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  1. #811
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Both DRK SP abilities are very lackluster and as it currently stands despite being on separate timers they can't even be used at the same time for dual benefit.

    Just as you cannot have multiple additional effects proc on a weapon HP drain + TP Drain is not possible (it also renders Endark useless).

    I really hope the new DRK ability will be revised. When every single one of these new SP abilities was pretty bad (save a couple) it seemed good by comparison, now it is very lackluster and not even compatible to be used at the same time.

    Blood weapon hardly qualifies as an SP as it is, Soul Enslavement is looking pretty grim.
    (1)
    Last edited by Urteil; 11-16-2012 at 09:09 PM.

  2. #812
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    The fact that RDM's SP2 is still subject to Half Resists adds insult to injury. Let's look at the benefit of RDM's enfeebles in endgame(Legion), assuming 100% chance of landing.

    Paralyze II -Paralyze doesn't block TP moves which is what cripples an alliance, not auto-attacks from the mob(which wouldn't be blocked anyway since auto-attacks are counted as frontal cone-aoe TP moves for most Legion mobs.

    Slow II - Damage incurred by players during Legion comes from big AoE Spells or TP moves, very rarely do players get hit directly for very much damage due to stuns/Perfect Defense. Even with those two abilities gone, TP attacks are what kills players for the most part.

    Poison II - Negligible if it lands, 10 damage/3 seconds is not worth wasting a 2hour on.

    Dia III/Bio III- Lands always anyway.

    Blind II- Accuracy isn't an issue since these NMs are such high level that decreasing their accuracy by 30-40 would barely make an impact in their hit rate. Also most NM's TP attacks are magical based, so Blind II does nothing against them.

    Addle- Addle has extremely high accuracy already and I've almost never seen it resisted. Additionally its usefulness is small as even with mobs that cast, they're often stunned anyway.

    Bind/Sleep/Sleep II/Gravity/Gravity II/Break/Silence - Worthless since 99% of NMs are immune.

    Am I missing any enfeebles? Basically we have a 2hr that gives us a 100% chance to land Paralyze/Slow/Blind/Addle/Poison(still subject to half-resists).

    Camate Wrote:
    you will be able to greatly impair and neutralize monsters.
    Neutralize: To put out of action or make incapable of action
    Please tell me how Slow/Paralyze/Poison/Blind 'greatly impairs and neutralizes monsters', unless we're talking about Even Matches or Decent Challenges, none of RDM's spells are capable of impairing anything. In fact the only spells that would actually neutralize or impair a monster would be spells that NMs are oft immune to i.e Break/Sleep/Bind/Silence/Gravity.
    (4)

  3. #813
    Player Calatilla's Avatar
    Join Date
    Aug 2011
    Posts
    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    You know how sometimes you get hit with a tp move that paralyzes you or a mob casts paralyze on you and all you see in the chat log is "player is paralyzed" until it either wears off or someone casts paralyna? That's what RDM`s new SP should add to enfeebles, increased potency so they actually do something.

    When a mob casts paralyze 1 on me I often can't do anything because it procs so much, when I cast paralyze II on a mob it does nothing. You seem to like the word Balance SE, try using some here.
    (1)

  4. #814
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Honestly, maxing enfeebling potency while still being able to land them on almost anything isn't that hard. You just make a MAcc magian staff and stack MND everywhere else. Even without that (using Chatoyant), I'm able to Blind non-immune Legion monsters on Scholar without even specifically gearing for it when I pull them.
    Soaring Dvergr - Resist
    Soaring Naraka - Immunobreak
    Veiled Ixion - Blinded x4
    Veiled Alicorn - Blinded
    Veiled Ironclad - Immunobreak x4
    Mired Mantis - Blinded x3
    Lofty Harpeia - Blinded
    Lofty Zilant - Immunobreak
    Veiled Sanguiptere - Immunobreak
    Veiled Gigaworm - Blinded
    Paramount Harpeia - Blinded, Resist
    Paramount Mantis - Blinded x2, Resist
    Paramount Naraka - Resist, Immunobreak

    If I had a real set / was on Red Mage, I'd doubtlessly see even fewer resists. So I don't know what monster SE is imagining that we need this SP ability for. Is it just for landing Paralyze on Ganaub? RDM's SP ability shouldn't be a substitute for a MAcc staff, let alone Elemental Seal.

    Slow is kind of useful against Legion monsters because it does delay their attack rounds, but I'm pretty sure Paralyze literally doesn't work on them. Like, you can Paralyze their magic but never their attacks.
    (2)

  5. #815
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    Most of these SP abilities just seem like they should have been regular 5-10min abilities learned by jobs 96-99, since many jobs actually gained no new job abilities,spells or traits after the last level cap. Like I'm fairly sure DRG gained no new JAs or traits after level 95.
    (1)

  6. #816
    Player
    Join Date
    Aug 2011
    Posts
    18
    if were gonna have an ability like this for rdm, why not add spells like embrava/kaustra that can only be used during it... like doom, terror, strong plague?
    (0)

  7. #817
    Player Calatilla's Avatar
    Join Date
    Aug 2011
    Posts
    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    Im not talking about making them land, im talking about them actually doing something, which 99% of the time they don't do anything for their whole duration, specifically paralyze.
    (0)

  8. #818
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    You know, a simple solution for RDM is to copy what they already did with Blue Mage. The new 2 hours will give them access to special spells, and all of them will have 100% accuracy to land. Plague, Terror, Reduce Mob Tp by 20%, etc... Make it so that it requires charges, meaning make 10 new spells available, but you can only choose 3 to use. So alliance will need at least 2-3 rdm to strategize. Half of those spells should be enfeeble or DoT based. The other half can be self enhanced or party buffs, which can be AOE using scholar abilities. Problem solved. Rdm suddenly is WANTED and must have for end game.
    (1)

  9. #819
    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
    Yea but the problem is if they work, there unbalanced. And if they don't work, their balance and useless.

    This new SP for RDM is a bad joke, we need enfeebling magic to work properly especially against mobs that it makes sense too. Not a SP that has a chance to get the job done if condition are met. We already have that on top of ton's of gear and A+ skill.
    (0)

  10. #820
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Happy Friday everyone!

    The new special abilities mentioned in my post from yesterday have been implemented on to the Test Server. In order to make it easier to test all of these new special abilities, we have set the cool down timers to 10 seconds. (However, since I’m sure you all would like to test out the new special ability for corsair, we left all of the original special ability cool down timers at 1 hour.)

    *Monk's new special ability effect duration has been set to 30 seconds, but we will be making changes and testing it with effect duration set to 60 seconds, 45 seconds, and 30 seconds, so there is a possibility that this time is adjusted.

    With that said please make sure to test it out as we would love to hear your feedback!

    Now then, I have a couple of responses in regards to feedback for the new special abilities announced for monk and red mage.

    First, I'd like to give a bit more of an explanation about the decision for monk, as there were comments floating around that the revamp special ability did not fit the original job concept. The counter effect for the new special ability, no matter how we adjusted it to deal with AoE attacks, we just couldn't solve the problem with the current battle specs, so we decided to change direction.

    There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)

    Next, on to red mage's new special ability, which is being heavily discussed.

    Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

    The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)

    There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.

    On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
    (8)
    Devin "Camate" Casadey - Community Team

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