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  1. #51
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    "Better" for RNG is pretty subjective. Some think that lies solely in damage, while I consider the ability to damage at range a useful utility that justifies not hitting as hard as melees at risk by AoEs. Cost of ammo aside, I feel their largest issue is actually their enmity gain, even if wearing gear with -enmity, as if you're doing high damage (my modest RNG was doing 500+ a shot with crits while EXPing it) and 2k+ WS, you'll cap sooner or later on mobs that last more than 30s. Once distance is compromised thanks to pulling hate, then you start introducing problems to the party.
    (0)

  2. #52
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Sparthos View Post
    Synergy is superior to synthesis simply because you can't lose items.
    This is nice, but doesn't make up for all of the shortcomings. Being able to HQ more than 1 stack of stuff is nice too, but like I said the proof is in the pudding.
    (0)

  3. #53
    Player Oddwaffle's Avatar
    Join Date
    Jun 2011
    Posts
    69
    Character
    Yummypie
    World
    Leviathan
    Main Class
    WHM Lv 99
    I agree with Vxsote that making Rng and Cor as high demand jobs will probably fix the ammo scarcity problem. However, it's and delicate issue with game balancing when you try to fix it. If I were a SE dev, I wouldn't poke at game balance issue with a 10-foot pole without serious consideration to potential game breaking features. Changing the ammo supply by lowering craft requirements and materials is a lot easier. Of course, it's not going to fix any game balance but it's easy to do from a coding perspective and has little problems down the line if SE decide to poke the game balance issue.

    Lowering the craft requirements is not going to make high level crafters out of a job if demand somehow picks up. Let me elaborate the point with an example of Ruzor Arrows. Suppose SE lowered the craft requirements of Ruzors Arrow to lv49 and everyone can make those if they want to. A high level craftsman with synergy skill can HQ those with little effort while a low level craftsman will be able to make those only. Suppose they wouldn't change Rng and demand were low. Craftsmen wouldn't bothered with the recipe and there would be none on AH. A single Rng could make an effort to make this own ammo for use. Due to low demand, he wouldn't need a lot of ammo anyways so even with just NQ crafts, he would be ok. Now, suppose SE changed Rng and made them awesome sauce and became as popular as Ninja. High demand pulled craftsmen into the market and became competitive with each other. However, we know ruzors aren't very generous with their drops so the price of ammo would go up rapidly depending on the ruzors supply. This would restrict the number of awesome rangers around so it would balance out.
    (0)
    Last edited by Oddwaffle; 07-10-2011 at 02:40 AM.

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