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  1. #31
    Player
    Join Date
    Mar 2011
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    Ru'Lude Gardens!
    Posts
    4,310
    Yeah, Chocoburger.

    Quote Originally Posted by Mefuki View Post
    We never should have complained about RDM's original SP2 then, I guess. It would have been better to have just gone with that. Even then, I don't think anyone complained about just scraping it, we just wanted tweaks.
    Exactly, that's the primary issue I have with this entire thing. Everyone on the forums basically agreed on the fact that the original idea held a ton of promise but it was just to short and to weak, it only lasted a minute, which was hardly enough time to fully buff, and it did not buff the effects enough, which could have easily been improved without breaking the game. But rather than actually adjusting like they did with most, they flat out changed it, and afterward, we pointed out the flaws, said it was bad, we all said we wanted the other one back with the changes we asked for, but nothing. Now, a long time has passed, yet still, no change, instead, they continue to try to justify it to us.

    There MUST be some reason why they think Stymie is worth the recast and limitations.
    I think their reason is they fail to understand just how unneeded it is, and how little we actually use Enfeebles for their full effects. I can say I Paralyze Tojil, its hard, but I do it, I resist a few times for Immunobreaks, I throw down Saboteur, put on my potency gear and +2 hands, and throw it at him, it doesn't do anything really, it stops a few attacks here and there, but I don't use it for Paralyze, I use it for when Silence wears, so he doesn't get off a quick Diaga III or Sleepga while I am casting Silence again, and incase Silence gets its rare resist in. But the thing is, Silence is really the only Enfeeble I cast on Tojil besides Dia, everything else is either pointless because it does nothing, or it helps a little, but has such a small impact it doesn't matter if I do or not. The same goes for most fights in Adoulin. Paralyze has a minor effect in the overall battle, its mostly just a safeguard for me if anything, slow is pointless like poison, bind, sleep, break, and all of those other enfeebles, only really Paralyze, Silence, and Dia are of any use to me generally. So to me, I think its more that they just overestimate its use, and the overall use of Enfeebling Magic as a whole.

    Maybe they're planning for the future of MAcc? Maybe they're tooling around with new enfeebles?
    Both of these to me are a bad idea for so many reasons. Firstly, I hope RDM gets more Magic Accuracy than this, possibly a better staff, or some way to match the staff in Magic Accuracy, in which case it is harder to account for the future, unless they plan to make NMs so resistant that it requires this to land our spells. Secondly, its because it assumes that new spells would have such a use that it be worth this kind of timer in the first place, because unless they are spell which are so overpowered that they should be near impossible to land otherwise, such as Amnesia, I can not see them ever being worth an hour wait time.
    (3)

  2. #32
    Player Byrth's Avatar
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    Mar 2011
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    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Okay, so the first batch of SP abilities was a mixed bag. Some of them suck (Mijin Gakure, Perfect Dodge, Azure Lore, etc.) and some of them are awesome (like Mighty Strikes). A few of them have even been adjusted (Tabula Rasa, Eagle Eye Shot, etc.) However, I'm not really expecting this second batch of SP abilities to be any better on average despite the fact that we've given feedback directly related to them. They did try to incorporate some suggestions, which got a major rework of the original abilities (some for the better and some for the worse) and that got us a new mixed bag. Some of the new ones are terrible (like RDM's, even the old 1.5x enhancing potency one was better) and some are good (Brazen Rush is just another thing for WARs to stack during a zerg). I'll be looking forward to using Grand Pas on DNC once every hour, as it's infinitely better than my original SP ability, Trance.


    The real question I have is: Why did it take so many months to walk them from the test server to the real server? You're implementing essentially the same SP2s that were on the test server months and months ago. Why the heck did it take so long if you weren't cooking up a third mixed bag?

