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  1. #81
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    May 2011
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    Warrior Example Adjustments
    Adding new ability that would allow warriors to change a weapon's damage type (slashing/blunt/piercing) during combat. => Very interesting idea, would allow warriors to be alot more tactical.

    Adding a new ability that would ensure the next melee attack lands a critical hit. => not saying im exactly against this idea or that it is even a true clone there of but this is one of many abilities they are giving away from thief, which as i will outline later on is getting jack in the way of compensation.

    Monk:
    Vision
    We'd like to see monks further mature into an even more supportive attacking role (wut?) within the party. There's still room to build upon their renowned self-defense tactics such as Chakra and Counter, and they can also benefit from some extra training in skills like Subtle Blow and Chi Blast that leave foes too weak to fend off attacks from other party members.

    even more? since when? mnk's have either been counter tanks or straight DD's as far as i know, unless some one can further elaborate on what they mean by even more? besides as i said with warrior this whole bluing of lines between jobs is kind of counter productive of actually having 20 DIFFRENT jobs, we already have dancer as a supportive attacking class.

    Example Adjustments
    Adding a new effect to Boost that increases Chakra's effectiveness or makes Chakra's HP-recovery bonus gradually increase by level. => Silly, Plain and simple, only situation i can think of where this makes a difference or is useful is solo between fights as a means to recover a greater amount of HP before resting.

    Adding a new effect to Chi Blast that reduces an enemy's TP. => chi blast's recast is such that i would think this to be a marginally useful ability. well would add a tad more utility to ability but still once every 3 min is pretty abysmal in terms of utility.

    White Mage

    Example Adjustments
    Adding a new ability that reduces magic damage taken by party members. => then whats shell for? or perhaps they mean a buff that directly effects MDB?

    Adding a new spell that removes Charm from a party member. => honestly now... wheres the damn anti amnsia spells? hell give me an echo drop type item for it ill pay for it... not really much else to say on whm its one of the few jobs ive little experience in, would be interested to hear what the other players have to say in reguards to the needs of WHM.

    Black Mage Example Adjustments
    Adding new abilities that increase the likelihood of dealing more elemental magic damage at the cost of greater risk. => im gonna take a stab and guess that risk in this cause is higher enmity, doing more damage is nice sure but why do you insist on keep adding anything that screws with enmity while you still acknowlage that the emity system as it stands needs major review.

    Adding a new ability that makes the next spell cast cost 0 MP. => sounds nice, cant imagine you'd be able to use it offen, might make for a good desperation/death through type move.

    Red Mage Example Adjustments
    Adding abilities that reduce to zero the casting time or recast time for the next spell/ninjutsu/song. => meant to mention this on blm but whats up with adding ja's that offer mini 2 hour effects lately, sekkanoki, blm propsed JA and now this? not that its a bad thing but still.

    New enfeebling magic spells. => right so you gut RDM by offering much like thief, thier job specific qualities that make them unique (Refresh/convert from SJ) and now want to make them back into more enfeebling role, cant say that better enfeebles/ones that can be landed on up to date content is bad, but if you really want to mainstay thier focus on enfeebling give them spells like amnesia/potent plague, zombie, stuff truly crippling/debilitating.

    Thief

    /rant on

    Don't even bother ajdusting us any more, you're already planing on giving away anything that made us unique or have already done so, ranger with TH, dancer with triple attack, war with force crit capabilities, you want to give us augments to steal? why??? there is only one thing i can think of worth stealing and thats dynamis currency, given the success rate and considering what dynamis is i cant foresee the improvement having a high effect on stolen dynamis currency anyways.

    you continuously ignore not only what we have requested in terms of adjustment but also how players actually play, this goes for everything i have said so far and will say, take a damn look at how players actually utilize/play the job before you think you know what needs adjusting.

    /rant off

    Example Adjustments
    Adding a new ability that complements Sneak Attack and Trick Attack. => mildly interested to see what this means...

