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  1. #161
    Player Damane's Avatar
    Join Date
    Mar 2011
    Posts
    715
    Character
    Damane
    World
    Phoenix
    Main Class
    DNC Lv 99
    Quote Originally Posted by Brolic View Post
    cor and rngs hardly need a fixing.
    I agree on the cor part, but disagree on the rng part. While yes RNG can do nice and good dmg, it could use a chunk on the damage department, while ALSO giving it a boost in the defense department with some abilitys (look at manawall for example). The only true glasscannon we have in FFXI atm is RNG. 1 Defensive move aint gonna hurt that job...
    (0)

  2. #162
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    As a result of trends on the test server as well as development and QA testing, we will be re-adjusting the critical hit rate from TP.
    • Ukko’s Fury
      TP100TP200TP300
      Pre-adjustment rate30%50%80%
      Current rate on test server15%25%40%
      Re-adjusted rate20%35%55%
      ※In exchange for slightly raising the critical hit rate with the re-adjustment, the two adjustments that were planned to take place along with this to enhance the effects of Double Attack and Critical Hit Bonus will both be put off for the time (Edited: 1/10/2012)
    • Victory Smite
      TP100TP200TP300
      Pre-adjustment rate15%30%60%
      Current rate on test server10%20%35%
      Re-adjusted rate10%25%45%
    We plan on implementing these changes to the test server at the end of next week. Please continue to let us know your feedback.
    (10)
    Devin "Camate" Casadey - Community Team

  3. #163
    Player Amador's Avatar
    Join Date
    Mar 2011
    Posts
    144
    Character
    Oscaramador
    World
    Asura
    Main Class
    DRG Lv 99
    I just read the JP Forum section which states:

    Ukko's Fury new numbers

    100=20% 200 = 35% 300 = 55%

    Victory Smite new numbers

    100 = 10% 200 = 25% 300 = 45%

    This is really dumb.

    Again why nerf it to begin with?

    Why belittle Victory Smite and leave that at 10% while raising Ukko's Fury to 20% at 100% TP?

    What is the thought process behind that?

    It doesn't seem like there is any. It seems like you're just appeasing the bigger crowd because they're mouthing and crying that they'll quit.

    Where's the SQ Dev Spine at? It doesn't seem like any of them have any.

    The fun part is, whenever Blood Rage is used guess what? They have that 85% Critical Hit Rate at 300% TP. Meaning, -WHAT CHANGED?-

    Through gear that's still 100% Critical Hit Rate in Voidwatch, Abyssea, Any and every event.

    What balance have you fixed? All the DEV team has managed to do is Humiliate their idea on balance. They've become a parody. Tanaka mainly.

    You went from putting Warrior on that Balance scale you wanted. To basically leaving it where it was, the only thing you're nerfing at this point is Blood Rage, which hurts the people who around the Warrior more so than the Warrior itself.

    Then the parody continues.

    Dev Team: Let's leave MNK at 10%.

    Why? If anything, more than Warrior they deserve to be at that 15% from the get go.

    What "feed back" is expected from the community? The Warrior community just got their bone back, they're now satisfied because the Dev Team has managed to turn from an actually balanced idea to a pointless, waste of time. Yet Again.

    That's right. A pointless waste of time.

    I don't know what's more aggravating. This sea saw game the DEVS are playing, or their lack of direct vision to the end result which they want. It seems like we're paying a pair of Silicon Valley Tech Students to make a game using RPG maker. It doesn't seem like this division can offer anything else at this point.

    To the Dev Team, and please forward this question(s).

    1: Do you have an end goal you are trying to reach with Final Fantasy 11?

    2: What does the DEV team have to offer the community of 11 players, to continue interest in the game besides pointless nerfs, and revamping of old areas?

    Back to Ukko's Fury and V. Smite.

    The adjustments you have made to Ukko's Fury are worthless. The only thing you're doing to Victory Smite, is making it weaker so people can think that the NEW worthless WS has some room of glory outside of PUP.

