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  1. #71
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Perhaps they could fix it so that both Gravity 1+2 will land on HNM unresisted but with a bit shorter duration, say half of what it normally does - this will make both spells useful but not overpowering them to such extend. As for Spontaneity, it should be a 5 mnts JA not 10 mnts and should be meritable down to 3.5 mnts. They really need to actually do some works over there - we need some sort of a middle ground here. The new developers team seem to have no clue on what is good for the game and what the player base actually want - instead they keep doing what they think is best for them. Meaning do as little as possible and make sure the content is a hamster wheel grind of death that will last 3-5 years with only a handful of the player base able to complete it. Please bring back the previous group - the one who actually understand how to make a FUN ENJOYABLE contents.
    (0)

  2. #72
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    Neither spell landing on NMs is overpowered, seriously.
    (1)

  3. #73
    Player tyrantsyn's Avatar
    Join Date
    Sep 2011
    Location
    612 wharf ave next to the gentlemen's club.
    Posts
    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    You know I think it's kind of sad as a group we would be willling to take a compromise to this spell just to have it work at all. The spell is design with a purpose to slow down movement speed and lower the evasion of a mob. Separating the enfeebling stats or modifying it to work on end game challenge's just seem's like crap. We shouldn't have to take a nerf to a spell just to have it work correctly. And I think it's piss poor design on SE part to make every single NM boss since the level cap increase except for CC immune to the spell's effect's.

    RDM does not get big flashy spell's to throw around. What the job should have is a strong utility spell base, that do there job when used. Gravity I & II should be in this category. They shouldn't be something we never go too because since the level cap increase every single boss type NM that come's along is completely resistant to them.

    We all understand there's a fear of the overpowered RDM. But the current solution to keeping RDM from pulling off these super natural feats of the past, has left the job lackluster. I'm not saying it still doesn't hold some purpose in the rank's. But it's failing in it's own department of being a top tier en-feebler due to end game content immunity's. Immunity's like Gravity.
    (7)

  4. #74
    Player Mageoholic's Avatar
    Join Date
    Jul 2011
    Location
    Myself
    Posts
    239
    Why not just make Gravity a unique nuke. One that carries an enfeeble with it. If you are so worried about the -movement speed allowing players to kite mobs in circles scrap it an put a damage modifier in their. Have Gravity I be on par with the nukes in its level range (T2) and provide evasion down, and Gravity II be on par with the nukes in its range (T5's) with evasion down.

    Then carry this idea forward with other such lackluster enfeebles like Break.

    Elemental magic has damaging spells with enfeebles tied to them, why not have this work the other way as well?
    (2)
    There is no min only max. Or something like that.

  5. #75
    Player Manicora's Avatar
    Join Date
    Mar 2011
    Location
    Lev. Server
    Posts
    64
    Character
    Brotherhood
    World
    Leviathan
    Main Class
    WAR Lv 99
    VW T6 Got a few times over sold each no less than 500k no more than 750K and still have not used on my Rdm.
    (1)

  6. #76
    Player tyrantsyn's Avatar
    Join Date
    Sep 2011
    Location
    612 wharf ave next to the gentlemen's club.
    Posts
    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Kudos, since I posted on the 11th, Gravity II price's have drop to around 100k on quetz. Not that the 2 have anything to do with one another. I'm sure it has more to do with VWNM being spammed and most of the sucker's have been bled out and all that's left is the other half of the RDM's who refused to pay top gil for it.
    (0)

  7. #77
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    While this was communicated in the past, as a general direction for enfeebling magic adjustments as a whole (not limiting it to Gravity only), the development team is planning to make adjustments so it is more difficult for NMs and other high-level monsters to resist these spells.
    (13)
    Devin "Camate" Casadey - Community Team

  8. #78
    Player tyrantsyn's Avatar
    Join Date
    Sep 2011
    Location
    612 wharf ave next to the gentlemen's club.
    Posts
    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    kk............ Thank you Camate.
    (0)
    Last edited by tyrantsyn; 01-19-2012 at 08:04 AM.

  9. #79
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Camate View Post
    While this was communicated in the past, as a general direction for enfeebling magic adjustments as a whole (not limiting it to Gravity only), the development team is planning to make adjustments so it is more difficult for NMs and other high-level monsters to resist these spells.
    Many things have been communicated in the past and either haven't happened yet or were altered. Seeing as there have been no changes on the test server, we're looking at potentially 3~6 months before any changes to enfeebling magic happens.

    The Dev's didn't even acknowledge that Sab and Dia III don't work right together. Only the duration on the Dia line is extended, the effect is unaltered. I reported this as both a bug and here on this forum and nothing's been said from the Devs.
    (5)

  10. #80
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    Does it work with Dia II? If so is the defense down with Sabo+Dia II>Dia III? Maybe it's for balance purposes?
    (0)

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