    Raising the chances of successfully executing Steal and Despoil commensurate with Treasure Hunter. => see above...................

    Adding a new ability that intimidates an enemy in proportion to the number of members in the party. => Why? just why?

    Paladin Example Adjustments
    Adding a new ability that reduces the amount of damage taken by a party member for one hit. => a kind of perfect defense type ability perhaps? seems interesting.

    Adding a new ability that slows enmity reduction. => once again revamp the enmity system first for heck's seck.

    Dark Knight Example Adjustments
    A new ability that sacrifices TP gain to make attacks more powerful. => i honestly dont see this as being well received unless its actually potent.

    A new ability that raises the amount of damage the dark knight takes, but also raises the amount of magic and elemental weapon skill damage it deals. => see my thief rant + you planing on revamping elemental weapon skills? without atma's they serve no purpose other then looking pretty, making this particular path another empty gesture for a job lacking love currently.

    Beastmaster Example Adjustments
    A new ability to call forth pets that, like the avatars Odin and Alexander, immediately use their characteristic ability then disappear. => see THF rant again + another useless gesture unless these one shot pets can be called with another pet already in play, bsts typically rely on thier pets to tank for them, a 1 shot pet would effectively be wasting time they could be using to call another real pet or charming something else, meanwhile they are still being beaten on.

    Adding more pet-specific abilities.
    Revising the effects of the Familiar ability.

    these two are too unspecific for me to really comment on.

    Bard Example Adjustments
    Adding a new song that reduces enemy magic defense.
    Revising enemy resistance to Foe Requiem. => wow... after so many years... still relatively minor adjustment.

    Adding a new ability that increases the effectiveness of the next song sung. => this include buffs?

    Ranger Example Adjustments
    Adding the effect of Subtle Blow to ranged attacks that are unleashed from a suitable distance. => sounds good.

    Adding an effect to ranged attacks from an enemy's side or back that reduces enmity. => finally a step in the right direction, but again fix the enmity system.

    Adding an ability that increases enmity towards party members positioned between the ranger and his/her target. => sooo whats the point in thief again? not that im against this ranger could defiantly use an ability like this.

    Samurai Example Adjustments
    Adding an ability that increases accuracy and damage of weapon skills. => wasnt really aware we had a major acc problem, interested if the dammage boost will be noticable.

    Adding an ability that augments the next weapon skill used with a TP bonus. => interesting but the unkai kote +2 already do this for sekkanoki, not that i wont welcome even more opportunity to take advantage of more TP bonus.

    Ninja Example Adjustments
    New abilities that make it possible to turn aside enemy attacks and abilities. => perhaps a perfect parry type ability? would be nice if you can actually gain parry skill ups off it if thats the case.

    Adding a new ninjutsu that increases the effectiveness of one's own Store TP trait. => kinda cool but again with blurring of job boundaries, STP is more of a samurai thing, once again not against this just saying.

    Dragoon Example Adjustments
    Adding the effect of reducing magic resistance to certain wyvern breath attacks.

    Adding an ability that makes wyverns more difficult to KO. => they didnt get a stout servant trait like automatons did?

    Adding an effect to Jump, High Jump, and Super Jump that reduces enmity of the player behind the dragoon. => seems kind of interesting like an inverse thief, but nothing here really helps DRG with DD, not that they per say need it but they are still horribly under rated, need something to help them stand out more.

    Summoner

    I honestly have no idea what SMN's want curious to hear what kind of adjustments yall are interested in seeing, the blood pact delay one seems decent ish, kinda dubious about new avatars, last time they added the storyline avatars they were 1 trick ponies you could use once every 2 hours... though Alexander is freaking sweet. (give odin some love)


    Blue Mage Example Adjustments
    Adding new blue magic spells. => any new traits we can expect along with those new spells?

    Additional HNM moves for the blue mage to learn. => just hope you dont gimp them too much (1k needles anybody?)