    The truth is you've gone ahead and hurt Victory Smite for no reason.

    I hope that the Dev team has something big in store for us. This is all just a joke at this point. Maybe they'll drag it out till April then say that it was what they considered an Early April fool's joke.

    tl;dr?

    I am disappointed in the DEV teams ability to propose new and and refreshing ideas, towards a positive goal. I am disappointed in their lack of consistency, lack of spine regarding decisions. I am tired of their single job targeting adjustments, nerfs, and buffs. I am tired of their ball passing on projects like Final Fantasy 11.

    I really wish someone was hired with enough insight, foresight and dedication to propose genuinely well thought plans and ideas.

    Go ahead, I challenge you to let your DEV team read this post, I challenge Mr. Tanaka to read it, I challenge any self-respecting leader of Final Fantasy 11 to give a straight answer or whatever answer they can come up with.
    (10)

  4. #164
    Player Anewie's Avatar
    Join Date
    Mar 2011
    Posts
    222
    Character
    Pigmoa
    World
    Asura
    Main Class
    WAR Lv 1
    Quote Originally Posted by Amador View Post
    I just read the JP Forum section which states:


    This is really dumb.

    Again why nerf it to begin with?
    (3)

  5. #165
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Anewie View Post
    here's a Picture of my Girlfriend
    Is that really the best gif you could come up with? Go Google some images or something. Try to keep your trolling entertaining at least.
    (3)

  6. #166
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,223
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    The Ukko's adjustments are a bit more reasonable now. Victory Smite however, is not. I don't see why it needed to be adjusted at all, but the minimum should still be 15%, or at least 12.5%.

    And why do we have to give up something else just to get a nerf be less of a nerf?
    (1)

  7. #167
    Player Amador's Avatar
    Join Date
    Mar 2011
    Posts
    144
    Character
    Oscaramador
    World
    Asura
    Main Class
    DRG Lv 99
    Quote Originally Posted by Alhanelem View Post
    The Ukko's adjustments are a bit more reasonable now. Victory Smite however, is not. I don't see why it needed to be adjusted at all, but the minimum should still be 15%, or at least 12.5%.

    And why do we have to give up something else just to get a nerf be less of a nerf?
    God, everytime you post. Non-sense. WHY 12.5%? What even makes that number process in your head?

    That you would even say that the Ukko's Fury adjustment is "More reasonable" is just so annoying. I'm with you on V.Smite, that makes sense at 15%.

    Ah man, Al. You make me laugh like no other galka man. Sport that pup hat. Wear it proud.
    (2)

  8. #168
    Player brayen's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    Smite:
    honestly smite seems fine with its initial value(at least at 100%) not sure why all this work over making it weaker when it is not that outrageously powerful to begin with. With the "re-adjusted" values i am vastly disappointed.

    Ukon's/war:
    the revised distribution on Ukon's seems ok(since the dev NEED this nerf for some reason) however i see no reason why that would affect the other adjustments planned
    (0)

  9. #169
    Player Feliciaa's Avatar
    Join Date
    Mar 2011
    Posts
    118
    Character
    Feliciaa
    World
    Phoenix
    Main Class
    RNG Lv 90
    The 10% Victory Smite is because Impetus adds 1% crit hit rate per hit. Plus if you have Tantra Cyclas +2 you also gain 1% crit hit dmg.
    (0)

  10. #170
    Player Amador's Avatar
    Join Date
    Mar 2011
    Posts
    144
    Character
    Oscaramador
    World
    Asura
    Main Class
    DRG Lv 99
    A 5% drop is worthless on 100% TP. IF anything look at the 300% TP Values.

    80% Crit Rate, 65% Crit Rate. Those value's were the only ones who actually needed the adjustment.

    As far as Ukon goes, the FIRST nerf Adjustments made it perfectly fine, this 2nd set makes it pointless to even nerf it at all.
    (0)

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