    Don't get me wrong. I don't think that making a third set of SP2s would be any more successful than your first two attempts. This isn't because I think it is impossible to design good SP2s, but after ~60 tries you've got about a 50% success rate and seem somewhat unable to identify which SPs need to be changed. I just feel that the sane position with the available evidence is acceptance rather than demanding the unlikely, which is probably the conclusion that you reached as well (hence the release), so why did it take so long?
    (11)

  3. #33
    Player Mefuki's Avatar
    Join Date
    Aug 2011
    Posts
    224
    Character
    Mefuki
    World
    Fenrir
    Main Class
    BLU Lv 99
    Actually it wasn't even Stoneskin.

    Absorbs the pet and recovers both HP and removes status ailments. Also, the player will receive a Reraise effect.
    (0)

  4. #34
    Player dasva's Avatar
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    Jul 2012
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    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Babekeke View Post
    At least they gave a reason for RDM, regardless of how bad that reason was. Being able to dispel Kurma's def boost once per run is terribad. But at least they think it is acceptable and they're sticking to it.
    I'd disagree since the reason is either a flat out lie made up to make us feel better or made by people who have absolutely no understanding on how the game works thinking they do know better than the people actually playing it.

    As far as Kurma I was landing dispel without ES at about 50% rate before the ilvl update if I had a geo. And since it only takes 45 macc to go from 50% to capped at 95% the ilvl update has made it so I have capped hit rate without a geo. On top of that they are saying it's for with ES which gives so much macc that people haven't been really able to test it. Basically their reasoning comes down to some kind of mythical mob that is so strong it has about twice the meva as any mob in the game but is weak enough where landing 1 enfeeble once will be a game changer when nothing else will land on it including stuns. Combine with the fact that current enfeebles rdm has are too weak and have been gimped so that they aren't worthwhile enough against mobs to justify bringing a rdm 99.9% of the time. I mean none of the enhance enfeeble nor saboteur works with dia which might actually be good if it did. Saboteur is gimped against nms despite the fact that a fully geared and merited saboteur slow II from a rdm is still less slow than a naked lvl 59 brd

    And the biggest slap in the face is the blm sp2 does the same thing... except it does it for all types of magic AND for a duration instead of 1 spell AND lower enmity. And if you scroll back a bit to when they were talking about them previously like a year or so back you will see it's supposed to be comparable to elemental seal except for 60 seconds I think?

    Though I must say the fact that they actually took into concern something as minor problem as tp feed of ninjas sp2 while at the same time completely ignoring the major flaws of rdm is also a solid slap. It's like closing your window from the rain but ignoring the hurricane at your door
    (4)
    Last edited by dasva; 10-31-2013 at 02:06 PM.

  5. #35
    Player dasva's Avatar
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    Jul 2012
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    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Zhronne View Post
    I'm so gonna miss the old BRD additional 1hr compared to this one :'(
    old one was rather awesome if somewhat odd for brd
    (0)

  6. #36
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Demon6324236 View Post
    Yeah, Chocoburger.

    Exactly, that's the primary issue I have with this entire thing. Everyone on the forums basically agreed on the fact that the original idea held a ton of promise but it was just to short and to weak, it only lasted a minute, which was hardly enough time to fully buff, and it did not buff the effects enough, which could have easily been improved without breaking the game. But rather than actually adjusting like they did with most, they flat out changed it, and afterward, we pointed out the flaws, said it was bad, we all said we wanted the other one back with the changes we asked for, but nothing. Now, a long time has passed, yet still, no change, instead, they continue to try to justify it to us.
    Also part of the problem was the original text made it to be alot better than it was. Since it said it increased duration and effect. But when it hit the test server it only had effect and they were like oh yeah that's how it's supposed to be. So we were all like ok so we can 2hr to throw a haste that and regen on our friends that has like 1/2 the potency and 1/3 the duration of embrava? We can do protects/shells that are slightly better than whms. Enspells that are still inferior to ifrits for 3 minutes etc. If they had kept the duration increase say maybe triple the duration then the weak potency increase might have been worthwhile. But a 1hr enhancing the potency of buffs that last 3 minutes at most needs to at least double them to be even remotely comparable to say idk stealing 50 tp per hit from a mob <.<. But as much tweaking as it needed it was 1000X better than the change. The only way this could even be remotely useful is if they litterally double the potency of rdm debuffs. Which really given how little they effect battle to begin with should be done anyways.
    (4)

  7. #37
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    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    Well hell, even if it doubled the potency of the enfeeble, then its just Elemental Seal fused with Saboteur.