    Corsair Example Adjustments
    Allowing three phantom rolls to be in effect at the same time. => interesting idea however i can see this as gutting a corsair away from the DD circuit altogether though, with phantom rolls only lasting up to 6 min 40 seconds (max without gear augments) a cor is liable to be expected to constantly be applying mage/melee buffs would drastically reduce the amount of time they are either meleeing/shooting for TP may even limit them down to just QD unless thats your intention?

    Further more typical DD buffs conflict with what a corsair would use for DD unless you finally give them a JA like the one bard got (damn cant remember the name now) corsairs will not only find themselves constantly buffing the party but also lacking in rolls that benfit them in the few moments they manage to find to DD.

    Adding an ability that increases the effectiveness of phantom rolls.
    Revising the potency of certain rolls. => not much to comment here as there is a lack of specification to speculate on.

    Puppetmaster Example Adjustments
    Introducing an assortment of new attachments. => See Thief rant + cool more attachments, what about AI issues, or better yet why not actually disclose what the hell tactical processor does? hell we dont even know if it works as intended. why should my maton cure my paralysis at 90% hp and 2 seconds later when im almost dead refuse to cure me? i understand there needs to be some kind of balance on how often they can cast but a single timer for all spells? come on...

    Adding an ability that restores an automaton's HP.

    Dancer Example Adjustments
    Introducing an ability that consumes TP to imbue party members with the Regain effect.
    Adding an ability that allows for a triple attack. => why not just give them all the TH gear and traits and delete thief already? dancers have higher DW and DD capabilities, thier JA's have synergy, they also already have most of the same traits evasion bonus, Crit attack bonus ect.

    Scholar Example Adjustments
    Adding spells which gradually reduce an enemy's TP or status enhancements. => meh, shouldn't this be more up RDM's alley? though i cant really think of better suggestions for SCH though, heh well not so much a functionality issue but would be nice if SCH weather effects could count towards elemental trials to a lesser credit, aka 1 objective completion vice 5.

    Adding a spell that can be cast while under the effect of Tabula Rasa. => Ultima? would be weird to implement that though since its atypically non elemental, what skill would it employ? or perhaps it would be unresistant aka 100% macc? would seem a fitting spell for a SCH a devout researcher of both schools.

    heh sorry for the long post but needed to get most of that off my chest.
    (1)
    Last edited by Nala; 07-16-2011 at 09:19 AM.

  2. #82
    Player Hyrist's Avatar
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    May 2011
    Location
    Windurst
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    396
    Character
    Hyrist
    World
    Asura
    Main Class
    RDM Lv 99
    Quote Originally Posted by Greatguardian View Post
    No. I think you meant to say "On behalf of a few very vocal Red Mages."

    On behalf of the Red Mages who excel in their spellcasting roles and like it that way, Thank Altana.
    For what? For outright lieing about the capability of our job?

    Haste and Refresh does not a demigod make, and there's a long way to go before it can even be considered half that claim. Again, what they said was more reminicent of bard... or even WHITE MAGE than Red Mage as it stands now.

    And as far as 'protecting your caster role'. Are you really that paranoid that having a utility that would let Red Mages melee on something beyond the most worthless fodder is suddenly going to undo 9 years of stigma and bad job design? Your caster roles are well secure. There's no harm in writing a utility into the melee side to make having RDM on items like Sagasinger, seem less worthless, or giving some of the broken mechanics a long overdue adjustment.

    But until there is some substance behind their claims, Red Mage remains in a bad state for a good deal of the game's content, regardless of of what side of the melee debate you're on. Save your 'thanks' for when the deed is done.
    (4)

  3. #83
    Player Tiberius's Avatar
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    Apr 2011
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    20
    Character
    Tiberius
    World
    Sylph
    Main Class
    THF Lv 95
    It's quite obvious that S-E doesn't know how to properly buff up THF. Some (probably) cruddy intimidation skill? Increase of the success of Steal/Despoil as determined by your level of TH? How about you separate the friggin' timers on Steal and Despoil before you go increasing their utility? Make Aurasteal its own ability, standalone from everything else? While the 5:00 timer in Steal/Despoil is a problem, it's dwarfed by the fact that said skills are limited due to shared timers. It's stunning how S-E hasn't realized this...instead they're busy giving away our Assassin's Charge, and giving us intimidation. Party-only, of course.

