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  1. #251
    Player
    Join Date
    Jul 2012
    Posts
    131
    Quote Originally Posted by Camate View Post
    With these adjustments could you also make adjustments to weapon skills that have “defense ignored varies with TP”?
    Currently we do not have any plans to make adjustments to these kinds of weapon skills.
    This is displeasing. Quietus and Camlann's Torment are to remain among the worst of the Empyrian weapon skills until further notice.

    It is apparent the JP, EU and NA communities all consider weapon skills with "defense ignored varies with TP" as disappointing. Not recognizing this is a mistake in my opinion and as long as this ideology remains within the development crew, it leaves opportunities for future weapon skills to be added with this plague of an effect that is "amount of defense ignored varies with TP".
    (5)
    Tanama - Monstrosity Enthusiast

  2. #252
    Player Rezeak's Avatar
    Join Date
    Mar 2011
    Posts
    626
    Character
    Rezeak
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Why are we back at the point of the dev team ignoring us again or at least feeling like it?

    Jan felt like this.

    New Director : I'm sorry, I see alot of you feel we haven't been listening to you so I will take time to read the forums and i see you feel the game need readjusting so that's what we'll do ^^.

    Player base : \o/ FINNALY, THANK YOU!
    Later

    Dev Team: This is how we will readjust the game.

    Player base : Err, some of that ok but....

    Dev Team : This is how we will readjust the game! Oh here's some more bad ideas cause FFXI.

    Player base : /sigh

    (that's just how i felt it went)

    Honestly, though, I see better much more balanced ideas coming from the forums than the dev team.

    They are alot of long winded ways i could make this next point like paragraph on how making content that excludes people, by your own admission, is the only content in 1-3 months wll make the excluded people quit but it's much better said this way.

    If content is not
    1. Fun
    2. Accessible
    3. Doesn't take over a month and 20 hrs+ game time to get the item you want.

    Then your doing it wrong.

    As an example of accessiblity
    In Nyzle if you had pure AH gear then you should be able to get a peice of gear ever 10 runs on average ( 10 days per peice of gear is fine) as long as you know what to do.
    And ofc the better players will get it every 1-2 runs.
    (3)
    Main : 99 DRK
    Subs : 99 SMN COR SCH MELEEWHM
    Server : Ragnarök
    Relics : 95 Ragnarok and 95 Apoc
    Ironic that when i was young i never had enough video games but now i have too many and not enough time to play them .

  3. #253
    Player Cabalabob's Avatar
    Join Date
    Mar 2011
    Posts
    321
    Character
    Cabalabob
    World
    Phoenix
    Main Class
    SMN Lv 99
    This update has gotten more and more disappointing as the thread goes on..

    What seemed like an awesome new subjob option for 1 handers in the DRK last resort change turned into yet ANOTHER buff for SAM.

    The removal of level correction which was exciting for Everyone turned out to be monsters only so that's now just a buff for monsters.

    The pdif change in conjunction with the fact that level correction is still in play means that 1 handers are even more screwed than ever. Sure the ratio cap is being put at the same level as 2 handers but it's still gonna be impossible for 1 handed jobs like Thf or dnc to get anywhere near the cap with the monsters getting a better buff from their def.

    And BLU is just getting completely screwed, def raise just means they now need even more BLU skill which they have no place to get it from to compete with high level monsters where the level correction was already killing them.

    So what looked like a really promising update has turned out to be just a brainstorming session by the devs while
    Eating shrooms..

    The update to magic is a nice touch but other than that all these changes are a major let down.
    (8)
    Last edited by Cabalabob; 01-24-2013 at 11:47 AM.

  4. #254
    Player Asymptotic's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    656
    Character
    Sylow
    World
    Fenrir
    Main Class
    DNC Lv 99
    Quote Originally Posted by Rezeak View Post
    As an example of accessiblity
    In Nyzle if you had pure AH gear then you should be able to get a peice of gear ever 10 runs on average ( 10 days per peice of gear is fine) as long as you know what to do.
    And ofc the better players will get it every 1-2 runs.
    Okay, it's extremely easy to hit floor 80. So, you should currently be able to get a piece of F100 gear every 5 run once you understand the event.
    (0)

  5. #255
    Player Zeroe's Avatar
    Join Date
    Mar 2011
    Posts
    159
    Character
    Zeroe
    World
    Bahamut
    Main Class
    DRK Lv 99
    Currently we do not have any plans to make adjustments to these kinds of weapon skills.
    Are you serious? Honestly, does no one see how much these weaponskills suck? Man, I was debating leaving F11 for the new 14, but still had my doubts. Welp no longer! All I see is an indirect nerf to Drk to buff, wait for it...wait for it....SAM!!!
    to have no adjustments to the two worst emps, that have some of the worst trials by emp standards. THESE WEAPONSKILLS ARE TERRIBLE! Why can't your development team see that? So not only is my main job further trashed by nerf, then the defense adjustment making it harder for Drk to already survive, and not even adjusting these weaponskills that by far NEED ADJUSTING! It sickens me how ignorant the development team is to what the playerbase wants.

    Here is what you should be doing, so I'm not just ranting >.>
    1.) Drk is to OP? Its because of resolution. We never had any "balance issues" before this came along. Remove a hit and move on.
    2.) Seriously, adjust the Ignores Defense weaponskills. There all terrible. How is it my emp can only deal 3k INSIDE Abby, but a non emp greatsword can blast out 7ks? (Outside, lucky to even hit a 2k with swaps)
    3.) Remove Order lamp floors. Not a single part of "how fast can you guess the order" is skill. Just ignorant design that should be done away with.

