not trigger for the WAR using this JA only.

    Description: “Weapon Mastery”- Temporarily allows a WAR the use of all standard
    weapon skills accociated with any weapon being wielded. This does not include quested weapon skills that have not been unlocked previously. If any quested weapon skill was unlocked before the use of Weapon Mastery, the job ability will display the weapon skill in the ability list.
    Detailed Description: Once used, the WAR will gain access to previously unlisted weapon skills for 2 mins. This will include job specific standard(or non quested) weapons skills such as Dancing Edge(THF and DNC specific) and Hexa Strike(WHM specific) and others like these. Access to these standard weapon skills, however, will be dependent on the current skill lvl possessed for that weapon. Weapon Mastery will not grant instant bonus skill lvls for a weapon, and thus only unlocks the appropriate weapon skill based on the skill lvls in question. If the WARs skill lvls in all weapons are capped at maximum, all standard weapon skills available for those skill lvls will become available. This also includes Ranged weapon skills like Sidewinder.


    Quote Originally Posted by Camate View Post
    Currently, balance wise, it’s pretty difficult to add defensive properties to warrior as they have a huge arsenal of attack abilities. It might be possible to look into some sort of attack/defense trade-off, but we do not have any concrete adjustment plans for defense only.
    -----------------
    Will take whatever you can give, but could I suggest the "Trade-off" involve sacrificing some of our TP for a bit of survivability in those tight spots & situations? It wouldn't be game breaking, just a nice high recast timer JA that we could rely on should we need a "last-ditch effort" time window of functionality. Unfortunately, Defender needs a lot of work in terms of saving us from punishment lol.

    Adrenaline Rush:
    • JA lvl 93 "Adrenaline Rush":
    -Sacrifices a fixed amount of TP upon taking damage each time for a short duration in exchange for a stoneskin-like effect.


    Thanks for listening Guys /
    (1)
    Last edited by kingfury; 09-16-2011 at 06:22 AM.

  2. #32
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    Join Date
    Mar 2011
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    206
    Quote Originally Posted by Leonlionheart View Post
    This is sarcasm, and is what we on the internet call "Butt-hurt Defense Mode."

    In light of some of the other jobs updates, WAR getting a very small feedback from the dev team should satisfy all the butt-hurt people.
    My WAR is pretty pimped out lol. I'd have to not play the job at all or dislike it to be butthurt. Truth is I enjoy playing the job, as I do others. Even if one's WAR is lv37 they could cap it within less than a month.

    Beefing up one job to be leagues ahead of others isn't fun.
    Its not good for the community.
    not good for the game.
    not good for SE.
    (0)

  3. #33
    Player Leonlionheart's Avatar
    Join Date
    Mar 2011
    Location
    Jeuno
    Posts
    1,769
    Character
    Leonlionheart
    World
    Asura
    Main Class
    WAR Lv 95
    Thus why WAR isn't getting anything (probably) 90~95.

    I have a feeling I'll be playing a lot more of DRK or SAM though...
    (0)

  4. #34
    Player kingfury's Avatar
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    Mar 2011
    Location
    Allegiance: Ancient Galkan Empire
    Posts
    1,308
    Character
    Kingfury
    World
    Valefor
    Main Class
    WAR Lv 99
    Quote Originally Posted by kingfury View Post
    ----------------
    Say'whatnow?!
    Staff the WAR way
    inb4 you holler about outside Aby dmg, it actually was damn near the same numbers. I'll post that link soon as well. This is using a Mekki Shakki Staff which only has DMG: 70 on it, so when WAR gets some new high lvl staffs to play with, I'll be sure to post some new numbers.

    Sorry for the horrible video capture... I'll try to fix that next time. ^^;
    -------------------
    Here's the outside Aby numbers video:
    Full Swings Outside Aby
    Hopefully the video is better than the last one ^^;
    (0)

  5. #35
    Player Glacont's Avatar
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    Aug 2011
    Location
    San d'Oria
    Posts
    88
    I like the idea of changing damage type on the fly. Perhaps You can make the timer 30 to 60 seconds. Another Critical Hit Trait would really enhance our Damge output. Also,... and I am not even sure this is legal, but a Warrior's version of "Hasso"

    Attack Speed, Crtical Hit, Strength

    One more thig. Please extend the time-up for Warcy & Bloodrage.

    edit: This comment above is rather narrow-mineded, since I am speaking from a Uko's point of view.
    (0)
    Last edited by Glacont; 08-27-2011 at 11:31 PM.

  6. #36
    Player GailC's Avatar
    Join Date
    Aug 2011
    Posts
    14
    Character
    Gailen
    World
    Bismarck
    Main Class
    WAR Lv 78
    I've seen people mention the "type-changing" /JA as pointless being that warriors can equip any weapon. Just to mention to those that don't know, there is a significant skill difference(+20pts) between weapons. Second, thematically a true warrior could manipulate his weapon whether axe or sword to do different damage. That is, a warrior could when not wanting to kill outright could hit their opponent with "the side of their blades". Piercing is a standard of fencing otherwise know as a lunge.
    Medieval fencing (with a great-sword) was a good example of what you're talking about, with maneuvers such as grabbing the blade of the sword (with an armored gauntlet of course or using a leather wrapping just above the hilt as a grip) and using the sword like a spear to drive an enemy through.