    What are we, gang leaders now? Ridiculousness.
    (2)

  4. #84
    Player Greatguardian's Avatar
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    Mar 2011
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    I'd rather save my thanks for after you log on and complete your parse with Aurara.

    But to say RDM is in a weakened role right now is folly. Is it super popular in Abyssea? Nah. It doesn't have Grellows or a very potent healing capacity when people have 4,000 HP, and its Enfeebles are often wasted because they only reduce the damage Monk deals in Counters. Does that mean it's super weak and unpopular everywhere? Heck no.

    I'm not a huge fan of the Voidwatch rewards, but the event is pretty awesome. Abyssea is over. Whether people move on from it or not, though, is really a personal matter. Abyssea is easy enough for full Aurore thieves to crap all over the content. Of course plenty of people are going to continue doing it at 95 and 99, but for the most part that's going to be because they're incapable of doing more advanced content which is straight up "too hard" for them.
    (2)

  5. #85
    Player Duelle's Avatar
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    Mar 2011
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    Windurst
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    658
    Quote Originally Posted by Karinya_of_Carbuncle View Post
    RDM does have a big problem right now, but lolmelee isn't it. RDM was never intended to be a primarily melee oriented job at high levels and there's no reason to expect that to change.
    Red Mage was "intended" to be a generalist that could fill in needed roles in parties while sporting some semblance of versatility. That fell flat on its face when refresh entered the game, which combined with the groups that were already desperate for healers did nothing but sling mud on our job.

    As far as the swordplay thing, I lean more to the magic fencer aspect of RDM because that is more like a Red Mage than spamming cures and buffs ever will be.
    The primary problem RDM faces in level 90 content is that RDM (and SCH) is no longer a useful healer!
    This assumes we wanted to be shackled to healing.
    There's no discussion (explicitly at least) of whether SE wants any job other than WHM to be able to heal effectively, or what plans they have to make that possible again at higher levels the way it was at 75.
    That's probably because those of us who were sick of imitating white mages for close to 6 years now are saying "good riddance".
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  6. #86
    now, let's see...

    As to the thief rant I play thief, I'm pretty good at it, and frankly I don't see it really needing much of anything except maybe an improvement to Hide and a damage component to Mug. The SATA upgrade is gonna be unusable unless they get closer to old style content. You could hardly get the pt to stand still long enough to land SATA then! as it stands in Aby if you land it, it's an accident. More hate control tools? well, if anyone else will cooperate, sure but seeing people play now I'm not gonna hold my breath.

    Red mage... honestly, I don't know what we're gonna do with you guys. You can't even decide amongst yourselves which way to take the job except that it should be set to god-mode... which is NOT going to happen. The only thing that seems almost universal is that you all whine-LOUDLY about it. So, since none of you could make a decision SE did it for you; you are buffers and enfeeblers. Makes sense, you were originally the best in a combined role doing just that from the start of the game. So what is the reaction? whining-LOUDLY. Whatever

    Smn seems more like a wake-up call. You wanted to use your BP more? ok, but you have to do something you haven't done since the inception of Abyssea-pay attention to your MP pool. 2 new avatars, we'll have to see what they do. Although not mentioned, with 9 more levels I think it's fair to say that new BP are on the way, too.

    seriously, read in total it seems like SE is trying to restore the game balance they all but abolished with the Abyssea play system. In fact, the preamble language about building towards job balance at 99 seems to say just that. Looks like folks are going to have to relearn how to function with party mechanics, hate control and survival issues again, and I couldn't be happier about it.