    Like I said before. Even if it was 1.5x multiplier on potency, 3 minute duration, and that was it, it would have been at least decent. Double potency with 3min duration would have been really nice. I can understand why duration was not included, and that's because of Composure and our gear which enhances duration. I mean, if you think about it, say for instance I use that then Haste myself, I just got a 30% Haste Effect which lasts about 25 minutes, admittedly, that is a bit overpowered. On the other hand, without the duration bonus. This could have been great for buffing parties as well as giving RDM melee a great boost. 40% Double Attack, 30% Haste, 50STR, so on, but the thing is that all but Haste is basically self cast, about the only other things which could possibly be overpowered would be Protect, Shell, and Phalanx. Phalanx would become 70 Damage Reduction, not overpowered, but quite powerful all the same, fair in my book, however Protect for 350 DEF could be a bit overboard, and Shell with near capped MDT alone, yeah, bit OP. The thing is, they can limit this kind of stuff, the effects with certain things, I mean Composure doesn't work with Protect/Shell, why would this have to? They could balance it easy.
    (4)

  8. #38
    Player Minikom's Avatar
    Join Date
    Mar 2011
    Posts
    93
    Character
    Minikomby
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    perosnally i dont see use for some SP abilities but im just thinking on our current content and not about future.
    Beastmaster
    Unleash
    Increase Charm rate and reduces the recast time for Sic and Ready.
    Charm WTF who still use that and recast for sick and ready, no real use when pets get tp so slow...this is definetly the worst SP, i know a lot of ppl think rdm is but rdm SP could be useful if is possible to break the inmuno no break on all Mobs, example, let RDM sleep ADL CLONES lol?

    Monk
    Inner Strength
    Increases your max HP.
    what happened to the counter ability, i remember they used to talk acount countering everything for MNK ability

    Corsair
    Cut Card
    Reduces the recast time for party members' special abilities.
    I just dont undertand this SP... we have wild card already, 3rd roll idea was something nice, let all rolls to be 11s or lucky numbers is another great idea but intead of that they giving us this, just dont undertand :/

    Geomancer
    Widened Compass
    Expands the range of geomancy spell effects.
    well with this ja, i wonder what is going to be the new range for indi spell and geo spells, if range is huge, geomace wont need to be too close of Monsters and can avoid take dmg, also all depend on if mobs have 20 range tp moves with death effect lol
    (0)

  9. #39
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by MarkovChain View Post
    You probably read that from BG, definitely not from me.
    Whooooooooshh!
    (2)

  10. #40
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Quote Originally Posted by Minikom View Post
    Monk
    Inner Strength
    Increases your max HP.
    what happened to the counter ability, i remember they used to talk acount countering everything for MNK ability

    Corsair
    Cut Card
    Reduces the recast time for party members' special abilities.
    I just dont undertand this SP... we have wild card already, 3rd roll idea was something nice, let all rolls to be 11s or lucky numbers is another great idea but intead of that they giving us this, just dont undertand :/

    Geomancer
    COR one actually doesn't suck, but not with the idea of using the 2H on a single fight of course. For instance ppl use 2H a lot in delve, well just have a COR SP2 and you don't have to wait 15 minutes for it to be ready on time. I know that when I do ADL, I'm also often waiting on recast so it's rather good.

    For MNK, the SP2 is a chakra that doesn't suck basically with additionnal effect of being invicible for a few seconds. Thy did say it auto caps HP.
    (0)

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