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  1. #381
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    Mar 2011
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    New BLU 2hr could benefit from a fulltime "Diffusion" effect during its duration that allows Harden Shell and Pyric Bulwark to become AoE for the party and a massively potent accuracy bonus for spells should be added so we don't have our physical spells 'miss' and fail to take effect on difficult mobs.
    (2)

  2. #382
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Hey SE can you please discuss drk, the drk community would love to hear your vision for the job class, and how you intend both 2hrs to function. As of right now drk's new 2hr is a embarrassment and does not provide the power I believe you intended it to have. Sam old 2hr is so much better than drk's new 2hr. With the 2hr activated we have to land 2-3 attacks to gain one ws is laughable when a sam goes from 0 to 300tp instantly. Furthermore, sam get to do 3 ws with there 2hr no matter what, while drk struggles to get anything close to 3 ws. lastly If the mob has no tp to drain the ability is almost useless. What the rational behind drk's new 2hr? Which one is our zerg 2hr? Or do we even have a zerg 2hr?

    Having a tp drain on melee attacks as a 2hr is so underwhemming, what made you think of that?? Its a cheap version of Meikyo Shisui without the instantaneous power
    (2)

  3. #383
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    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    Quote Originally Posted by Cljader1 View Post
    Hey SE can you please discuss drk, the drk community would love to hear your vision for the job class, and how you intend both 2hrs to function. As of right now drk's new 2hr is a embarrassment and does not provide the power I believe you intended it to have. Sam old 2hr is so much better than drk's new 2hr. With the 2hr activated we have to land 2-3 attacks to gain one ws is laughable when a sam goes from 0 to 300tp instantly. Furthermore, sam get to do 3 ws with there 2hr no matter what, while drk struggles to get anything close to 3 ws. lastly If the mob has no tp to drain the ability is almost useless. What the rational behind drk's new 2hr? Which one is our zerg 2hr? Or do we even have a zerg 2hr?

    Having a tp drain on melee attacks as a 2hr is so underwhemming, what made you think of that?? Its a cheap version of Meikyo Shisui without the instantaneous power
    The HP one sucks, only a counter balance for Souleater which is your real power, or at least was when it was good. TP one is good, it locks the enemy down by draining its TP and making it your own, effectively removing your enemy from being able to use their TP dependant attacks while giving you the power to destroy your enemies. This is even more improved by the fact everything is now a zerg, which means mobs are getting tons of TP, and you are draining even more of it off the mobs for you to use in your zerg.
    (2)

  4. #384
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    Dec 2011
    Posts
    53
    i have to agree that dnc 2h seems like a poor sam 2h.

    also, why reduce the duration when you put another limit to 3 uses ?
    that's just telling us "burn it like a sam" while it could have a little more strategic use given the chance to see how the fight goes.
    you can't even use flourishes 1 without wasting at least a third of it.

    if you want theses new 2h to be on par with the old... i'd say you better improve some of the old 2h instead of making some of the new as bad.
    (4)

  5. #385
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Demon6324236 View Post
    The HP one sucks, only a counter balance for Souleater which is your real power, or at least was when it was good. TP one is good, it locks the enemy down by draining its TP and making it your own, effectively removing your enemy from being able to use their TP dependant attacks while giving you the power to destroy your enemies. This is even more improved by the fact everything is now a zerg, which means mobs are getting tons of TP, and you are draining even more of it off the mobs for you to use in your zerg.
    Without ws's there is no zerg, waiting 2-3 attack rounds for a ws during a 30 second 2hr is hardly a zerg, and lord forbid if you miss. 30 seconds is to short, duration should be longer, and there should be no penalty for souleater while the 2hr is active
    (1)
    Last edited by Cljader1; 08-23-2012 at 06:52 PM.

  6. #386
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Calysto View Post
    i have to agree that dnc 2h seems like a poor sam 2h.

    also, why reduce the duration when you put another limit to 3 uses ?
    that's just telling us "burn it like a sam" while it could have a little more strategic use given the chance to see how the fight goes.
    you can't even use flourishes 1 without wasting at least a third of it.

    if you want theses new 2h to be on par with the old... i'd say you better improve some of the old 2h instead of making some of the new as bad.
    At least you dont have to drain your flourishes from the mob, because is dnc was treated like the bastard child that is drk you'll pull your hair out.
    (0)

  7. #387
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Twilight Scythe > War new 2hr
    (2)

  8. #388
    Player Sunrider's Avatar
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    Jun 2012
    Location
    California
    Posts
    138
    Quote Originally Posted by FrankReynolds View Post
    It is what it is guy. You can tell everyone your a ballerina if you want, but that doesn't mean your gonna be in the next presentation of the nut cracker.

