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  1. #1
    Player Razushu's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    819
    Character
    Razushu
    World
    Fenrir
    Main Class
    SMN Lv 99

    Fix Blood Pact delay system please

    The current BP delay system is crippling SMN, we rely completely on 2 recasts for everything which is unique to the class.

    A great way to help fix SMN would be to give us a BP delay system broken up by level as well as rage/ward. In most cases Avatar's get 1 ward and 1 rage in a 10 level range i.e. level 20-29. some of these are still nice at level 75+ but are useless because of shared time with other pacts. Seperated timer's could be applied to each of these(still global across avatars though) to these with lower level pact's having shorter recast Possibly like so:

    Pacts gained lower than lvl10 recast 10 seconds

    Pacts gained at 10-19 recast 20 seconds

    Pacts gained at 20-29 recast 20 seconds

    Pacts gained at 30-39 recast 30 seconds

    Pacts gained at 40-49 recast 40 seconds

    Pacts gained at 50-59 recast 50 seconds

    Pacts gained at 60-69 recast 60 seconds

    Pacts gained at 70-79 recast 60 seconds

    Pacts gained at 80-89 recast 70 seconds

    Pacts gained at 90-99 recast 80 seconds

    BP delay could be reworked like so: minimum recast=tier cost x.75(rounded up where applicable)

    ex. a rage gained at level 23(burning strike) would have a max reduction of -5 secs.

    This would enable us to get use out of some of our lower pacts without sacrificing our high level pacts while preventing us from spamming them.
    (6)
    Last edited by Razushu; 08-17-2011 at 08:36 AM.

    Summoner [suhm-uhn-er]

    1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
    2. Not a melee

  2. #2
    Player Neonii's Avatar
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    Mar 2011
    Posts
    167
    Character
    Tedra
    World
    Valefor
    Main Class
    SMN Lv 90
    Interesting concept
    (0)

  3. #3
    Player Malamasala's Avatar
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    Mar 2011
    Posts
    1,261
    It is a very old and solid idea. I've always been in favor of just this solution.

    I'm also very fond of the changed summoning skill system where you get bonus based on level you gained the ability.

    I.e. You get Thunder Spark at 19. So at 19 you have 0 skill over cap natively. At 29 you have 30 skill over gained ability level cap. At 39 you got 60 skill over cap.

    This would allow old pacts to "grow" with power along with your levels. We are of course not talking massive damage boosts to Thunder Spark here, since after all we just said it would be on a 20 sec recast. But we are talking things like 5 min duration crimson howl (if anyone cares about that) or 5 min ice spikes etc.

    Also another change that is needed is to scale some potencies. Like Nocturnal Shield should be -15 when gained, but then increase with like -1 per 10 skill (or roughly 3 levels) past the level we got it. I've forgotten when we get it, but assume 45, and it would mean we get roughly -30 on it at 90. A nice boost to make it useful at high levels.
    (0)

  4. #4
    Player RAIST's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    2,563
    if only it wouldn't require a rework of the core code to implement it...for that reason alone SE will probly shy away from it.

    Would be easier for them to implement a trait/JA at set level points that either directly reduces the base BP delay, or simply reduce the cap on how much we can reduce it with current methods. We can already put on more BP reduction than the system will allow us to reduce it.
    (0)
    {DISCLAIMER} Posts may contain opinions based on personal experiences that are not be meant to be taken as facts. What may appear as fact with no source reference may be recollection of information with no source, and may be subject to scrutiny without source reference. Any debate over validity of said facts without source references may be considered conjecture of all parties in that debate. Player comments may not be the expressed position/consent of SE, their affiliates, or any employees of said organizations. Please take these posts with a grain of salt if you are offended by the views of the player and understand that opinions are like assholes... everyone has one, not everyone wants to hear it.

  5. #5
    Player Malamasala's Avatar
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    Mar 2011
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    Would be easier for them to implement a trait/JA at set level points that either directly reduces the base BP delay, or simply reduce the cap on how much we can reduce it with current methods. We can already put on more BP reduction than the system will allow us to reduce it.
    This is the way of thinking that has put us where we are now. You need to fix the actual problem, regardless of work involved. Besides, I don't think this would be more work than the BST update (not sure how long they worked on that one though) where they had to add a whole new points system to pet TP moves.

    We are in the current situation because of SE's quick fixes every time, instead of a real fix.
    (2)

  6. #6
    Player RAIST's Avatar
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    Mar 2011
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    Bastok
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    2,563
    Quote Originally Posted by Malamasala View Post
    This is the way of thinking that has put us where we are now. You need to fix the actual problem, regardless of work involved. Besides, I don't think this would be more work than the BST update (not sure how long they worked on that one though) where they had to add a whole new points system to pet TP moves.

