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  1. #1
    Player StingRay104's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Selzak View Post
    I'm curious why jobs defined as "hybrid" jobs don't operate on stances to divide their capabilities. PLD and DRK have both consistently been the most confused jobs in application, despite being a couple of the most obvious jobs in what they're meant to be.

    Both PLD and DRK should have a magical/support/survival stance, along with a melee/attack/offense stance.

    While playing DRK (and I assume the same holds true for PLD), I feel like a have a ton of superfluous abilities and spells and none of them quite get the job done. Instead of having all of that fluff at once, the job should definitely be broken into two categories where a DRK is allowed to fit one role or the other, but now actually accomplish it well.

    One stance should allow the DRK to play a support role and take care of itself against weaker enemies. Making Dread Spikes last longer (wouldn't hurt to nerf the spell beforehand), Stuns more readily available, and spells more useful in general while gaining a weak Refresh and Casting Time- along with a Store TP- and Weapon Delay+ or something. Could also lock out some abilities, like Souleater. This is the stance where Elemental Weapon Skills could surpass Physical Weapon Skills, where the Elemental Weapon Skills might gain a small boost and Physical Weapon Skills a noticeable decline in damage- perhaps through a reduction to Attack.

    The other stance could focus on the small aspects of the job that are hurting its melee endeavors at the moment. Spells like Dread Spikes could be locked, and all spells could be given a longer recast time. Here the DRK should get a boost to Critical Attack Rate (the job screams critical attacks in the first place- it's supposed to deal spike damage)- this should definitely apply to Weapon Skills, since that's the priority. The idea with this stance is purely physical damage. The DRK could be required to stand anywhere but in front of the enemy for this stance (not meant to make it hit even harder against weaker opponents- the other stance is for soloing), and gain an enmity reduction to top the stance off and make it worth using in a party.

    The 'solo' stance for PLD should allow it to dispatch enemies more readily, while the 'party' stance should grant it some form of damage reduction (or something) to make it on par (and possibly better, through magical damage reduction) with NIN.


    I doubt it should be applied exactly as I posted, but I think the general idea (both for PLD and DRK) is necessary at this point. They seem to be getting jostled all over the place with random abilities that the players either do not want or can not use.
    wow your just repeating a bunch of ideas I posted in my "How to fix drk" thread. The problem is SE isn't listening to what I originally posted, just taken one thing they liked (The part in the magic stance that increased magic att and ele ws damage) and saying to hell with the rest for balance issues. I think in general SE needs to start actually listening to everything we have to say.

    P.S. Korpg you made a mistake on your post about how ridiculous it is to ask thf to heal when ppl ask smn to heal. Check Carby out for his heal BP's and also /sch gives yopu ridiculously high heal skill for not having any native and you got tons of mp.
    (0)

  2. #2
    Player Razushu's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    819
    Character
    Razushu
    World
    Fenrir
    Main Class
    SMN Lv 99
    Quote Originally Posted by StingRay104 View Post
    wow your just repeating a bunch of ideas I posted in my "How to fix drk" thread. The problem is SE isn't listening to what I originally posted, just taken one thing they liked (The part in the magic stance that increased magic att and ele ws damage) and saying to hell with the rest for balance issues. I think in general SE needs to start actually listening to everything we have to say.

    P.S. Korpg you made a mistake on your post about how ridiculous it is to ask thf to heal when ppl ask smn to heal. Check Carby out for his heal BP's and also /sch gives yopu ridiculously high heal skill for not having any native and you got tons of mp.
    healing skill doesn't really effect any of the healing magic subjobs offer us and /sch for healing is dead in the water unless they make it so we get Cure IV from it
    (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

  3. #3
    Player StingRay104's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Razushu View Post
    healing skill doesn't really effect any of the healing magic subjobs offer us and /sch for healing is dead in the water unless they make it so we get Cure IV from it
    But it doesn't make the request as ridiculous as he makes it out to be, trust me I know Korpg we used to be in a shell together. But your right any job without cure 5 & 6 is a terrible healer and should never even attempt to heal in abyssea, hell even outside abyssea its gettin rough. SE should really allow SCH to have cure 5 & even cure 6, its not like sch gonna out perform whm as a healer, whm kicks ass at healing, which it should.
    (0)

