I'll caveat with "aside from upgrading Relics/Mythics" - these are the only things that should continue to be enhanced, and their enhancement isn't really applicable inside of Abyssea anyways. They are great outside, as is everything else that was great at 75.
Besides, aren't we getting a test server soon, so we can actually, you know, test things?
I think the updates overall will go a lot smoother and be generally better received once it's up and running and we can actually try things out (like WS changes) prior to the major updates going live. Ultimately any changes are up to SE in the end, but I feel like our input will be that much more validated by actually getting to try out changes that are still in the works.
A steady diet of player buffs and no nerfs is what made Lesser Colibri the epic challenge they were, a trend that has only continued into Abyssea where players can duo NMs. You can't bring back challenge and skill to the game by buffing players. Give us more difficult mobs, or actually nerf the player abilities/items that are too overpowered, or both.
SE has always been pathologically afraid to nerf anything -- even the most obviously broken designer mistakes like ridill and kclub is unnerfed to this day. I'm willing to cut them some slack for making those items in the first place -- clearly they didn't realize how powerful their tp generation or Souleater with those items was going to be -- but not fixing their mistake for years on end is pretty lousy game design.
Balance isn't just about one job vs. another job, but also about players vs. monsters. Without that kind of balance, you can't maintain an appropriate level of challenge in content.
P.S. Mobs being too squishy and atma being too overpowered are what make certain WS, especially multihits/crits, OP now. Harder targets and non-atma-based content would bring their damage into line.
Certain WS actually do fairly high amounts of damage outside Abyssea though. Sanguine Blade and Aeolian Edge do pretty fair amounts of damage as is, without any Abyssea, whereas stuff like Flash Nova feels a tad underpowered outside (and to a lesser extent, inside, but this is due to a lack of AOE and such that isn't really an issue).
It's more than this, sometimes i wonder if the devs troll us when they setup the ws mods. I imagine the day they made Quietus went like this:
Dev1: So did you finish up the new empyrean scythe weaponskill?
Dev2: Just finished, take a look at this
Dev1: ....
Dev1: You set the fTP at 3.0 and made MND one of the WS mods??
Dev2: Yup
Dev1: Doesn't Dark Knight have one of the lowest mind ratings and lack reasonable mnd gear to make using on this weaponskill worthwhile?
Dev2: Maybe..
Dev1: How do you think they will feel after they've done all those Chloris pop NMs you programmed in yesterday only to realize guillotine has higher damage?
Dev2:
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Blizzard couldn't balance a damned cube. They tweak jobs to the extreme such that one update a job will be massively superior then the next update they're crap. Although it's funny when they nerf jobs, they give an in-game reason. Like Paladins have lost XXX ability because XXXX Boss is evil and took it from them.
What is this I don't even...I think it's basically polearm/axe/dagger/scythe and maybe armageddon (outside aby only) that need some tweaking as far as Empyreans go, but no matter how many constructive posts I'd make for the reps, none of them respond.
Inside Abyssea it owns.
http://img198.imageshack.us/img198/5...0202212412.png
Outside Abyssea still owns
http://www.gwcdn.com/albums/images/4...095f006252.jpg
Last edited by Ophannus; 08-18-2011 at 10:01 PM.
All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
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FFXI: Leviathan > Arcon
FFXIV: Selbina > Arcon Villiers
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