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  1. #841
    Player Arcon's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    The only relevant information I take away from all these posts is that I really do not want to be in Camate's shoes during these troubled times. Seriously, my condolences.
    (12)
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    FFXI: Leviathan > Arcon
    FFXIV: Selbina > Arcon Villiers

  2. #842
    Player Antanias's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    121
    Character
    Antanias
    World
    Valefor
    Main Class
    BLU Lv 99
    Quote Originally Posted by Arcon View Post
    The only relevant information I take away from all these posts is that I really do not want to be in Camate's shoes during these troubled times. Seriously, my condolences.
    They seem to give him and Okipuit the bad news more often (offers the community reps a fanataic's tonic)
    (5)
    "Tonight on the Vana'diel Report, a poor innocent player lost a valuable 10-15 seconds of their lives by reading Antanias's signature."

  3. #843
    Player Xikeroth's Avatar
    Join Date
    Mar 2011
    Posts
    66
    Character
    Xikeroth
    World
    Ragnarok
    Main Class
    NIN Lv 99
    Quote Originally Posted by Camate View Post
    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.
    Seriously?

    The only thing this PROVES is the FFXI development team has NO IDEA what it is doing with this game anymore and they completely gave up on even developing some jobs with their original intention in mind. Back when Red Mage was made in the 80s it filled quite a few roles quite well and this continued in multiple games. Now you're lucky to play like the original Red Mage that was created back then.

    I am going to make one thing very clear: This ability is a complete JOKE. Compared to the other abilities this one doesn't even suit the game anymore. I get that square enix gave up on giving this game any real job balance at all so they just decided to make everyone overpowered so no one cared anymore. Whatever, that's what the game turned into. It requires 75% less skill then pre-abyssea FFXI.

    It seems like SE is purposely trying to kill Red Mage as a whole I no longer see very much going in the direction of helping the job out. When you compare it to the other jobs RDM continues to get the shaft time and time again.

    Now I am a RDM fan, I love the job but its no longer worth playing. I stopped playing RDM in most situations because it has lost almost, if not ALL of its thunder that it had back when level 75 was the cap.

    Hows about an ability that expands how RDM can be played, Or maybe an ability that makes RDM able to contribute more to the group then cures enfeebs and maybe the occasional nuke.

    Most of us could come up with a better RDM ability on the toilet.

    One thing the dev team needs to realize... Tanaka's path was proven to be a bad path, i mean he ruined FFXIV and someone else has to save it, and fix his mistake. He ran FFXI for so long and never once tried to balance the game, or improve it to what the players wanted.

    Its time to listen to the community not shrug it off as nothing. Remember we are paying you. If you want to keep some of the people here that quit to play FFXIV then maybe you need to listen to the community for once.
    (10)
    SE needs to be more original with content, because spreading the same content and copying it everywhere isn't going to keep people playing for very long. STOP WITH WEAKNESS TARGETING! It is NOT that good of a concept!
    If you don't like what I say, that's fine, you don't have to. But don't think that I care if you agree with me or not. Soooo... if you don't like what I say, don't reply, and move on with your life

  4. #844
    Player Thore's Avatar
    Join Date
    Dec 2011
    Posts
    25
    Character
    Thore
    World
    Cerberus
    Main Class
    THF Lv 99
    Am I the only one thinking these new 2hrs are starting to be a lost cause?

    They've had to redo them how many times now? And they just keep getting worse and worse with each revision... (for the most part anyway)
    (6)

  5. #845
    Player Monchat's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    471
    Character
    Mdkuser
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    we can have a clear picture of what SoA's job's silly abilities will be lol.
    (0)
    Last edited by Monchat; 11-17-2012 at 07:30 PM.

  6. #846
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Arcon View Post
    The only relevant information I take away from all these posts is that I really do not want to be in Camate's shoes during these troubled times. Seriously, my condolences.
    I can just imagine Camate explaining his job to somebody after this week.

    "One group of crazy guys picks the craziest guy. He tells me something utterly insane. I tell this to an opposing group of crazy people, and it makes them really mad. The craziest person on that side writes me a novella about the efficacy of infanticide using a racist, haunted tank that can not be related back to anything sensible in modern society."
    (16)
    Last edited by SpankWustler; 11-17-2012 at 11:23 AM.

  7. #847
    Player Motenten's Avatar
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    Mar 2011
    Posts
    321
    Every once in a while, I wonder if Camate ever does really translate any of Spanky's posts. I just wish I could be in the room watching the devs when they read them.
    (12)

  8. #848
    Player Lienn's Avatar
    Join Date
    Jul 2012
    Posts
    26
    Character
    Lienn
    World
    Shiva
    Main Class
    PLD Lv 99
    Quote Originally Posted by Camate View Post
    Greetings!

    With this week’s Test Server update we will be implementing the new special abilities for monk, red mage, ninja, and corsair, so I would like to share with you each of the new effects!
    • Monk
      While the effect is active, your max HP will be doubled and upon activating the ability HP will be recovered for the amount that is added.
      • The effect will stack with items and other max HP enhancing effects.

      Since large problems were discovered through testing for the previous counter effect, we changed the effect while still keeping to the idea of a defensive ability, and made it so there is an HP increase effect to increase your endurance and deal with large damage.

    We are planning to add new special abilities for thief, paladin, and beastmaster during next week’s Test Server update.
    Since i didn't see ppl talking about new MNK 2hrs, lemme put a point that was overlooked:

    When you put double HP it will actually remove the sj restriction of souleater (5% of real HP with double HP = 10% real HP), causing the new "defensive special ability" to actually increase a lot MNK/DRK DPS due the current haste/doublt/triple/quadruple attack overflow. With a proper gear MNKs would beat 5k HP while this effect is up, reaching nearly the same amount of HP converted to damage a DRK with enhanced souleater can have.

    Also, think that if it stacks with other HP bonus effects it will also stack with mantra, generating another 40% of real HP (20% of doubled HP), making this ability a bit too powerful for an ability that will be usable every 1hr-30 min.

    If someone was going to receive this ability, it should be DRK, not MNK. ^^

    MNK one should be related to kick attacks...would be nice for a change. Maybe a progressive critical damage increase for every kick that lands and making kick attacks having 100% critical hit dor the duration of the effect...it would be like a mighty strikes for footworker MNKs.
    (4)

  9. #849
    Player Sargent's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    281
    Character
    Sargent
    World
    Leviathan
    Main Class
    SMN Lv 99
    Now... I don't play RDM, but for the love of god, change the SP ability to this:

    "Doubles the duration and potency of enhancing magic, and doubles the accuracy and duration of enfeebling magic." Lasts 60~90 seconds for as many spells as you want.

    Best of both worlds and a relevant SP ability.
    (10)
    SMN99/SAM99/DNC99/PLD99/THF99
    Summoning magic skill: 545
    Hvergelmir 90

  10. #850
    Player saevel's Avatar
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    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Sargent View Post
    Now... I don't play RDM, but for the love of god, change the SP ability to this:

    "Doubles the duration and potency of enhancing magic, and doubles the accuracy and duration of enfeebling magic." Lasts 60~90 seconds for as many spells as you want.

    Best of both worlds and a relevant SP ability.

    For the love of god we've been asking for this since they first announced it.

    How the F*CK does SE developers get the ideas they do. Are they snorting coke before coming to work?

    This is a serious question, when was the last time the FFXI development team was tested for drug use? Does SE Japan have a corporate policy regarding frequent drug testing of it's developers?
    (12)
    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.....

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