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  1. #51
    Player Troupe's Avatar
    Join Date
    Jul 2011
    Posts
    11
    Character
    Okinoki
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Byrth pretty much covered it all in his post.

    The fact that you wrote 'Enjoy " at the beginning of the post just makes me think you have no clue how frustrating this update is...

    By not considering any waltz timer split I feel like you forget that our TP caps at 300, while in abyssea WHM have a practically endless MP pool and can spam between Cure V and VI with added stoneskin effects. I appreciate DNC's cures are not intended to be the powerful but try healing something like Apademak on DNC, it's just not gonna happen due to having to already contend with front line debuffs. Even as duo and DNC main healing, if DNC got paralyzed and healing waltz doesn't go off you're now stuck with a huge recast for it to potentially be para'ed again. Something like waltz splits would mean if Healing waltz got para you could try curing waltz to try and see your HP through.

    Has the dev team actually tested split timers in a fight to see how it does compared to other healing classes or do you just assume it will be more over powered?

    In regards to 1 finishing move once steps are at Lvl 5 I don't see much reasoning behind this at all. You say we should alternate steps but surely that's down to each players own discression what steps they want to use. I don't want to alternate for the sake of keeping my finishing moves effective. Do other jobs have penalties for favouring a particular enfeeble...
    (3)
    Last edited by Troupe; 08-16-2011 at 08:52 AM.

  2. #52
    Player Kari's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Aisaka
    World
    Fenrir
    Main Class
    DNC Lv 99
    Byrth basically said everything that needed to be said.

    I can't believe SE thinks that Chocobo Jig has to have a cost to be AoE...
    Is there going to be a a cost for Bolters/Mazurka/etc now too?

    Gear with "Desperate Flourish effect" is going to be ignored. If you're going to buff it, make a direct buff.
    Nobody is going to work for gear for a flourish that nobody uses.
    Really need to make Flourishes in general better, considering there's only 1 per category worth using. Maybe 2 if you use Building.
    (2)
    /人 ‿‿ 人\


  3. #53
    Player Shibayama's Avatar
    Join Date
    Mar 2011
    Location
    Bastok for life baby.
    Posts
    142
    Character
    Shibayama
    World
    Bismarck
    Main Class
    BLM Lv 99
    Ugh... this just encourages the perception that the devs only know this game on paper, and not from actual player feedback or playtesting. In a group, dancer's healing abilities are shunned, particularly when up against something that does big damage and requires constant healing.

    Level 5 step is "powerful" huh? A single spell from a redmage or even a blu outclasses something that takes a minimum of 30 seconds to get up to level 5, and lets not kid ourselves. Yes, you generally want to balance between two steps but just for the sake of "making it so you USE OTHER EFFECTS" is outlandish. I don't care if the steps stack with other effects - its just too big of a discrepancy between effort vs reward.

    Also can we please reconsider the "triple attack" floruish III - abilities that solely enhance rudra's storm are abit of a waste, especially considering that nobody ever uses Striking anymore anyway. More *defensive* flourish III's would be better - such as climactic but it forces parries for each move used. That way there is less of a fuss about "bah offensive flourishes compete with just reversing for another weaponskill." Two weaponskills and a skillchain is almost always better than one slightly stonger one. And since monks also have the same evasion skill as well as access to perfect counter "just sub nin" is not an excuse to make this an unviable idea.

    Also can we please have a rundown of what buffs and abilities we will actually get instead of just a rundown of which of our ideas are not viable? Might make for a more pleasant read.
    (2)
    Last edited by Shibayama; 08-16-2011 at 10:10 AM.

  4. #54
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Wow. I guess in addition to being a difficult job to play properly, Dancer is a difficult job to develop properly.

    You have my sympathies, Byrth.
    (1)

  5. #55
    Player Atoreis's Avatar
    Join Date
    Aug 2011
    Posts
    151
    Character
    Atoreis
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Quote Originally Posted by Purpleeyes View Post
    Except for the fact that what it removes is completely random. When you're covered with five different thing and paralyze is one of them, there's a good chance paralyze will wear off before you even get a chance to get rid of it, thus totally wasting your time during that entire period. Not to mention you have to choose between curing (which can get paralyzed, therefore goodbye healing waltz for the next 10 seconds) and healing yourself.
    This ^

    I dont see how curing on DNC would be overpowered with Curing waltz I, II and healing waltz in waltzes I and curing waltz III,IV,V in waltzes II.