    We are in the current situation because of SE's quick fixes every time, instead of a real fix.
    2 years ago, I would have been more inclined to think SE would look more seriously at an idea like this, but with the direction the game has taken and (more particularly) the way the playerbase in general has latched on to using abyssea to shoot through levels...I'm just more inclined to think they would take the more practical route and make a few tweaks here and there that add up to the end result of a dramatic decrease to the BP timer that happens in the upper levels instead of spreading it out across the entire level range. Blood Boon is one such example.

    Their past record with this job just seems to indicate that if something like this idea isn't already in the works, they are likely just to slap more band-aids here and there like before.
    (0)
    {DISCLAIMER} Posts may contain opinions based on personal experiences that are not be meant to be taken as facts. What may appear as fact with no source reference may be recollection of information with no source, and may be subject to scrutiny without source reference. Any debate over validity of said facts without source references may be considered conjecture of all parties in that debate. Player comments may not be the expressed position/consent of SE, their affiliates, or any employees of said organizations. Please take these posts with a grain of salt if you are offended by the views of the player and understand that opinions are like assholes... everyone has one, not everyone wants to hear it.

  7. #7
    Player
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    Mar 2011
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    1,067
    Removing global timers is a train I'm willing to wreck.
    (2)

  8. #8
    Player Razushu's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    819
    Character
    Razushu
    World
    Fenrir
    Main Class
    SMN Lv 99
    Quote Originally Posted by Malamasala View Post
    It is a very old and solid idea. I've always been in favor of just this solution.

    I'm also very fond of the changed summoning skill system where you get bonus based on level you gained the ability.

    I.e. You get Thunder Spark at 19. So at 19 you have 0 skill over cap natively. At 29 you have 30 skill over gained ability level cap. At 39 you got 60 skill over cap.

    This would allow old pacts to "grow" with power along with your levels. We are of course not talking massive damage boosts to Thunder Spark here, since after all we just said it would be on a 20 sec recast. But we are talking things like 5 min duration crimson howl (if anyone cares about that) or 5 min ice spikes etc.

    Also another change that is needed is to scale some potencies. Like Nocturnal Shield should be -15 when gained, but then increase with like -1 per 10 skill (or roughly 3 levels) past the level we got it. I've forgotten when we get it, but assume 45, and it would mean we get roughly -30 on it at 90. A nice boost to make it useful at high levels.
    Crimson howl and Frost armor last 3+ minutes now they don't need to do much to the durations now maybe just add to the effect. I'm hoping they add something like that soon, I'd like certain buffs like Noctoshield to be strong enough to make a difference in a party
    (0)

    Summoner [suhm-uhn-er]

    1. Mystics who conjure avatars to fight by their sides, then sit back and enjoy the show while paying close attention to their MP as their minions deliver devastating blows to adversaries and provide aid to allies.
    2. Not a melee

  9. #9
    Player Covenant's Avatar
    Join Date
    May 2011
    Posts
    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    When it comes to recast timers SquareEnix is very cheap. Working UR ass off in synergy at best you can only get like 2 or so seconds off 2nd timers. Even more appropriately, look and compare a thief's SATA timers and a Summoners bloodpact. Both 60 seconds. A fully merited SA timer only shaves 10sec off it. Summoner do have some gear which takes of additional time, but no where near the levels people want them.
    I do feel for you adjusted timer chart though. The way avatar are program now eliminate the need for those single strikes and "lower level" blood acts since why waste the timer when u can predator claw something.

    Perhaps, it's time to add another bloodpact for smaller strikes and wards? Things like Ifrit punch and spikes have their own timers. If say, these hypothetical pacts were short timers of 20sec or similar to boost, while still costing MP, then there would be more of a mix and play with avatars using different "moves".

    OR, spilt the physical Bloodpacts from the magical ones. Call the new tier "blood magic"(sorry dragon age). That way keeping use for the tier II and IV(if they don't go higher) in play could have Summoners magicburst more or just nuking in-between pacts?
    (1)

  10. #10
    Player Malamasala's Avatar
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    Mar 2011
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    1,261
    I'd be all game for no shared timers at all, but like 1 min cool downs on each individual pact that causes them to cost double MP if used before the cool down is over.

    If you feel you need faster predator claws, pay 250 MP each. Or take it slow and pay normal amounts.
    (0)

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