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  1. #1
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Didn't they say that Brave will increase in potency as the level increases (for example, the Regen effect would be +5 at level 5 and the Haste would be +5 at level 5, but at level 90 it could be that the Regen effect would be +40 and the Haste would be at +25)?
    (0)

  2. #2
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    Even if it's something simple like 10% Haste, 15 Regen, and 3 tp/tic, they could allow using Rapture to double the potency of everything, basically giving it a growth option once you unlock that stratagem. Doubling its duration would then come later on.
    (1)

  3. #3
    Community Rep Bayohne's Avatar
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    Mar 2011
    Posts
    130

    Scholar - Part 2!

    Here is the follow-up to yesterday's Scholar post! I know it's been pointed out there's another thread, but it'd be weird to have part 1 here and part 2 there... I made a judgement call! (And I still blame Camate!)

    We are working on responding to questions about spells and everything else by the beginning of next week.


    Strategems

    I would like the amount of charges for stratagems increased.
    We will look into this, but balancing charges is surprisingly complicated, so we will need some time to work on this.

    I would like Adloquium’s regain effect, when used in conjunction with Rapture, increased.
    We may be able to work on a slight increase. However, considering that Rapture can be used relatively frequently, a drastic increase would be unlikely.

    I would like Modus Veritas to land every time.
    We have intentionally balanced its current effect with the possibility of misses in mind, so we do not plan on going back to the previous effects.

    I would like the recast time for Modus Veritas to be shortened.
    Since there are many requirements for this ability to take effect, we will look into reducing the recast time along with making the ability easier to use.

    I want haste and fast cast effects to be added to Celerity and Alacrity.
    We can look into this. However, if this were to be implemented, we would need to look into negative effects like slow, too.

    I want the effects of Accession to apply to my alliance members as well.
    Spreading the effects of Accession to the alliance will disrupt the balance of this ability compared with similar spells and abilities, so we aren’t considering this.

    I would like Manifestation to be able to make Elemental Magic AoE.
    We will continue to look into this, but the effects of spells that are turned into AoE by Manifestation are weakened, so adjustments to maintain that balance would also be necessary. Please be aware that implementing this will take a lot of time.
    (8)
    Matt "Bayohne" Hilton - Community Team

  4. #4
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Bayohne View Post
    Here is the follow-up to yesterday's Scholar post! I know it's been pointed out there's another thread, but it'd be weird to have part 1 here and part 2 there... I made a judgement call! (And I still blame Camate!)

    We are working on responding to questions about spells and everything else by the beginning of next week.
    To other jobs too, like Dark Knight and Summoner?



    I want Drain III and Aspir III.

    I would like to see their recast times reduced and casting speed reduced.
    Have Drain II fall in line with Aspir II with both having 75s recast time.

    Why does Aspir II have an 8 second casting time, please make this the same base casting speed as the other spells in the drain and aspir line.

    Reduce the casting time on Dark Magic, or only just drain and aspir line of spells considerably by making it a job trait specific to DRK or adjusting the spells themselves.

    I want Stun II.

    I would like a Form of Terror spell based or JA based, BST has it, why not us.

    I want a spell that absorbs a beneficial magic from a target and bestows it upon me, BLU has it, some DRK mobs can do it by swinging, why not us.

    I want survivability via the form of Dark Magic.

    Push DRK's parrying to A and balance it by limiting its effectiveness to only when two-handed weapon is equipped.

    I want to know why Tactical parry exists on my job.

    I want to know where my magical attack bonus traits are.

    I want Absorb Spells to not decay, or have their drained amount drastically increased.

    I would like Dark Knight to have job traits to reduce casting time on Dark Magic greatly.


    We are looking forward to our answers!

    Here's the threads:

    DRK: http://forum.square-enix.com/ffxi/th...166#post158166

    SMN: http://forum.square-enix.com/ffxi/th...on-RE-Summoner
    (2)
    Last edited by Urteil; 07-30-2011 at 05:54 AM.