    Or you could just stay in Aby pot-shoting EP-, by 99 EVERY JOB will have achieved god-mode in there, so you should be happy
    (1)

  7. #87
    Player xbobx's Avatar
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    Mar 2011
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    575
    Character
    Shuffles
    World
    Ragnarok
    Main Class
    PUP Lv 99
    Giving pup new attachments is fine and, but make them available easily for all. If jobs are getting all these job adjustments that just happen but pups have to pay 1mil plus for go through stupid time sink hoops for a 0.001 percent chance of drop, its just not right.
    You did the right thing putting attachments bought with IS points, then you turn around and do something really stupid with the new attachements and put them in chests that you hardly ever find, or put them on ob forcing you to do old content no one does. that is one thing that always pissed me off, other jobs get some easy great equip to get, but pup, something half decent you put on the hardest mobs in games with rediculous paths and horrible drop rates. then if they too good you nerf them, like burts.
    (1)

  8. #88
    Player AyinDygra's Avatar
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    Mar 2011
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    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    My take on SE's "vision"... in some areas, they're thinking like the players, but in many cases I am made to wonder if they play their own game, or read the english boards. My confidence in their plan for the future of the jobs has taken a major hit. It *almost* sounds like they were asked to make this list up off the top of their heads in about ten minutes. I don't see a well-reasoned and strong vision of how the jobs should operate in the situations they encounter in the game.

    Job-by-job reaction and mini-brainstorming exercise:

    Warrior
    Warriors are physical damage dealers. That's what they've been in past games, and that's what players expect in FFXI. Their use of many weapons is a key feature, and they see it as something to build on too. However, I like the suggestion in this thread about a Job Ability that lets Warriors switch weapons without losing TP a lot more than the example adjustments they listed.

    Monk
    Well, they've got the punching and countering parts right. The whole "supportive attacking role" probably refers to Penance, reducing enemy TPgain via Chi blast and Mantra, increasing the maxHP of the party, both merited abilities that you can't count on a Monk bringing to a party. I won't say no to more subtle blow and more useful chi blasts, but they're almost completely ignoring guard (still room to build upon their renowned self-defense tactics) Maybe add "holds" to guarded and countered attacks, making them vulnerable to other party member attacks and preventing the enemy from attacking. Chakra should be party-AoE like in several past FF games. (I put forward several ideas in my Monk forum thread too)

    White Mage
    Nothing ground-breaking here. Ultimate healers and removers of enfeebles. Keeping the party healthy and preventing enfeebles. There are several glaring inadequecies in their repertoire, such as no cure for Amnesia. I could see adding Rosa's Job Ability: Pray for a hateless Curaga type effect and a Job Trait at higher levels that increases its healing power. Another Job Trait I'd give them is something like "Rise" that completely fills the raised person's HP/MP to their reduced maximums. (and many Whm's want Revivivivivivicence (no death sickness raise spell)

    Black Mage
    Again, very simple job concept, just getting more powerful magic. Glass cannon. A Job trait like "Piercing Magic" could be given to them to prevent the lowest tiers of resists from occurring. It could also bypass "Reflect" status, if that's ever added to FFXI. "Burst Proficiency" could be a trait that returns MP from Magic Bursts.

    Red Mage
    "We've decided to rename Red Mage: Oracle (From FFT). Forget the whole white and black magic thing and the magic fencing with swords... they're mainly enhancers and enfeeblers now. We're giving their dual magic side to Scholar and melee side to a new job that we're not talking about yet (Mystic Knight.)" That's what I read. "Red Mage" doesn't exist anymore.

    Thief
    I don't know what to say... they still see value in enmity control and treasure hunter. I get it, Thieves are tricky and the enemy shouldn't know where their attacks came from. They can steal stuff from the enemies. Recently, they became more like "criminals", collaborating and being accomplices, and now a new ability on the table is something like "Gang leader": intimidating an enemy depending on the party size. Stealing most certainly should be the focus of the Thief job. Since real items are a gil-concern, and probably the reason Steal is on a 5min timer right now, they should focus on adding temporary items and other non-gil-producing items to the loot pools of enemies that can be used strategically in battle (potions, grenades, etc) (with a new steal command on a much shorter timer to grab these non-sellable items), as well as stealing intangibles like Stealing Time (haste thief+slow enemy). Another key ability of Thieves is misdirection using distractions that could allow for Sneak Attacks from any direction. "Caution" could be a "circle ability" that increases the party's critical hit evasion rates and increases defensive skill activation rates. (I've got a thread on this job in its forum too)

    Paladin
    *sigh* Moving on.

