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  1. #1
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    Quote Originally Posted by Redryno View Post
    They aren't forcing us to lvl blm (maybe cor) they are forcing us to get the Col Rate up, once its up people will be attacking the lion and all the WKR will go fast.
    In regard to Kumhau (Kamihr Drifs Wildskeeper Reive) the colonization rate isn't up but it's not about just Kumhau. All of the Colonization Reives are filled with BLMs because with so many mages it's hard, almost impossible to melee. Granted yes part of this is due to the popularity of Wildskeeper Reives but it won't go away immediately. With all the new drops it'll take awhile for most to get what they wanted + some of the most desired pieces are not exclusive, allowing you to sell them. Kumhau's accessory drops especially. We also still have one more naakaul to come.

    I'd rather they do something now to make it enjoyable to the masses instead of saying wait for it to die out or go BLM if you're having trouble. Having the adds respawn higher level depending on time spent alive doesn't penalize anyone. All it ensures is regardless of the size of the reive, players can participate. If it was 50 people instead of 200 then the adds wouldn't increase in level because they aren't dying quickly enough.

    Quote Originally Posted by Redryno View Post
    I like this but some of the Naakaul die in 15 min or so and I think this would just cause issues (hate issues, aggro and so on).
    How would increasing the evaluation points for fighting the Naakaul cause hate issues? Would you mind elaborating? If my last post sounded confusing as in saying increase damage on Naakauls then I apologize. I am saying that doing actions on the Naakaul should have bonus evaluation points, not increased damage to the Naakaul. Not enough to say you need to damage the Naakaul or you won't get good evaluations, but enough to balance it out. Even at high colonization rate, it's harder to cap because the Naakaul has higher defense/stats than the adds. Making it harder to get evaluation points.
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  2. #2
    Player Redryno's Avatar
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    Mar 2011
    Posts
    41
    Quote Originally Posted by Rwolf View Post
    How would increasing the evaluation points for fighting the Naakaul cause hate issues? Would you mind elaborating? If my last post sounded confusing as in saying increase damage on Naakauls then I apologize. I am saying that doing actions on the Naakaul should have bonus evaluation points, not increased damage to the Naakaul. Not enough to say you need to damage the Naakaul or you won't get good evaluations, but enough to balance it out. Even at high colonization rate, it's harder to cap because the Naakaul has higher defense/stats than the adds. Making it harder to get evaluation points.
    I foresee that everyone in the zone will be attacking the Naakauls trying to get the "Bonus eval" witch could draw hate from the tank, also they may not kill any of the other monsters witch would lead to them aggressing players.

    One thing i don't understand is why everyone thinks blm is the key, you could go rdm, whm, sch, rng, cor, blu and so on, these can get points from killing the fodder monsters or curing and raising. The blms i see are casting T3 spells on the monsters because anything with a longer cast time and you won't get it off before the monster is dead, a zone full of rdms or sch could do the same thing.

    Maybe they should lock the WKR after 100 people get in (or 75, or 50), that way if you don't have the correct combo of jobs it will be a lot of work?
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  3. #3
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    Quote Originally Posted by Redryno View Post
    I foresee that everyone in the zone will be attacking the Naakauls trying to get the "Bonus eval" witch could draw hate from the tank, also they may not kill any of the other monsters witch would lead to them aggressing players.
    If they balanced it, it wouldn't be an issue. For most jobs, they can't survive taking hate or even being in the vicinity of the Naakaul for too long. It's really no different than now, most are capable of killing the Naakaul outright (sans Kumhau right now due to Colonization rate). Either they desire to draw the battle out longer or know if they go in without support, they'll die quickly. The only Naakaul I've seen players zerg on Bismarck is Colkhab and that's just because she's not that threatening compared to what the others can do. Dying repeatedly from stealing hate is more than enough incentive to stay back, especially since magical jobs sans SMN via avatars lose MAB upon double weakness.

    Quote Originally Posted by Redryno View Post
    One thing i don't understand is why everyone thinks blm is the key, you could go rdm, whm, sch, rng, cor, blu and so on, these can get points from killing the fodder monsters or curing and raising. The blms i see are casting T3 spells on the monsters because anything with a longer cast time and you won't get it off before the monster is dead, a zone full of rdms or sch could do the same thing.

    Maybe they should lock the WKR after 100 people get in (or 75, or 50), that way if you don't have the correct combo of jobs it will be a lot of work?
    I think the consensus is that it's not just BLM, just BLM is the posterchild for elemental magic and the main destroyers of adds due to fast cast + elemental celerity and higher native MAB. I see plenty of RDM, GEO, even SMN/SCH (I do sometimes), BLU and so on. But it does still leave half of 22 jobs getting the short stick. Raises don't happen like they use to. Colonization rate being high or low, the effect is still the same.

    Nothing needs to be nerfed, that's just lame. But it would be nice to see something added to reives in general to make them more flexible to quanity of players inside.

    Quote Originally Posted by detlef View Post
    Regarding the menu with the NPC "Dimmian," the interface is the worst in the game. Purchasing key items has so many unnecessary delays between prompts and the game should not keep asking you to buy more key items when you already have all of them.
    Yes, please fix his menu. -_- Definitely nothing more than a quality of life update and mild annoyance. I would like to be able to just cancel out after buying my key item instead of have to double confirm I don't want anything else.
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  4. #4
    Player Redryno's Avatar
    Join Date
    Mar 2011
    Posts
    41
    Quote Originally Posted by Rwolf View Post
    Nothing needs to be nerfed, that's just lame.
    I couldn't have said it better myself.
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