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  1. #91
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Quote Originally Posted by Mefuki View Post
    Alrighty then, so how should they go about fixing this? What are some practical steps they could take?
    Give us some enfeebles that are worth a damn on endgame content. And then make the SP ignore immunity.
    (6)

  2. #92
    Player Mefuki's Avatar
    Join Date
    Aug 2011
    Posts
    224
    Character
    Mefuki
    World
    Fenrir
    Main Class
    BLU Lv 99
    Both excellent suggestions. I wish there was a way to summon our reps to certain topics. It'd be nice if Camate translated our more specific responses, the kind of feedback the devs seem to want.
    (0)

  3. #93
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    "Special" according to the Urban Dictionary

    * good special: unique, extraordinary
    * bad special: mentally not all together intact

    The devs are such jokers...

    Thank Altana it's only on the test server... PUP's SP is bad enough, but RDM's SP2 V2 is an utter joke...
    (1)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  4. #94
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Quote Originally Posted by Mefuki View Post
    Alrighty then, so how should they go about fixing this? What are some practical steps they could take?
    They go about fixing this by scrapping this abortion of an idea and going back to the drawing board.

    Take the previous SP ability idea, and apply 2x potency and 2x duration, like we kept telling them to.
    (4)

  5. #95
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Take the previous SP ability idea, and apply 2x potency and 2x duration, like we kept telling them to.
    We've been saying this over and over again. Where the F*CK did they get this sh!tty idea of a 10m JA from? Seriously even the JP's are insanely pissed right now.
    (4)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  6. #96
    Player Kitkat's Avatar
    Join Date
    Mar 2011
    Posts
    436
    Character
    Kaliyah
    World
    Fenrir
    Main Class
    BLU Lv 99
    I've already pointed out my response (which honestly at this point I believe is the truth; they are on drugs), but I share the same consensus about this ability. If we really wanted, let alone needed, something of this venue we could simply sub blm and get elemental seal since it does the same damn thing this ability does but is on a 10 min timer.

    Let's take a moment to look at rdm enfeebling, and better yet available gear options:
    Lvl99 cap: 424
    Merit cap: 16
    Total base: 440

    Head:
    Duelist's chapeau +2
    DEF:31 HP+20 MP+20 MND+5 Enfeebling magic skill +18 Adds "Refresh" effect
    or
    Estoqueur's Chappel +2
    DEF:31 MP+40 INT+8 MND+8 Magic Accuracy+7 Magic Atk. Bonus+7 Enfeebling magic casting time -12% Set: Augments "Composure"

    Hands:
    Estoqueur's gantherots +2
    DEF:22 MND+6 Magic Accuracy+7 Enfeebling magic skill +15 Enhances "Saboteur" effect Set: Augments "Composure"

    Body:
    Estoqueur's sayon +2
    DEF:52 INT+12 MND+12 Magic Accuracy+10 Adds "Refresh" effect Enhances enfeebling magic effect Set: Augments "Composure"

    Legs:
    Hidalgo Slops Rare
    DEF:44 MND+7 CHR+7 Enfeebling magic skill +10 Singing skill +5 Haste+2%
    Or
    Sweven Slacks +1
    DEF:41 INT+8 MND+8 Magic Accuracy+7 Magic critical hit rate +1%
    LV 96 WHM BLM RDM BRD SMN PUP SCH
    Or
    Menhit Slacks
    DEF:36 Magic Accuracy+7 Enfeebling magic skill +5 Enmity-6 MP recovered while healing +5

    Feet:
    Nares Clogs
    DEF:20 HP+3% MP+3% MND+8 CHR+8
    Magic Accuracy+7

    "Magic Attack Bonus"+7

    Main weapon:
    Chatoyant staff
    DMG:45 Delay:356 STR+5 DEX+5 VIT+5 AGI+5 INT+5 MND+5 CHR+5 All elemental resistances +20 "Cure" potency +10% MP recovered while healing +10 "Iridescence"
    Hidden:
    All elements: Magic Potency +15%
    All elements: Magic Accuracy +30
    All elements: Avatar and spirit perpetuation cost -3

    I don't know about SE, but it seems pretty apparent to me that the last thing any RDM needs is something to ensure 100% Macc on a spell that is governed by a Skill they have A+ skill, upwards of +30 skill more from gear and easily another +30 or more Macc on top of it to ensure a spell lands. What in gods name are the developers thinking with this two hour?!? If I want Elemental Seal I'll sub /blm and call it a day, if I want a two hour I want something that will be worth a 30min~1hour timer reset and dramatically improves an aspect of my job while in effect. At least with Chainspell I know I can toss spells out faster than any other job could dream of for ~60 seconds or until my MP runs out....With this new SP....I don't know wtf to do with this when I don't need it to begin with.