    Dark Knight
    Giving up HP to do damage is the Dark Knight's world. They've got Dark Magic, focusing on absorbing stats and soul stealing. They're intimidating, able to inflict stun and they should intimidate all enemies (not restricted to family types). They're mainly a melee job, so their casting should be similar to Blue Mage (Fast). I could see Dark Knight getting Scathe from FFXII. FFX-2 had Dark Knights immune to status ailments, so an ability to shrug off ailments would be an interesting concept in FFXI. A Job Ability like "Fearful Strikes" that increases critical hit rate and adds a very short duration Terror on crit hits could be useful, and fits the theme (Could make it scythe only, or more effective with scythes.)

    Beastmaster
    Interesting turn to take on Beastmaster, with party-buffing pets. The comparison to Odin and Alexander for the instant-use pets was less than ideal if they meant for them to really be treated more like Spells or Job Abilities with a pet graphic effect.

    Bard
    Interesting, not much to say. Reducing enemy resistance to things like Foe Requiem and all Enfeebles across the board will bring a lot more strategy back into the game, where people have given up on using their full range of abilities since they're usually ineffective when they'd be of most use.

    Ranger
    Adding enmity reduction to their attacks is a massive step in the right direction.

    Samurai
    One word: Weaponskills. They've had this focus going for them the whole time. Self-skillchains are all the rage these days, since parties don't really coordinate for them very often.

    Ninja
    Not exactly what's been expected, but interesting. Deflecting/Turning aside enemy attacks instead of using a shadow to absorb them has interesting uses if this means the attack just moves to another target (like a secondary tank). For cases where a Ninja is tanking with a partner, the idea of having a smokescreen to attack from out of sight could be used to temporarily remove the ninja from the enemy's hate list so they can recast shadows, or still build hate that gets applied when the smokescreen wears off. (I posted on the ninja boards about 3 plausible additions to Ninja: Image Trickery, Smokescreen, and Fade)

    Dragoon
    I'm glad to see them putting more focus on Jumps and wyvern defense. I recently put forth a few ideas on classic Dragoon strategies in the Drg forums, probably after this road map was put together. I hope the direction they're going incorporates a little more from past versions of Dragoon.

    Summoner
    The concept is still there. I'm happy to see Atomos (hopefully a mobile glowy maw), less happy about Cait Sith, and still waiting for Phoenix - maybe a new type of summon tied to a new Job Trait: Phoenix Ember... so when a party member dies, Phoenix has a random chance of raising them, including the Summoner. (random auto-reraiseIII)

    Blue Mage
    Yep, not much has changed here. (more specifics would be welcome with update notes and previews.)

    Corsair
    Totally ignored the feedback thread on XI rolls... the vision of the gambler is as expected though. Maybe they'll consider the trick dice concept put forth in the "throwing arts" thread, using dice attacks to build up 3 separate results, then creating an effect based on those results, like slots of past games.

    Puppetmaster
    If they're going to keep adding attachments, they'll need to give us more attachment slots and more elemental capacity. The ideas they're putting forth could be handled with frame upgrades as others have said. Fixing the Automaton casting AI is a huge issue (THE issue) among those who use the mage frames. We need more melee heads too, and maybe a new head/frame combo or more. A way to control our automaton's weaponskills without restricting our maneuver choice would be great. (Maybe AI cards that go in a new slot in both head and body that turn on/off different abilities/spells, and maybe add new abilities/spells! - Abilities on body card, spells on head card)

    Dancer
    AoE Regain, triple attacks... and no sign of splitting Waltz Recast timers. Looks like they don't want Dancer to be a focused healer, just a support/enfeebling DD who "can" heal occasionally. "And perform better in ensemble casts" leads me to think there may be abilities for groups of two or more Dancers. That has potential, especially in alliances. But it could just be referring to being in a party... which would be disappointing. (there are many ideas in the Dancer forum!)