    It doesn't matter what the devs say a job is supposed to be. It only matters what the job can do well. You can say red mage shouldn't be an enfeebler, but that's not gonna make them a DD or an enhancer, or whatever else you wish it was.
    First off, a ballerina may not perform in the Nut Craker, but that doesn't make her any less a ballerina.

    I'm not disputing what the players push onto a job, what I'm saying is that whatever the players want to believe, the mechanics are more honest--I'm not even talking about what I wish it was, I'm simply looking at what's always been there.

    An example would be pre-Aht Urgan exp parties--everyone was hard up to spend ten minutes at a time taking out IT+ mobs, it was a while before someone had the bright idea to chain T-VTs for lower but faster exp at greater net gains. The mechanics were always available to net better exp on weaker mobs, even if we ignored it.

    I'll put it this way: you can use the end of a screwdriver to hammer nails, and if its your heart's desire you can hammer stuff with that screwdriver butt all day long... but in the end, its just not a very good hammer. You can call RDM an enfeebler all you want, but that still doesn't change the fact that--given it's tools and comparing jobs with similar, exclusive, or even superior tools--RDM is and always was a mediocre enfeebler. Now, that doesn't stop anyone from using it to enfeeble exclusively; I'm simply saying that was never what the class was suited for, that's just not it's specialty. And--given that RDM was never particularly designed to be a superior enfeebler, adding that it was never intended or advertised to be--then its as absurd and unproductive to beg for enfeebling updates as it has been to beg for AoE powers.

    And for the record, RDM's enhancing powers have always been head and shoulders above it's enfeebling capabilities, otherwise it wouldn't be so famous for it's survivability.
    (1)
    Last edited by Sunrider; 08-23-2012 at 08:24 PM.

  9. #389
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    Aug 2011
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    1,749
    Quote Originally Posted by Okipuit View Post
    The new 2-hours were developed based on the idea that they would share the existing 2-hour ability's recast timer and players would be selecting which ability to use based on the situation. Instead of these being a higher-tier or universal abilities that can be used for any situation, they are abilities that are designed to be used for specialized conditions.
    This is definitely apparent with the better of the new abilities, but some of them just lack potency or are based on situations that never arise. I'll give three specific examples.

    The Good: Bard - Good concept and good execution! While melee damage being favored over magic damage make this new ability very situational, it does exactly what it is meant to do.

    This ability tears the magic defense and resistance of monsters apart in a situation where Soul Voice would have...uh...added a few more INT to people one at a time? This is a good situational ability.

    The Bad: Warrior - A good concept that ends up being less potent than a current option. Unless the new ability affects weapon-skill damage, it will be worse than Mighty Strikes + Tomahawk for all situations.

    Literally the only time this new ability would pull ahead is if a Warrior made the horrible decision of using Ukko's Fury (Raging Rush) instead of Upheaval (King's Justice) while Mighty Strikes was active in that situation. Please, don't balance new abilities around people doing something horribly wrong.

    The Ugly: Beastmaster - Something in the concept itself is flawed. Beastmaster is already a defensive powerhouse and doesn't need a defensive ability that sacrifices the pet.

    A level 86 sheep that costs me less than 1,000 gil could probably survive Vana'diel's equivalent of full-on nuclear war if my little tarubroro were hiding in a safe spot with Pet: -% Damage Taken stuff on, and that sheep would still have the energy to attempt to mate with a nearby Carbuncle and re-populate the earth. Other stuff is even heartier than that!

    Beastmaster doesn't need more defense in any sense, much less defense that requires giving up its best defense even for a moment. Giving up the pet for a large amount of damage over a short time would be a much better pet-sacrifice concept.
    (8)
    Last edited by SpankWustler; 08-24-2012 at 02:01 AM. Reason: Unko's Fury would be...um...a very different attack.

  10. #390
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    Mar 2011
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    Quote Originally Posted by Cljader1 View Post
    Without ws's there is no zerg, waiting 2-3 attack rounds for a ws during a 30 second 2hr is hardly a zerg, and lord forbid if you miss. 30 seconds is to short, duration should be longer, and there should be no penalty for souleater while the 2hr is active
    You miss the point. Right now if you do Legion or ADL you want Perfect Defense because you want to survive TP attacks they throw at you along with normal hits. A DRK with this ability can put a lock down on a mobs TP, and make their own zerging power faster & more deadly with it. Normally while zerging ADL your waiting 4~5 hits for your WS, then you bust it out, and ADL uses his moves too which includes Tera Slash. Use this 2-hour, and now your WSing every 2~3 hits, without the fear of that Tera Slash coming down and instantly killing people. The same goes for Legion mobs which have this kind of thing going for them, it allows you to put a stop to them TPing and instead boost your own TP from it, allowing you to do more damage, and them to do less. The duration does suck but the ability in itself is very sound!
    (2)

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