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  1. #271
    Community Rep Okipuit's Avatar
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    Apr 2012
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    285
    I'd like to respond to a couple of questions and feedback that were brought up regarding the battle system adjustments.

    Damage and Defense

    Right now, without damage reduction gear I am still taking roughly 800 damage or so in Legion from single hits. Using Last Resort or Berserk without any damage reduction gear and we are talking about eating nearly 1500 damage. Even with 50% damage reduction, that's still 750 damage, making it quite difficult to use Last Resort or Berserk. I don't want you to increase the damage cap any more from what it is currently. However, I do agree with adjustments that simply make it so the damage you receive is decreased significantly when you increase your defense.
    To briefly reiterate what was announced previously, we will be making adjustments so that:
    • The maximum value of damage received is increased higher than what it is currently.
    • It will be possible to reduce damage more than currently.

    We've also seen quite a lot of comments mentioning that backline jobs as well as lightly armored jobs would be affected negatively from the aforementioned defense adjustments.

    As a general direction on this issue, while the defense of heavy armor jobs and light armor jobs will not be the same, in order to prevent this from becoming too large of a disparity we will be making it so there will not be situations where a certain job is unable to rush in and attack.

    As was suggested in feedback, we will be looking into various ways to do this such as increasing the amount of light armor with damage reduction or increasing the amount of evasion gear.

    Hate Cap

    Please make sure to deal with the hate cap issue properly. I'd really like to see adjustments that make it so the hate cap cannot be reached easily or adjustments that make tank jobs function better as tanks.
    We plan on making adjustments to hate.

    Producer Matsui will be explaining further details to provide insight on the current situation and how things will be changed. We also received the below message from him as well:

    Quote Originally Posted by Akihiko_Matsui
    I'd like to take a moment to explain about the current calculation method as well, but I just need a little bit more time.
    Regarding Weapons

    I think that both one-handed and two-handed weapons need to be adjusted. Raising one-handed weapons up to the level of two-handed weapons is too simplistic of a solution, and comparatively the balance would be maintained through compensation via equipment.

    Current situation:
    Accuracy: One-handed weapons < Two-handed weapons
    Damage: One-handed weapons < Two-handed weapons

    Proposed adjustment:
    Accuracy: One-handed weapons > Two-handed weapons
    Damage: One-handed weapons < Two-handed weapons
    Please understand that the adjustments that we are currently looking into for weapon adjustments are not the end. We would like to have each weapon have their own special traits, and the adjustments will take place step by step.

    Finally, in regards to weapons that deal non-elemental damage, specifically the Twilight Scythe.

    The below is a simple compilation of the opinions we've seen on the forums:
    • Leaving it the way it is currently is fine
    • It needs to be adjusted
      • Leave the effect as it is and lower the damage value
      • Change it to the same effect as Murasamemaru (WS are non-elemental damage)
      • Increase the jobs that can equip it

    Due to the fact that adding more jobs to this weapon doesn't lend itself very well as a solution, I'd like to remove this as one of the options; however, we would like to hear everyone's opinions for and against adjustments to Twilight Scythe. We would like to proceed carefully with this, but please keep in mind that just because one opinion is greater in volume does not mean that we will base our decision solely on that.
    (10)

    Okipuit - Community Team

  2. #272
    Player Gannon's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    86
    Character
    Gannon
    World
    Quetzalcoatl
    Main Class
    DRK Lv 99
    I would say leave the Twilight Scythe as it is. It's damage is already lower than most of the newer scythes and the non-elemental damage is only on melee swings, so WSs are still normal slashing damage.
    (15)

  3. #273
    Player ThaiChi's Avatar
    Join Date
    Mar 2011
    Location
    Bastok//Quetzalcoatl
    Posts
    95
    Character
    Kelga
    World
    Quetzalcoatl
    Main Class
    NIN Lv 99
    In regards to the twilight scythe, why don't you guys just give us more weapons that provide this effect? Like previous hidden effect weapons that would deal a different type of damage. Bourdonasse being a blunt damage lance, Joyeuse being a piercing sword, etc. You can keep Murasamemaru rare because that effect only applies to weaponskills, while common weapons with non-elemental magic damage will provide us a rather favorable (imo) solution. Perhaps give them very nice and unique designs like Twilight Scythe?
    (6)
    NIN99 - Kannagi (80) 2-2-11 | (85) 2-9-11 | (90) 5-23-11
    SAM99 - Masamune (80) 6-10-11 | (85) 7-23-11 | (90) 9-18-11 | (95) 4-29-13
    - Yoichinoyumi (75) 8-27-13 | (80) | (85) | (90) | (95) | (99)
    DRG99 - Ryunohige (75) 1-12-13 | (80/85) 1-13-13 | (90/95) 1-14-13 (99) 1-19-13 (119) 1-5-14
    BLU99 - Almace (80) 4-5-12 | (85) 4-15-12