    Scholar
    Strategists... they seem to just be FFXI's "Red Mages" who have to choose between white and black magic at any given time. Their Damage over Time abilities are interesting, but the Helix spells never made much sense for the theme (more like Geomancer spells tacked onto the new mage job, since they didn't add Geomancer). If they really wanted to push the whole Strategist part of the job, they should get abilities that support the party's abilities to coordinate their attacks. In this regard, I'd give them abilities like Samurai and Dancer's Wild Flourish to invoke skillchains, a new Etherbound equivalent to allow magic bursts after a single weaponskill, extending the window in which skillchains and magic bursts can trigger, enhanced damage of weaponskills and magic bursts, weakening enemy resistance to magic or certain damage types. Controlling who has hate is a big part of strategy also (the two animus spells were steps in the right direction for the theme). All of these things introduce more "strategy" than "Do I use Black Magic or White Magic right now?" to the decisions of a Scholar.

    (I'd have used more paragraphs, but wanted to keep the format itself clean, and it kept me from going into too much detail, since I do go into much more detail in the related posts that I didn't link to, shameless plugging and all...)
    (2)

  9. #89
    Player Malacite's Avatar
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    Mar 2011
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    228
    As long as these WS "Refinements" don't equate into more nerfs, I'm fine.

    Seriously SE do not screw with our Empyrean WS. Well, not the good ones anyway. A massive buff to the older elemental skills would be wonderful, while fixing some of the more lackluster ones both new an old. DRG didn't need Wheeling Thrust +1 SE.

    Atonement, for example, could really stand to have it's damage uncapped and have the damage scale much higher with more TP & Enmity. Almost all of the 70~71 quested WS really need their fTP modifiers for 100 & 200 bumped up to justify using them.

    Finally, I would really like to see some refinements to the "Break" Weaponskills. Shieldbreak is arguably the best early-game weaponskill of all, but by the time you get Weapon Break there's no point in using them anymore because there are far better WS available around that time (Rampage, Raging Rush, Guillotine etc...) and Fullbreak is a joke since while it inflicts multiple stat downs, they are all at half-strength of the singular versions. The WS itself does junk damage too.
    (0)

  10. #90
    Player Andrien's Avatar
    Join Date
    May 2011
    Posts
    103
    Character
    Andrien
    World
    Bismarck
    Main Class
    BLU Lv 90
    Paladin: Their only purpose is to protect/defend full time, not temporally. Adjust Rampert. Rampert magic shield should not work like Stoneskin, instead it should work like sentinel except it mitigates magical damage. Add another job ability to share the effects of our own buffs with the whole party.(Fealty and/or Sentinel for everyone) Paladin should stand out more with divine magic. Holy II etc.

    Ninja: Shuriken needs to be addressed. Ninja can already dish out damage quickly at high speeds at close range combat much more effectively than their best combat skill known as Throwing. I'd like to see Shuriken adjusted in a way that they can deal massive spike damage if the player chooses to enter a stance for shuriken. Their are even some throwing weapons with base damage 250. Unfortunately those weapons are rare and can be carried in single file only. We need some more affordable Shurikens that is stack-able like that.

    Blue Mage: Need more Blue Magic Points. Being stuck at 55 points is kind of tough in my opinion. Summer Breeze, (if nothing to erase we gain Regain instead) Autumn Breeze would be fantastic, and Spike Flail. Edit: also like to note that the mp cost and spell casting time should not be huge! k thanks^^
    (1)
    Last edited by Andrien; 07-16-2011 at 04:21 PM.

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