    I dont see how you can even compere healing waltz with -na+erase combo. If you have paralyze on DNC you can end up not doing a single cure or healing waltz for a minute+ and just see how you recast is going up and down while nothing beside "xxx is paralyzed" will happen.
    (2)

  6. #56
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    10,692
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Since sphere effects are extremely strong and completely negate the opposite enfeebling effect, we won’t be implementing the sphere effect itself. However, we are planning to add something that gives your party members some kind of effect while continuing to consume your TP. As we are not at the stage where can give info on specific effects, we would love to hear your ideas.
    This seems like a cool idea, however, whatever effect is given would need to be relatively powerful to justify having a TP perpetuation cost.

    Since Curing Waltz was designed to be different from Cure in the sense that it has advantages with short execution time and it is hard to interrupt, but on the flip side is difficult to use in quick succession, we do not have any plans to reduce the recast time further. Instead we wish for dancers to focus on specific tactics taking into account the levels of Waltz and use the most appropriate one for the situation.
    The strongest waltzes have disproportionately long recast timers to the point where using waltz V is no more effective than using a lesser waltz more times in the same time period.

    Also, situations can change int he blink of an eye. If you use a high waltz and the situation gets worse, dancer cannot adapt to the situation. This recast problem prevents Dancer from being the support class it seems like it was built to be. Yes, they can use waltzes where white mages might h ave difficulty casting, but that alone doesn't justify this.

    To put it simply: If Waltz V is not better than just using waltz III a few times, then there is no point in it existing. A higher tier waltz needs to have at least a slight edge over the previous tiers. This is true for waltz I II and III, but stops being true beyond that.
    (2)
    Last edited by Alhanelem; 08-16-2011 at 10:45 AM.

  7. #57
    Player Purpleeyes's Avatar
    Join Date
    Mar 2011
    Posts
    29
    Character
    Purpleeyes
    World
    Phoenix
    Main Class
    WAR Lv 90
    I've been reading through the JPN forums and it seems they have similar responses. It really is like the devs have never played this game.
    (1)

  8. #58
    Player Fusionx's Avatar
    Join Date
    Mar 2011
    Posts
    152
    Character
    Fusionx
    World
    Asura
    Main Class
    DRG Lv 99
    Quite meh overall, though the thing about the recast timers is still a big issue.

    At the very least, erase needs to be separated from cures. I can't count the number of times I've erased some kind of effect off someone to have them die afterwards because my timer wasn't back up. (should note this is when low manning/duoing content without any type of mage job present)

    In regards to step levels.. why cant you let us have more than 5 but limit the amount of steps that can be consumed by a certain ability at a given time? ex. Reverse flourish uses "up to" 5 steps etc. We'd then still be limited by the recast timers of abilities that consume steps.

    determine how many times you can use a step in a single battle
    Please no. For myself personally (and probably lots of other DNCs) apart from trying to stack the most necessary step to level 5, the whole point of steps is to use them frequently if for nothing else, to build up TP. Limiting steps to a certain number of uses feels like it would essentially nerf the job. It would be like saying Samurai can only use meditate X number of times during a fight.


    Also- resist amnesia would be nice, I mean jesus.... COR got it? But not DNC?
    (1)

  9. #59
    Player Purpleeyes's Avatar
    Join Date
    Mar 2011
    Posts
    29
    Character
    Purpleeyes
    World
    Phoenix
    Main Class
    WAR Lv 90
    Honestly if you're in a situation that somehow requires Curing Waltz V, you should have a mage with you. Or are we supposed to rely on Fan Dance and Utsusemi to keep us alive until we cure ourselves again?
    (0)

  10. #60
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    It's official-

    DNC is dead. There's no saving it now.
    (1)
    Last edited by Quetzacoatl; 08-16-2011 at 11:23 AM.

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