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  1. #91
    Player
    Join Date
    May 2011
    Location
    San d'Oria
    Posts
    91
    Quote Originally Posted by Camate View Post
    Greetings,

    We’ve been seeing comments that a lot of shouts made in-game for certain content are mainly looking to recruit monks, and there have been requests to make it so other damage dealing jobs can compete with monk.

    During the recent Freshly Picked Vana’diel, Matsui mentioned that the stats for just about every weapon skill would be revamped in the June version update.

    In addition to this, we’ll also be making adjustments to the calculations for how TP is gained, and with this, the aspect where there would be advantages and disadvantages depending on the value of a weapon’s delay will be lessened.

    With these adjustments, the gap between the damage over time for each damage dealing job will become smaller.

    Also, we’ve set enemies for certain content to be strong against hand-to-hand attacks, breath attacks (including attacks coming from Formless Strikes), as well as enemies where magic attacks are efficient, in order to have more variety of damage dealing jobs. We’ll continue to make these type of adjustments moving forward.

    So what part of this helps out the MNK's younger brother, the PUP?
    (7)
    Marada- Badass Tarutaru Ginger

  2. #92
    Player Afania's Avatar
    Join Date
    Aug 2011
    Posts
    1,452
    Character
    Afania
    World
    Bahamut
    Main Class
    BRD Lv 1
    I think the best way to lower the gap between DD is give more HP to other DDs, like what they did to races. Honestly MNK is good DD but it's not THAT good if you know how to gear/play other DD job properly. But ppl gonna start drama about your HP pool if you're not a MNK, even if you can parse high.
    (8)

  3. #93
    Player predatory's Avatar
    Join Date
    Jul 2013
    Posts
    280
    Character
    Predatory
    World
    Bahamut
    Main Class
    RNG Lv 99
    Quote Originally Posted by Olor View Post
    Yeah, what the heck, breath attacks are useless ATM. How about you make breath attacks useful before you nerf them? The solution to the MNK problem is to BUFF other jobs, not nerf stuff. If you nerf hand to hand damage then PUP will be even worse off...
    I've always hated nerfs, but they seem to be SEs answer to all gripes about a job, well hell instead of buffing the other jobs let's just nerf this one so they can all be weak as hell. I have an idea SE, buff the other jobs instead of nerfing the strong ones, why continously make players weaker, when they work their asses off to be as strong as they can? Your logic is so confusing to me. This game is supposed to be about teamwork, so take the time and make the whole team strong rather thank making everyone too weak.
    (3)

  4. #94
    Player
    Join Date
    May 2011
    Location
    San d'Oria
    Posts
    91
    Quote Originally Posted by Kraggy View Post
    How about foloowing through on something which was brought up two years ago .. make the level 95 limit break soloable?

    Still stuck at 95 because I don't have the gil to pay what people demand to 'help' and I'm damend if I'm standing in Jeuno for months shouting. Make it possible for me to get past 95 and I'll re-sub.

    I'd be glad to help you if you were on my server. I don't understand why people require you to pay for such things like that, then again I'm so far behind in gear and even trying to get my mythic that I don't have anything decent on my character. But I'm always willing to help with thing when people need it.
    (0)
    Marada- Badass Tarutaru Ginger

  5. #95
    Player
    Join Date
    Feb 2014
    Posts
    146
    Quote Originally Posted by Camate View Post
    Greetings,

    We’ve been seeing comments that a lot of shouts made in-game for certain content are mainly looking to recruit monks, and there have been requests to make it so other damage dealing jobs can compete with monk.

    During the recent Freshly Picked Vana’diel, Matsui mentioned that the stats for just about every weapon skill would be revamped in the June version update.

    In addition to this, we’ll also be making adjustments to the calculations for how TP is gained, and with this, the aspect where there would be advantages and disadvantages depending on the value of a weapon’s delay will be lessened.

    With these adjustments, the gap between the damage over time for each damage dealing job will become smaller.

    Also, we’ve set enemies for certain content to be strong against hand-to-hand attacks, breath attacks (including attacks coming from Formless Strikes), as well as enemies where magic attacks are efficient, in order to have more variety of damage dealing jobs. We’ll continue to make these type of adjustments moving forward.
    Ok I understand some job like monk won't get invited because as Camate said " we’ve set enemies for certain content to be strong against hand-to-hand attacks, breath attacks (including attacks coming from Formless Strikes)? You might as well make it so Monk can't enter that battle field instead of doing that. If anyone decide to do a ranger Set on Delve boss Wopket you will lose 100% of the time. I have a question for Camate? Does this mean that Dnc, Thf, Dragoon aren't allow to do Delve Boss Wopket because it seems that NM have a strong resist to piercing damage "piercing damage = Rng, Thf, Dnc, Drg" Unless I'm wrong? I don't see why Thf, Dnc, and Drg have to suffer in damage when ranger and monk get all the popular invite. :/
    (1)