  4. #4
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Quote Originally Posted by StingRay104 View Post
    P.S. Korpg you made a mistake on your post about how ridiculous it is to ask thf to heal when ppl ask smn to heal. Check Carby out for his heal BP's and also /sch gives yopu ridiculously high heal skill for not having any native and you got tons of mp.
    Curing Waltz III is better than Cure III, instantanous, and doesn't cost anything but TP. Which you get from whacking a mob, not resting on your rump so you can still do your job while "main heal."

    I still stand by my example. Asking SMN to main heal is the same as asking a THF to main heal.
    (0)

  5. #5
    Player Selzak's Avatar
    Join Date
    Mar 2011
    Location
    Bastok (Bismarck)
    Posts
    364
    Quote Originally Posted by Korpg View Post
    Curing Waltz III is better than Cure III, instantanous, and doesn't cost anything but TP. Which you get from whacking a mob, not resting on your rump so you can still do your job while "main heal."

    I still stand by my example. Asking SMN to main heal is the same as asking a THF to main heal.
    tl;dr
    I'm a SMN and I hate being asked to heal.
    (1)

  6. #6
    Player ThaiChi's Avatar
    Join Date
    Mar 2011
    Location
    Bastok//Quetzalcoatl
    Posts
    95
    Character
    Kelga
    World
    Quetzalcoatl
    Main Class
    NIN Lv 99
    I know it's not exactly a job adjustment, but would there be any chance of seeing NIN added to sobero sukehiro, for obvious weakness staggering reasons? It's rare to even see SAMs using this nowadays unless they are skilling up and it was such an awesome GK back in the day if you wanted to get TP quickly. NIN doesn't get any of the main damage weaponskills so I don't forsee having Soboro available would offset any balance in terms of damage output.
    (0)

  7. #7
    Player Firebert_Lakshmi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    85
    Character
    Firebert
    World
    Lakshmi
    Main Class
    MNK Lv 99
    Now, would this be Cait Sith#1 or #2?
    (1)
    To right the countless wrongs of our days... We shine this light of true redemption, that this place may become as paradise...Oh, what a wonderful world such would be...

  8. #8
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Well, think about it.

    What job out there has the most number of elemental WSs available....ok, WAR does.

    Maybe you guys are getting the shaft.
    (0)

  9. #9
    Player Finuve's Avatar
    Join Date
    Mar 2011
    Posts
    282
    Character
    Finuve
    World
    Lakshmi
    Main Class
    DRK Lv 99
    I just want SE to ignore everything consisting of the words elemental and DRK(or any variations that mean DRK)

    we have good Dark Magic skill, get us using that more, and not for direct damage
    (0)

  10. #10
    Player Zetonegi's Avatar
    Join Date
    Mar 2011
    Location
    Laser Tarus
    Posts
    45
    Character
    Zetonegi
    World
    Asura
    Main Class
    DRG Lv 1
    My biggest qualm with the update is the PLD DRK PUP and NIN buffs. NIN is fairly strong right now and that's a good time to give them something cute, see what MNK got, instead of a straight buff to general effectiveness. I don't have a problem with the NIN changes, it just seems like other jobs need that kind of change more right now. PLD DRK and PUP and the three jobs in the SE doesn't know what they're doing club. PLD is being treated like its 2005, SE wants DRK to be BLMs? and PUPs still have terrible AI for their automata. I don't even know if the 1st thing listed for DRK will be good, it just looks unappealing as TP is associated with DMG usually. I think if DRK got an absorb Store-TP or something that would be cool. More stuff with their dark magic not SE trying to make them worse BLMs... Speaking of BLMs are they getting berserk for magic? seems cool.


    Oh I forget requiem spam time!!!!
    (2)
    Last edited by Zetonegi; 07-15-2011 at 11:48 PM.

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