  4. #274
    Player Catmato's Avatar
    Join Date
    Mar 2011
    Posts
    1,080
    Character
    Catmato
    World
    Leviathan
    Main Class
    BST Lv 99
    Quote Originally Posted by Okipuit View Post
    Leaving it the way it is currently is fine
    This is the correct answer.

    Edit: Formatting
    (16)

  5. #275
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Okipuit View Post
    We've also seen quite a lot of comments mentioning that backline jobs as well as lightly armored jobs would be affected negatively from the aforementioned defense adjustments.

    As a general direction on this issue, while the defense of heavy armor jobs and light armor jobs will not be the same, in order to prevent this from becoming too large of a disparity we will be making it so there will not be situations where a certain job is unable to rush in and attack.

    As was suggested in feedback, we will be looking into various ways to do this such as increasing the amount of light armor with damage reduction or increasing the amount of evasion gear.
    This is a problem with backline jobs, especially if you happen to be a Tarutaru (actually Tarutaru has problems with any position they'd be taking damage).

    While having stuff like evasion being able to mitigate damage for lighter classes is a nice prospect, many backline jobs don't have great defensive stats.

    Some jobs have methods that are supposed to cope with this, such as essentially being able to participate in a battle from a safer, ranged position, such as Black Mages.

    Other jobs have to run in for various reasons however. While this risk is supposed to be part of playing the job, it will now be increased without having an increased payoff for increased risk.

    Bards, Corsairs, Scholars, White Mages, and eventually Geomancers having to run into combat to apply some buff run into this risk.

    One example that comes to me particularly is that of a White Mage, although this example may apply in some ways to other jobs. A few years back, the then dev team made comments about wanting White Mages to be encouraged to have more situations where it could stand in the fray. They added stuff like Afflatus Misery, Cura, Esuna, and Auspice.

    Since then, this has been pretty much ignored, and I feel that increase damage from standing in the fray will remove any long term occupation of the front line for White Mage permanently. Obviously, not every situation will be friendly to this play style, but the options for it are nearly non-existent. I think that intentionally standing in the fray, with relevant buffs or armor to indicate this, should be rewarded with its own set of trade offs, not just penalized.

    Finally, some time ago, White Mage had the option of a piece of armor called Divine Breastplate, opening up the possibility of the occasional, but decidedly rare piece of heavy armor for White Mage. This piece had more defense (50) then any other piece of armor in the game for years.

    The newest piece of rare heavy armor for White Mage is Sublime Breastplate, which has 60 DEF, which is even less then the Manteel body pieces (63) from Sea, and way less then other heavy armors (70-81). Maybe it won't be better then other heavy armors like back in the day (especially since it is doubtful that there will be a White Mage breastplate with the damage taken -11% of the 80 defense Laeradr Breastplate), but White Mage breastplate armors should give defense boosts competitive with other pieces of extremely heavy armors, especially considering how rare they are.

    Quote Originally Posted by Okipuit View Post
    Regarding Weapons

    I think that both one-handed and two-handed weapons need to be adjusted. Raising one-handed weapons up to the level of two-handed weapons is too simplistic of a solution, and comparatively the balance would be maintained through compensation via equipment.

    Current situation:
    Accuracy: One-handed weapons < Two-handed weapons
    Damage: One-handed weapons < Two-handed weapons

    Proposed adjustment:
    Accuracy: One-handed weapons > Two-handed weapons
    Damage: One-handed weapons < Two-handed weapons
    I'm not sure I'm understanding this correctly, but unless the ratio caps for attack are the same on both weapons, we will always have the problem that 1h weapons are inferior to 2h weapons in every situation found in a party.

    I think that having the maximum ratios be the same for both classes of weapon but have the base Accuracy and Attack calculations be different may be an acceptable way to have 1h and 2h weapons be different if that's the decided outcome.

    -

    Another issue is that Dual Wield lowers TP gain. This isn't an issue in low Haste environments since players using Dual Wield will be making a valid trade off, but in party fights with a full set of buffs the benefit of a higher attack speed is nullified and the drawback of lower TP gain remains.

    Due to this fact, there are situations where certain gear setups lead jobs known for the trait like Dancer to benefit from only wielding a weapon in one hand.