  6. #96
    Player
    Join Date
    Dec 2013
    Posts
    1,098
    Making damage types or certain weapon types the target for adjustment is just flat out a stupid and bad idea. There's no reason we should even be talking about this. Anyone who plays this game should by now have figured out the issue here, it's the jobs, AoEs, and Enmity systems. The jobs aren't balanced well enough, this is why MNK is the only DD taken, it has more HP & just as much if not more than the DMG of any other DD, if you nerf Blunt you hurt PUP too, another job who's on the bad side of this whole deal. AoEs are overpowered, often causing too many debuffs/DMG and enough of a pain in the ass that you simply don't want to deal with it and instead opt to use jobs like RNG who can stand out of range and still do their job. Enmity is broken when it comes to PLDs holding hate and at the same time DDs take hate too easily, there's a reason jobs like RNG are taken so often besides their ability to avoid DMG, primarily that RNG need never fear taking hate. Rather than addressing the jobs and how mobs are designed it seems as though they plan to just add resistant mobs which will change nothing in the end rather than simply fixing broken jobs like RDM, DNC, DRG, and so on.
    (3)

  7. #97
    Quote Originally Posted by Demonjustin View Post
    Making damage types or certain weapon types the target for adjustment is just flat out a stupid and bad idea. There's no reason we should even be talking about this.
    I think that at this point in the game's life, saying the dev team is clueless is an understatement.
    (1)

  8. #98
    Player Afania's Avatar
    Join Date
    Aug 2011
    Posts
    1,452
    Character
    Afania
    World
    Bahamut
    Main Class
    BRD Lv 1
    Quote Originally Posted by Demonjustin View Post
    Making damage types or certain weapon types the target for adjustment is just flat out a stupid and bad idea. There's no reason we should even be talking about this. Anyone who plays this game should by now have figured out the issue here, it's the jobs, AoEs, and Enmity systems. The jobs aren't balanced well enough, this is why MNK is the only DD taken, it has more HP & just as much if not more than the DMG of any other DD, if you nerf Blunt you hurt PUP too, another job who's on the bad side of this whole deal. AoEs are overpowered, often causing too many debuffs/DMG and enough of a pain in the ass that you simply don't want to deal with it and instead opt to use jobs like RNG who can stand out of range and still do their job. Enmity is broken when it comes to PLDs holding hate and at the same time DDs take hate too easily, there's a reason jobs like RNG are taken so often besides their ability to avoid DMG, primarily that RNG need never fear taking hate. Rather than addressing the jobs and how mobs are designed it seems as though they plan to just add resistant mobs which will change nothing in the end rather than simply fixing broken jobs like RDM, DNC, DRG, and so on.
    DRG is not "broken" though, it just needs a Mythic to function properly as a DD job. Wouldn't fixing it make Mythic DRG way too OP in this game? Unless there's a way to lower the gap between none Mythic DRG and mythic DRG without making mythic DRG way too OP.
    (0)
    Last edited by Afania; 05-28-2014 at 12:23 PM.

  9. #99
    Player
    Join Date
    Dec 2013
    Posts
    1,098
    Quote Originally Posted by Afania View Post
    DRG is not "broken" though, it just needs a Mythic to function properly as a DD job. Wouldn't fixing it make Mythic DRG way too OP in this game? Unless there's a way to lower the gap between none Mythic DRG and mythic DRG without making mythic DRG way too OP.
    If the choice is between forcing every DRG in the game to obtain a Mythic in order to play their job and simply making the job strong enough to stand on it's own otherwise while making Mythic DRGs the top DD in the game, I opt for the second. It's the same thing I'd say in the case of RUN as well. No job should require something like a Mythic in order to function, especially not now when we've moved away from that completely stupid mentality in the case of most RMEs ruling supremely. Few jobs currently require RMEs, or rather specifically Mythics, in order to bridge the gap between them and their brethren, the top 3 off the top of my head are DRG, PUP, and RUN, each of which goes from being sub par to one of the best jobs in the game in their categories.

    A DRG without a Mythic has much lower DPS than that of one with one, so much so that a Mythic DRG beats other DDs in some situations where as a non-Mythic DRG never really beats another DD unless the monster in question is specifically weak to their DMG type.

    A PUP without a Mythic has a terrible amount of delay compared to MNK and relies on their Automaton for a portion of their DMG, this proves fatal on higher content even with the new pet food. Once you throw in KKK however a PUP becomes as powerful as a MNK on it's own basically, the only thing it lacks is the HP. With it's Automaton supporting it the PUP becomes almost as powerful as a MNK is overall with only it's HP being a true shortcoming outside of Formless Strikes.

    A RUN without an Ergon weapon can't take melee DMG very well, even with it's massive immunity to magic DMG it basically still crumbles in front of most 120+ mobs. With an Ergon weapon a RUN can however, so much so that a RUN with it's Ergon weapon I believe is equal to a PLD with Ochain if not better when it comes to Physical DMG, and that's ignoring the fact that it has better hate tools and DD power than PLD does on top of that really makes it the turning point for the job.

    In the end, I honestly hate the idea of making jobs OP by balancing them otherwise because we start up the whole RME debate & issue again. At the same exact time, I'd rather have that issue again with jobs since Mythics/Ergons are so rare as it is rather than go through the pain that we do now where some jobs require one of these incredibly rare weapons just to become acceptable.


    In the end I also have to say, I don't know what makes a job broken apparently because in my opinion if a job ever requires something like a Mythic in order to perform adequately, it's broken.
    (4)

  10. #100
    Quote Originally Posted by Afania View Post
    DRG is not "broken" though, it just needs a Mythic to function properly as a DD job.
    You made an assertion and then contradicted yourself in the same sentence. Nothing new, but worth pointing out.
    (3)

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