What has to be adjusted is the kinds of mobs we fight. When mobs have -50% MDT and/or close to capped magic evasion, there is no reason to plan out single or double Dark/Light SCs even though you can do double damage if those SCs aren't resisted.
You can do things like make SC damage un-resistible, or do tons of extra damage, but honestly what would make the game a lot easier would be to stop giving every mob unreasonable amounts of magic defense. Mages only proc now, and that is pretty lackluster for a series that was built on magic and summoning. I agree that Mage Burning was just as bad as DPS Zerging, but excluding mages almost completely seems extremely foolish.
The middle ground approach would be to adjust SC damage somewhat so that it isn't completely nullified by mobs and also stop making such magic resistant mobs.
MB is a completely different issue even though it is obviously related. I would try to extend the window that MBs are available after a SC to a static amount instead of until next WS.
SC being bad is the reason people look for whatever is best at 100% TP. WSs like Spiral Hell that do increased damage on an exponential curve are perfect for closing SCs at 300% TP. But there is no reason for you to waste the time since you clearly could be spamming superior total damage WSs @ 100%TP because those WSs are new, shiny, and break the previous play style of the game.
I'm not saying that there shouldn't be good WSs at 100% TP, but I ask the question: Is there really a reason for TP to even go up to 300% anymore?


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