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  1. #1
    Community Rep Bayohne's Avatar
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    Mar 2011
    Posts
    130
    Greetings,

    I understand your desire to see some updates to your favorite job, but I wanted to let you know that these latest rounds of adjustments were more focused on Group 2 merits and those that specifically had long re-use timers, and making adjustments to them beyond that. For our red mages, we're still planning the changes outlined in the [dev1093] Enfeebling Magic Resistance of Monsters and as soon as we have more to announce you can be sure we'll share it with you!
    (3)
    Matt "Bayohne" Hilton - Community Team

  2. #2
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Bayohne View Post
    more focused on Group 2 merits and those that specifically had long re-use timers
    I note that part of the changes seem to be making it so you can merit more widely with less penalty by changing the reuse timers. I think what people are asking for is for the Group 2 enfeebles for Red Mage to be changed to match this, for example, Dia III, Bio III, and Phalanx II could be changed from having its duration affected by merits, and where applicable the merits could be more focused on the actual effect.

    While I could be mistaken, I'm almost certain this is what many people are asking to have changed when speaking in regards to the merit categories in comparison to recent changes.
    (12)

  3. #3
    Player Zirael's Avatar
    Join Date
    Mar 2011
    Posts
    259
    Character
    Zirael
    World
    Ragnarok
    Main Class
    THF Lv 99
    Quote Originally Posted by Bayohne View Post
    Greetings,

    I understand your desire to see some updates to your favorite job, but I wanted to let you know that these latest rounds of adjustments were more focused on Group 2 merits and those that specifically had long re-use timers, and making adjustments to them beyond that. For our red mages, we're still planning the changes outlined in the [dev1093] Enfeebling Magic Resistance of Monsters and as soon as we have more to announce you can be sure we'll share it with you!
    These changes aren't directed towards RDM, but any mage job in general. A BLU or NIN will get more use out of it than RDM. Dia III can not be resisted as it is. Enfeebling magic landing or not landing does not make RDM desirable (or even tolerable) in end game events. You'd sooner take a Boost-STR, Embrava or Thundaja mage than lolRefresh II/Gravity II one.
    (9)
    Quote Originally Posted by SpankWustler View Post
    The Developer smiled and replied, "During the worst times, I was riding on your back and whipping you with a stick and laughing."
    Quote Originally Posted by Camate View Post
    [...]-Dipper Yuly, Faithful Falcorr
    ※These pets will have a base of Treasure Hunter I, but by using equipment that has “Pet: Treasure Hunter +” the effect will become stronger.
    Quote Originally Posted by Okipuit View Post
    [...] There was no promise to create gear that would counter the reduction of treasure hunter on beastmaster pets Dipper Yuly and Faithful Falcorr.

  4. #4
    Player Ladyofdragons's Avatar
    Join Date
    Mar 2011
    Location
    Windurst (Odin)
    Posts
    37
    Character
    Ladyofdragons
    World
    Odin
    Main Class
    RDM Lv 99
    Quote Originally Posted by Zirael View Post
    These changes aren't directed towards RDM, but any mage job in general. A BLU or NIN will get more use out of it than RDM. Dia III can not be resisted as it is. Enfeebling magic landing or not landing does not make RDM desirable (or even tolerable) in end game events. You'd sooner take a Boost-STR, Embrava or Thundaja mage than lolRefresh II/Gravity II one.
    Totally agree
    (3)

  5. #5
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    Quote Originally Posted by Bayohne View Post
    Greetings,

    Enfeebles, your jobs main magic proficiency, is still broke and we don't feel you deserve your Category 2 Merits adjusted like the rest of the jobs.

    P.S. RDM still gets no love.
    Loud and Clear.
    (8)
    I'm a RequieSCAT-MAN!

  6. #6
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Bayohne View Post
    Greetings,

    I understand your desire to see some updates to your favorite job, but I wanted to let you know that these latest rounds of adjustments were more focused on Group 2 merits and those that specifically had long re-use timers, and making adjustments to them beyond that. For our red mages, we're still planning the changes outlined in the [dev1093] Enfeebling Magic Resistance of Monsters and as soon as we have more to announce you can be sure we'll share it with you!
    Can you please bring this back to the devs. RDM's tier II merits DO NEED UPDATING. Specifically Dia / Bio / Phalanx II need their duration extended to max and have the rest do potency.