    If this is any indication of how the future looks not only for my job, but for my weaponskill that's in need of a severely heavy rework, I'm done. This is not what we want.
    (7)

  6. #256
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    Quote Originally Posted by Prothscar View Post
    Is this implying that they're going to consider adding more to 1hs to increase power further, or limit the increase to 2.25 ratio cap by adding penalties to 1h weapons?



    I'd also put forth the following ideas for the Dev Team to go along with the blanket buffing of 1h weapons:

    Blue Mage - Blue Magic Attack will require some revisions if you're going to be increasing the Defense of monsters to compensate for the level correction changes. In fact, we need them now too! My proposed solutions are as follows:

    A) Allow blue magic attack to gain more from STR and skill, say double or +50% of what we get out of them now. Just add a *2 or a *1.5 to the end of the blue magic attack function (Blue Magic Skill + 8 + STR/2)*2

    B) Allow a portion of the main handed weapon's attack to contribute to blue magic attack as well, say 25~33%.

    One or the other would be sufficient in making blue magic usable on targets that are higher than 20 levels below the Blue Mage's level. Yeah, it's that bad. Please look into it.


    Beastmaster, Summoner, Puppetmaster, and Dragoon - Pet attack is pretty abysmal, and will also require some attention. I'd propose a similar change to suggestion B for blue magic attack:

    -Allow a portion of the master's attack and haste to affect their pet. Say 25~33% attack and 33~50% haste.

    For instance, the master has 600 attack and 25% haste, allow the pet to benefit from 150~198 of the master's attack and 8~13% of their haste. This solution wouldn't be overpowering and would serve to make pets more useful on the battlefield as offensive tools.

    ^ This...definitely!
    (5)

  7. #257
    Player Tamarsamar's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    305
    Character
    Tamarsamar
    World
    Carbuncle
    Main Class
    RDM Lv 95
    Repost from another thread, since it's arguably more relevant here:

    It's also worth noting that one-handed weapons are at yet another inherent disadvantage against two-handed weapons except at extremely low Delay values, since between 180 and 530 Delay TP returns per hit are calculated so that 100 TP is reached after roughly 60 seconds un-Hasted, but because higher delay/two-handed weapons tend to have higher DMG values, DPS balance tends to be distorted in favor of the weapon types that drop the bigger Weapon Skills. And of course, further exacerbating issues is, among other things, the whole Samurai job . . .
    (1)
    Quote Originally Posted by Ophannus View Post
    I love back in 2006 when they said Mythics would be the casual-player's alternative to Relic weapons.
    Quote Originally Posted by Armando
    No one at Square Enix has heard of Occam's Razor.
    FFXI Official Forums in a nutshell:

    Quote Originally Posted by saevel
    The stupid is strong here.

  8. #258
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Hmm sorta disappointing. Was hoping for some alternations to how LCF worked. It is nice that player defense LCF might be going away (monsters getting an attack boost if their higher then the player), that alone will make defense kinda important though PDT/MDT still rule.

    Making 1H and 2H Ratio caps the same won't change much, will make 1H slightly more viable in zergs or high buff situations. Making it so that 1H gets the same STR boost as 2H would help, or making is that the 15% predicted haste from LR is applied for 1H.
    (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.....

  9. #259
    Player Sasaraixx's Avatar
    Join Date
    Mar 2011
    Posts
    276
    Character
    Sasaraixx
    World
    Carbuncle
    Main Class
    SMN Lv 99
    There are a lot of concerns about these adjustments and it seems as if the dev team isn't hearing the community. I think we would all appreciate a response addressing some of these issues, particularly:

    1. Remaining gap between 1-handed vs 2-handed jobs even after the proposed adjustment
    2. The effect on blue magic (and it's weakness versus high level monsters)
    3. The impact of the change on pets
    4. The comparative weakness of defense ignored weapon skills.

    We really would like to hear from the dev team on these issues.
    (5)

  10. #260
    Player doctorugh's Avatar
    Join Date
    Nov 2011
    Posts
    50
    Character
    Doctorugh
    World
    Cerberus
    Main Class
    BLU Lv 99
    Quote Originally Posted by Prothscar View Post
    Is this implying that they're going to consider adding more to 1hs to increase power further, or limit the increase to 2.25 ratio cap by adding penalties to 1h weapons?



    I'd also put forth the following ideas for the Dev Team to go along with the blanket buffing of 1h weapons:

    Blue Mage - Blue Magic Attack will require some revisions if you're going to be increasing the Defense of monsters to compensate for the level correction changes. In fact, we need them now too! My proposed solutions are as follows:

    A) Allow blue magic attack to gain more from STR and skill, say double or +50% of what we get out of them now. Just add a *2 or a *1.5 to the end of the blue magic attack function (Blue Magic Skill + 8 + STR/2)*2

    B) Allow a portion of the main handed weapon's attack to contribute to blue magic attack as well, say 25~33%.

    One or the other would be sufficient in making blue magic usable on targets that are higher than 20 levels below the Blue Mage's level. Yeah, it's that bad. Please look into it.
    Its hard to say how exactly (how much) this will affect physical blue magic, but certainly it will need some sort of boost (x2 att might be too much, esp with no actual lvl correction). As an additional option if SE thinks the above options are too much of a stretch, I wouldnt mind a stance type JA that boosts blue att (50%?) while trading off for either less weapon att or magic damage.

    As a side note, was it ever mentioned if magical blue spells were getting adjusted similar to Black magic spells?
    (0)

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