    However, I think the problem with changing damage types on the fly isn't that it wouldn't be useful or thematic, but that it seems to run counter to the original concept of Warrior as a walking arsenal, able to equip different weapons for different situations. If we can do any kind of damage we want with our Great Axe, there's really no point in having those other weaponskill except for staggering. I'd rather see an ability that makes weapons other than our highest rated ones better in the hands of a Warrior.
    (1)

  7. #37
    Player kingfury's Avatar
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    Mar 2011
    Location
    Allegiance: Ancient Galkan Empire
    Posts
    1,308
    Character
    Kingfury
    World
    Valefor
    Main Class
    WAR Lv 99
    A few simple request Devs... Enhancing Provoke with Merits and Introducing "Provokga":

    Provoke and Provokga
    • Provokga- An area of effect version of Provoke that is only unlocked via high level merits. The Merit system could be used to also increase the effect of the two Job abilities (Provoke and Provokga) in such a manner: Increase the amount of enmity gained upon use and adds the chance of intimidation on targets with each merited upgrade.
    • Provokga can have a slightly longer recast than Provoke.
    • Provokga can have the same range as spell versions of -ga (area of effect) spells.
    Provokga would help greatly at times when gathering enemies together for the use of Fell Cleave, and when multiple enemies are attacking weaker/vulnerable party members. Even while using Fell Cleave on multiple targets, there are times when the weapon skill can still miss one or more targets, allowing hate to be easily stolen by a WHM when attempting to cure the WAR. It can be very taxing (control wise) and cumbersome to try and target a single rouge target amongst a tight group of enemies in an effort to regain control with a single-target provoke. An area of effect "Provokga" would be a wonderful tool for keeping such incidents to a minimum.

    A new Job Ability called "Deter" that can be used while under the effect of Mighty Strikes:

    Deter(definition- discourage (someone) from doing something, typically by instilling doubt or fear of the consequences)
    • Deter- A high level Job Ability that once used will force a target to focus on the user for a short duration of time. Converts 10% of damage taken to TP.
    • Increased effects from merits could include: Raise damage conversion by 2% with each merited upgrade.
    This type of ability would fall under the "With great power comes great responsibility" category. In many ways it could mean certain death for an unprepared WAR that has insufficient support to back up results from using this Job ability. On the other hand, it could be a wonderful tool for saving the most vulnerable party member just long enough to regain order and stability over the fight to make that crucial difference.
    (0)
    Last edited by kingfury; 09-16-2011 at 03:24 AM.

  8. #38
    Player
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    Mar 2011
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    Windurst
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    Inb4 pld rage at Deter.

    Provokga is pretty useless imo, and outside of a hate reset(s) + immediate run away provoke is useless.
    (0)

  9. #39
    Player kingfury's Avatar
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    Mar 2011
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    Allegiance: Ancient Galkan Empire
    Posts
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    Character
    Kingfury
    World
    Valefor
    Main Class
    WAR Lv 99
    Quote Originally Posted by Neisan_Quetz View Post
    Inb4 pld rage at Deter.

    Provokga is pretty useless imo, and outside of a hate reset(s) + immediate run away provoke is useless.
    ----------------
    ^^ well at least Deter wouldn't be usable until a WAR popped their 2hr, so PLDs wouldn't /rage too often! lol I'm sure the Devs are working on making them good hate holders again.

    I would've agreed with you in regards to "Provokga being pretty useless" back before Fell Cleave existed in the game when we WARs weren't expected to murder hordes of monsters at one time, but now that doing just that has pretty much become a part of our everyday activities, I have to say it would be pretty awesome imo. Not to mention, it would be our long overdue 2nd tier to a JA that we've had since lvl 5

    Add some nice merited effects and potency to the mix, and boosh, good o'l hate control! Hate reset is the most annoying thing ever created in this game... even more than Tunga... which uses some form of strange hate reset mess... so, by that logic alone, Provoke will forever have a place in this game lol, though I'm sure some WHM's out there would support it for simpler reasons.
    (1)
    Last edited by kingfury; 09-16-2011 at 08:27 AM.

  10. #40
    Community Rep Camate's Avatar
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    Mar 2011
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    1,712
    We are planning to update the test server extremely soon and we will be releasing the exact schedule in the information section. Below is a planned adjustment for warrior:

    • Cap on the weapon skill damage increase effect from Restraint will be lowered

    Since this is an adjustment that will reduce damage output, we will proceed carefully and take our time to do this, more so than other job adjustments.
    (5)
    Devin "Camate" Casadey - Community Team

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