    Or just release them as scrolls and make the merits raise potency instead. There problem fixed.
    (7)

  7. #7
    Player Llana_Virren's Avatar
    Join Date
    Apr 2012
    Location
    Okinawa, Japan!!
    Posts
    491
    Character
    Llana
    World
    Lakshmi
    Main Class
    WHM Lv 99
    We're not bards...

    ...and because we're not Bards, our Enhancing spells should be predominantly self-cast.
    A merit-unlock JA that allows a self-cast to be targettable, and another merit-unlock that turns a self-cast to be AOE would be ideal.

    But of course, the only spells we currently have of use would be the En-spells and Temper. Temper should be the same category as Haste, imo. RDM can do many things... as long as the spells work, with self-cast only Buffs and Monster-immune debuffs... we're not really contributing in a meaningful way.

    Now... let me rant about Enfeebles....

    Let's say that Enfeebles fall under 2 types:
    "Type A" enfeebles have a variating potency (Paralyze, for example).
    "Type B" enfeebles have a static potency which will always take effect when they land (Silence, for example).

    Right now, just about ALL of our spells lean towards the "type B" variety, which is why SE has been handing out immunities like candy. It's difficult for me to realistically ask for more enfeebles when SE's choice of "balance" will be to make more NMs immune to those spells, rendering them pointless.

    My soluation? Give enfeebles a varient check... obviously you check for accuracy, but also check for potency and duration as separate measurements.

    For example:

    1. Check for Accuracy.
    Enfeebling Skill and dINT, with Magic Accuracy used after this formula as "icing on the cake" to ensure a spell lands. Similar to Bar-effect spells, a Mob's "resistence" to an effect would apply to the Accuracy of the spell only... if it lands, it checks for potency separately.

    2-A. Type "A" Enfeebles: Check for Potency.
    "Type A" enfeebles, which have varying potency, should have a static duration.
    Remove immunities for =most= NMs. Enfeebling Skill, dINT apply to this calculation. Although monster "resistences" calculate for accuracy only, potency would be calculated by additional factors and have a floor/roof potency value:
    Paralyze: 10~20% chance of action failure. Duration: 2min.
    Paralyze II: 15~50% chance of action failure. Duration: 2min.
    (If Paralyze(18%) is on target, and Paralyze II(15%) is cast, it will have no effect).

    2-B. Type "B" Enfeebles: Check for Duration.
    The other side of the "Potency coin". "Type B" enfeebles have a static potency and should have a varying duration:
    Silence: 5sec/90sec
    Silence II (imaginary): 15sec/2min

    Now, you may NEVER max your potency or duration, especially on an NM... but "some effect" is still better than "no effect"....
    (3)
    Last edited by Llana_Virren; 04-24-2012 at 12:12 PM.

  8. #8
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Bayohne View Post
    I understand your desire to see some updates to your favorite job,
    Favorite job? I don't think there's anyone left that would still called it their favorite job... favorite SUBJOB, sure.

    Unless ofcourse... perhaps when they are in a melancholic mood, thinking back of the times when the maximum level was still 75 and enfeebling skill still counted. When the difference between RDM and /RDM was beyond doubt, instead of negligable...
    (2)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  9. #9
    Player
    Join Date
    Mar 2011
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    1,003
    Quote Originally Posted by Kristal View Post
    Favorite job? I don't think there's anyone left that would still called it their favorite job... favorite SUBJOB, sure.
    (2)

  10. #10
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Kristal View Post
    Favorite job? I don't think there's anyone left that would still called it their favorite job... favorite SUBJOB, sure.

    Unless ofcourse... perhaps when they are in a melancholic mood, thinking back of the times when the maximum level was still 75 and enfeebling skill still counted. When the difference between RDM and /RDM was beyond doubt, instead of negligable...
    Disagree.

    It is still my favourite job, not being able to play it, or it having little to nothing unique to itself doesn't change that. It's my best geared job and my favourite to play as (even if it's only allowed solo now.)
    (5)

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