    Obviously, the attack speed bonus Dual Wield cannot be increased past the delay reduction cap, and having more then a certain amount of Dual Wield when there is sufficient Haste present will go mean the extra Dual Wield goes to waste. But having more Dual Wield then necessary should do nothing rather then lowering TP gain.

    Quote Originally Posted by Okipuit View Post
    Finally, in regards to weapons that deal non-elemental damage, specifically the Twilight Scythe.

    The below is a simple compilation of the opinions we've seen on the forums:
    • Leaving it the way it is currently is fine
    • It needs to be adjusted
      • Leave the effect as it is and lower the damage value
      • Change it to the same effect as Murasamemaru (WS are non-elemental damage)
      • Increase the jobs that can equip it
    On the Twilight Scythe, I haven't really heard any issues. But if there is an issue to be found, I'd say it is that magic damage aren't preferred over Dark Knight's melee attacks with the Twilight Scythe. This isn't the fault of the Twilight Scythe I think, but instead from magic damage sources being too weak even compared to a substandard melee weapon.

    I think the best solutions would either be to do the first or second of these, with the first being obviously preferable.
    • Ensure that the buffs to magic damage ensure that a decently geared and buffed player can always outdamage a decently geared Dark Knight with a Twilight Scythe without nerfing the Twilight Scythe.
    • Make mobs that are supposed to resist certain damage types actually take added damage from magic.

    Please continue with the adjustments to magic damage before even considering changes to the Twilight Scythe further.

    Another thing to do before changing the Twilight Scythe would be to better define why it is considered troublesome, with actual situations defined, so feedback can be given on these.
    (10)

  6. #276
    Player Xilk's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    733
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    I think the contast of acc and attack advantages between 1h and 2h weapons is an interesting idea. However, I also don't see how that would be different from players simply compensating w/ gear.

    As far as twilight scythe goes... I seems fine to leave it the way it is. It really doesn't seem like that big a deal. A Drk is gonna sacrifice damage (GS-REsolution and no WS's) to use it in niche situations.
    As a bst main, I'd LIKE it if bst could use it also :P WE really don't have any good scythes to use, and even though its our 2nd highest skill weapon, we have no good ws's or weapon options for it....

    I like it when some jobs even if they are better on a 1 hand or 2 hand would have an option for the other. Mnk can use staff if a situation called for it (though footwork probably better) and PLD though usually on sword/shield combo, can use GS.

    Its cool that bst has a 2h option, but that option is super weak...

    I got a bit side-tracked, but really I don't see a need to change twilight scythe... if anything, add it to war and bst.. but even that's not that big a deal.
    (8)
    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  7. #277
    Player
    Join Date
    Mar 2011
    Posts
    274
    Why is twilight scythe even being discussed lol? Is this a serious issue on the JP side or something? It's a completely useless weapon, unless you fail at stunning things like bulwark or gambit. If anything, it needs to be buffed so it's actually useful...
    (11)

  8. #278
    Player solidous's Avatar
    Join Date
    Mar 2011
    Location
    Sandy
    Posts
    15
    Character
    Solidous
    World
    Lakshmi
    Main Class
    DRK Lv 99
    Quote Originally Posted by Okipuit View Post
    I'd like to respond to a couple of questions and feedback that were brought up regarding the battle system adjustments.

    Damage and Defense



    To briefly reiterate what was announced previously, we will be making adjustments so that:[list][*]The maximum value of damage received is increased higher than what it is currently.
    So you are going to make it harder for me to participate in legion and Odin II on my main job DRK. Please don't do this I already get crap for being a Taru.
    (6)

    Apoc 99 Rag 99 Borealis Caladbolg Almace

  9. #279
    Player Zeroe's Avatar
    Join Date
    Mar 2011
    Posts
    159
    Character
    Zeroe
    World
    Bahamut
    Main Class
    DRK Lv 99
    Honestly don't even know why there bothering adjusting some of these. Twilight Scythe? Honestly? Fix Redemption! Would be nice if a weapon you work hard for, "Actually Does More Than Subpar!"

    Please explain to us why ignore defense weaponskills are being "ignored." In hardly any situation are they useful. Stop wasting time with adjustments like twilight scythe that don't even need adjusting.
    (8)

  10. #280
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    He's only repeating what the Dev's said to the JPs. The devs are pretty much only listening to the JPs now, can't blame them as they most likely don't speak English and can't read these forums directly. The CR's are just translators at this point in time.
    (2)
    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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