  5. #5
    Quote Originally Posted by Bayohne View Post
    I would like Modus Veritas to land every time.
    We have intentionally balanced its current effect with the possibility of misses in mind, so we do not plan on going back to the previous effects.
    The problem is that Modus Veritas is a trigger ability in Voidwatch. It seems that it is the only trigger job ability that can (and most times will) fail to work.

    Wouldn't it be possible to make Modus Veritas a status effect that can only be placed on the mob when there is a helix to prevent other people from using it on the same mob? We can't overwrite Slow or Paralyze, Modus Veritas could be the same way so that it can actually land and SCH could do its Voidwatch procs.
    (1)

  6. #6
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    EDIT: Think I was wrong, carry on.
    (0)
    Last edited by Raksha; 07-30-2011 at 06:42 AM.

  7. #7
    Player StingRay104's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Bayohne View Post
    Here is the follow-up to yesterday's Scholar post! I know it's been pointed out there's another thread, but it'd be weird to have part 1 here and part 2 there... I made a judgement call! (And I still blame Camate!)

    We are working on responding to questions about spells and everything else by the beginning of next week.


    Strategems


    We will look into this, but balancing charges is surprisingly complicated, so we will need some time to work on this.


    We may be able to work on a slight increase. However, considering that Rapture can be used relatively frequently, a drastic increase would be unlikely.


    We have intentionally balanced its current effect with the possibility of misses in mind, so we do not plan on going back to the previous effects.


    Since there are many requirements for this ability to take effect, we will look into reducing the recast time along with making the ability easier to use.


    We can look into this. However, if this were to be implemented, we would need to look into negative effects like slow, too.


    Spreading the effects of Accession to the alliance will disrupt the balance of this ability compared with similar spells and abilities, so we aren’t considering this.


    We will continue to look into this, but the effects of spells that are turned into AoE by Manifestation are weakened, so adjustments to maintain that balance would also be necessary. Please be aware that implementing this will take a lot of time.
    Can you just remove Modus Veritas then. Seriously if your gonna give us spells as lame as the helix spells and then make the only ability that can make them remotely worth casting have such a horendous hit rate, IE:1% as far as I've seen on anything worth hitting it on, we are really just better off without it and the damn helix spells. The idea for manifestation to effect nukes is a great idea especially since it does lower nuke damage a little as a negative, but remember it should be like a 10% max downgrade on damage otherwise it will be worthless as well. Also I understand that due to the fact the DRK community completely rejected all your ideas that the devs have to come up with something else, but please don't forget about us in the end.
    (0)

  8. #8
    Player Korpg's Avatar
    Join Date
    Mar 2011
    Posts
    2,196
    Character
    Kingnobody
    World
    Asura
    Main Class
    SMN Lv 94
    Lots of "I wants" in that thread.
    (2)

  9. #9
    Player Siiri's Avatar
    Join Date
    Mar 2011
    Posts
    233
    Character
    Siiri
    World
    Bismarck
    Main Class
    WHM Lv 99
    Quote Originally Posted by Korpg View Post
    Lots of "I wants" in that thread.
    Scholars won't be happy until they put white mages and black mages out of business. No concern ever for balance from that job's player base, especially considering how horribly overpowered scholar was at 75.
    (2)

  10. #10
    Player
    Join Date
    Mar 2011
    Posts
    319
    Quote Originally Posted by Siiri View Post
    Scholars won't be happy until they put white mages and black mages out of business. No concern ever for balance from that job's player base, especially considering how horribly overpowered scholar was at 75.
    Despite SCH's superior MP conservation, the most efficient set ups preferred BLM for timeframe nukes, AoE, or stun.

    Prior to 80, SCH couldn't haste.

    Anyone suggesting SCH was overpowered pre-level cap change is a liar or rolls with inefficient (i.e. bad) groups.
    (3)

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