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  1. #1
    Player Hyrist's Avatar
    Join Date
    May 2011
    Location
    Windurst
    Posts
    396
    Character
    Hyrist
    World
    Asura
    Main Class
    RDM Lv 99
    I think that ought to be our goal even if it's realistically unachievable due to the need to keep the game balanced. The whole point of enfeebling ought to be disabling the foe to the point where it's significantly less of a threat, and I don't feel Red Mage really accomplishes that.
    I agree. Though I do think we can all agree that TP moves are the root cause of this problem when we take away the issue of 'Spell Immunities'.

    This, and 'Auras' which seem to be a nice trend in Abyssea (Does Voidwatch have these?)

    So a Debuff that would lock down Sphere effects and prevent them from taking effect would be a good idea for a new debuff, if this idea of Auras are going to be a new mechanic.

    But getting back into the idea of attacking TP moves. There's only a set number of ways of doing it.

    Stun prevents it (enemy keeps TP).

    We have TP reducer moves (Straight TP , or DOT)

    TP Gain suppression (Between Subdle blow and other BLU enfeebles.)

    Max TP down is a new debuff we've seen.

    Then we have "Delay increase." Alla Addle.

    Alternatively, perhaps a more advanced, alternate version of stun that 'prevents' a TP attack on a timer, and causes a TP reset, would be an incredible boon for fighting TP moves.

    Other Debuff categories we haven't touched?

    Magic Defense reduction.

    A debuff that enhances Skillchain/Burst damage.

    A debuff that causes the monster to deal damage to itself rather than the party. (Could be incorporated into that "TP Killer Stun.")

    I think those are enough to chew on for a while.
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  2. #2
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    Quote Originally Posted by Hyrist View Post
    This, and 'Auras' which seem to be a nice trend in Abyssea (Does Voidwatch have these?)

    So a Debuff that would lock down Sphere effects and prevent them from taking effect would be a good idea for a new debuff, if this idea of Auras are going to be a new mechanic.
    See, to me that just sounds like a silly workaround to the root problem: stuff getting buffs that are basically immune to Dispel, which brings us back to square one of "we need things to not be immune, dammit". The whole point of dispel is to get rid of a foe's buffs, but now we're just seeing foes that have permanent buffs so Dispel becomes pointless.


    Quote Originally Posted by Hyrist View Post
    A debuff that enhances Skillchain/Burst damage.
    If they'd give skillchains an overhaul that brought them back into modern play this could be pretty fantastic. Unfortunately, Skillchains are pretty much dead at the moment aside from the classes who can self-skillchain.

    For TP moves, I feel like all the ideas we've come up with trend towards simply making the TP move not happen. I think instead we might want to start gunning for something a little different. Addle reduces magic accuracy right? Why not extend that aspect to TP moves. Add something that severely reduces the potency of the TP move. They'll still be going off and TP feed is always going to be a concern, but instead of one-shotting that Tarutaru in the crossfire it'll instead knock his health in half. Just some sort of Damage Dealt -X% effect, or something along those lines.
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