    Even looking at it from the aspect of stacking nothing but int/mnd to increase potency to cap...this ability last for 1 damn spell. Totally not worth the brain cell it killed to produce in the first place.
    (7)
    Last edited by Kitkat; 11-16-2012 at 10:31 PM.

  7. #97
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Kitkat View Post
    I don't know about SE, but it seems pretty apparent to me that the last thing any RDM needs is something to ensure 100% Macc on a spell that is governed by a Skill they have A+ skill, upwards of +30 skill more from gear and easily another +30 or more Macc on top of it to ensure a spell lands.
    Don't forget they added Immunobreak recently for stuff that still resists, and that most enfeebles of worth still won't land on an IMMUNE target.

    An ability that makes enfeebles 100% unresistable.. unless 100% resisted... garbage.
    (5)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  8. #98
    Player Kitkat's Avatar
    Join Date
    Mar 2011
    Posts
    436
    Character
    Kaliyah
    World
    Fenrir
    Main Class
    BLU Lv 99
    Immunobreak system is trash too as far as I'm concerned. No mob should be 100% immune to something if there is a system called "immunobreak" that lowers their resistance. They would have been better off giving rdm a passive trait that allows them to surpass enhanced immunity based on elemental resistance rather than adding this system since it still doesn't alter the fact you can just bring a whm or blm to toss out those same spells to initiate immunobreak (and honestly how many actually go as far as to do this, I've yet to see anyone working immunobreak on anything).

    They would have been better off calling it "Resistobreak" since it doesn't break immunity, it breaks down the mobs resistance. Big difference between Resistance and Immunity. One dictates that it may be hard to land, but will eventually land where as the other dictates that nothing you do will change the outcome. I remember there being content where a rdm could not only land, but could have higher potency than other mages and people actually cared about that. Now you have content where tossing out enfeebles in most cases is an absolute waste of time if not pointless cause it'll be resisted anyway.
    (3)

  9. #99
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    It also occurs to me that if we're going to get an enfeebling-oriented SP, it should also let the spell overwrite any existing status on the monster. I'd hate to go and use this piece of crap to try and proc Slow or something on a Voidwatch mob, only to have it have no effect because the BLU was trying to proc an earth weakness or whatever.

    But really, the overriding immunities is not optional for an ability like this. Seriously, do they think it will break the game in half if we can (shock! horror!) prevent one of their precious monsters from casting a couple of spells once per event? Oh no, a Legion mob lost a handful of attack rounds! Call the WAAAAAHmbulance!
    (1)

  10. #100
    Player Kitkat's Avatar
    Join Date
    Mar 2011
    Posts
    436
    Character
    Kaliyah
    World
    Fenrir
    Main Class
    BLU Lv 99
    So, according to the JP Community rep Oriole (click for link to post) which was translated by Slycer over at BG this is still a crappy SP, but they apparently have a master plan behind it:

    Regarding the New RDM SP Ability

    Thanks for your feedback. I'm going to respond to some of your opinions about the new RDM SP ability.

    Leviathan.Niuuu (JP Player, pix) said: »
    My only thoughts are on the RDM SP ability. Seriously, just one spell? It's like a crappy version of Elemental Seal. Enfeebling magic is weak as it is...maybe either allow for more casts in a shorter duration, or potentially to allow the spell to ignore monster immunity.
    Elemental Seal significantly increases magic hit rate, so it can still potentially be impacted by a very highly resistant monster. In the majority of situations where it is difficult to stick an enfeeble, it is because the monster is very highly resistant. In order to be able to stick the spell and ignore the resistance (bypassing Immunobreak), the new RDM SP ability can be used to give the debuff reliably.

    As far as immunity goes, we are planning on tuning each monster individually and getting rid of immunity as much as possible. In Voidwatch, Legion, and the Limbus/Einherjar high level expansions, immunities have already been reduced to almost none. We will continue to perform these adjustments to other monsters as well as in all new content.

    Regarding the suggestion to allow for spells over a duration instead of just one case, although we have not completely disregarded this option, we want to adjust very carefully as a monster could be quickly debuffed completely and then Stunned continuously for the remaining duration of the ability. We'd be grateful if you'd test out this ability first and then let us know how you feel about it. {{This just in: Stun has a recast timer unless you use Chainspell}}

    Also, about your opinion that the effects of enfeebling magic are too weak in the first place, we also want to give enfeebling magic a more noticeable effect and we would like to tackle this in the future as a separate issue.

    Phoenix.Ploplo (JP Player) said: »
    About the RDM SP ability - will it wear off if the target has total immunity to a spell you cast? That would be kinda dumb, although I guess it can be used to check if a target is immune first.
    When an enfeebling spell is resisted completely, the effect will not be lost and will be carried over to the next enfeebling spell. By the way, if a monster is fully resistant to something, the log will have a message that says the target "completely resists" the effect, so you can check this first.
    (2)

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