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  1. #1
    Player Tamarsamar's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    305
    Character
    Tamarsamar
    World
    Carbuncle
    Main Class
    RDM Lv 95
    Re: Sunrider

    I am in agreement with about 95% of what you say, but I do feel that Enspells II only applying on the first hit is actually a blessing in disguise, particularly in this day and age of powerful effects such as Haste Samba, or Additional Effect: TP Drain. Because (somewhat unfortunately, in my opinion) any serious front line Red Mage will be Dual Wielding, if you still want your pretty elemental damage effect (with lowered elemental resistance!), but don't want to gimp yourself by missing out on these effects (since Enspell will override them), you can very well have your cake and eat it too, thanks to the magic of Enspell II. All the better for Temper to compound these bonuses, too.

    I will agree that damage calculated on each hit instead of on casting is a huge blunder, though, and particularly after what they did to fix Scholar's Accession-Enspell (which was more of an insult to Summoners than Red Mages, IMO).

    If I were to design a set of Enspells III, they'd have the following properties:

    -Damage calculated on cast instead of on hit
    -Activates on only the first hit of each attack round
    -Start at double Enspell damage, gradually increasing attack speed with each successive activation, eventually capping at, say, 10% magical Haste
    -I guess keep the lowered elemental resistance effect, too, as that's actually kind of cool
    (5)
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    Quote Originally Posted by Armando
    No one at Square Enix has heard of Occam's Razor.
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    Quote Originally Posted by saevel
    The stupid is strong here.

  2. #2
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Quote Originally Posted by Tamarsamar View Post
    Re: Sunrider

    I am in agreement with about 95% of what you say, but I do feel that Enspells II only applying on the first hit is actually a blessing in disguise, particularly in this day and age of powerful effects such as Haste Samba, or Additional Effect: TP Drain. Because (somewhat unfortunately, in my opinion) any serious front line Red Mage will be Dual Wielding, if you still want your pretty elemental damage effect (with lowered elemental resistance!), but don't want to gimp yourself by missing out on these effects (since Enspell will override them), you can very well have your cake and eat it too, thanks to the magic of Enspell II. All the better for Temper to compound these bonuses, too.

    I will agree that damage calculated on each hit instead of on casting is a huge blunder, though, and particularly after what they did to fix Scholar's Accession-Enspell (which was more of an insult to Summoners than Red Mages, IMO).

    If I were to design a set of Enspells III, they'd have the following properties:

    -Damage calculated on cast instead of on hit
    -Activates on only the first hit of each attack round
    -Start at double Enspell damage, gradually increasing attack speed with each successive activation, eventually capping at, say, 10% magical Haste
    -I guess keep the lowered elemental resistance effect, too, as that's actually kind of cool
    The manner in which tier 2 En-spell damage is calculated makes it largely impractical, and thus they don't see much use anyways. So any Red Mage using En-spells are likely using tier 1, and overwriting/being overwritten by the Dancer's Sambas regardless.

    If cooperating with a Dancer or Dancer sub is really that big a deal, I'd prefer to see Samba effects were reprogrammed, such that they co-exist with En-spell effects, rather than overwrite.
    (6)

  3. #3
    Player Keyera's Avatar
    Join Date
    Mar 2011
    Location
    America :O, Bastok <3, YellowCrows (FTW!)
    Posts
    1
    Character
    Keyera
    World
    Shiva
    Main Class
    SAM Lv 99
    I'd like to see some changes in the auto-translate stuff, if at all possible.
    Readjusting the effects of some weapons and attributes for some weaponskills would be great.
    Change the enmity system so tanks are actually tanks.
    Somehow make levels 30~75 somewhat of a challenge again, so new players actually learn how to play the game.
    (1)