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  1. #1
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by FrankReynolds View Post
    I agree, this is a nice spell, but totally unnecessary. They need to add spells that get Red Mages "enfeebling master" role back before they add things like this.

    FFXI needs some big dot spells, and some enfeebles need to be fixed / added.
    as far as SE is concerned SCH is the DoT experts, they're also fixing Enfeebles for RDM. This is merely an addition that has no real effect on the Dev's time it's not going to be some crazy amount of time to make a spell that grants a double attack trait temporarily.

    The previous poster has no real concept of RDM, it sees RDM as simply a buffer so it's not too wise to agree with them. At least your reply was on what something RDM actually should do Enfeebling.

    As it was said before it was a mistake on the translation side. RDM is a master of Enfeebling and Self Buffs.
    (2)
    Last edited by Daniel_Hatcher; 08-31-2011 at 04:31 AM.

  2. #2
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,046
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by Shiyo View Post
    Waste of dev time, RDM is not a melee job :/.
    Comments like this are not helpful. There are times, especially soloing (something that RDMs do a lot) when it is beneficial. In a group fighting NMs, no, of course you're not going to do it. However, that doesn't mean that RDM's sword capability, which was originally designed as part of the job, can't be enhanced for any reason.
    (4)

  3. #3
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Camate View Post
    Thanks for all your feedback on Temper.

    Based on all the feedback we have received on the forum and the test server, we will be making it so Temper’s activation rate increases with higher enhancing magic skill. (Of course there will be a cap)

    In regards to the effect, when considering that the double attack can be stacked with other things besides just enhancing magic skill, such as equipment, etc., and can also be used with en-spells, we set it accordingly.
    Hurray~~~. You certainly put my translation to shame, Camate. Any word or even a hint of what that cap may be? >.>;
    (3)
    * 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.

  4. #4
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    With it being a magical equivalent of Double Attack, a cap is understandable with other gear added on top. 10-15% would be a number many of us would be comfortable with with that in mind, but more won't be argued against. Hopefully the devs will wind up thinking similarly.
    (2)

  5. #5
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Seriha View Post
    With it being a magical equivalent of Double Attack, a cap is understandable with other gear added on top. 10-15% would be a number many of us would be comfortable with with that in mind, but more won't be argued against. Hopefully the devs will wind up thinking similarly.
    Personally I'd say 20% simply due to the fact even with that percentage it's hardly going to make RDM some melee crazy fighter.
    (2)

  6. #6
    Player Hyrist's Avatar
    Join Date
    May 2011
    Location
    Windurst
    Posts
    396
    Character
    Hyrist
    World
    Asura
    Main Class
    RDM Lv 99
    1). Yes, double attack experiences decreasing returns. As does Haste. As does Dual-Wield. As does nearly every stat in the game.
    No... Really no.

    Haste receives exponential returns, due to how it effects attack delay.

    Dual Wield receives decreasing returns because it reduces TP per hit gain and contributes to the overall 'delay reduction' cap. Making it a soft competitor to haste.

    Double Attack is a flat rate of return. 5% double attack means 5% of your attacks that strike normally will attack twice instead. This works globally across the board.

    You cannot lump these together, at all.

    Waste of dev time, RDM is not a melee job :/
    Correct, it is a Hybrid job. {Please check it.}

    If you wish to focus entirely on the mage aspects of the job, you are free to do so. But I do not agree in harping the Developers for giving attention to the aspects of a job class long neglected in the development cycle. High end-game play is not the sole content of the game nor should it be regarded as such.

    Additionally, what is this 'invite' you speak of? Most events that occur are done within groupings of friends or associates. In which case Meleeing is an option depending on the acceptability of your peers in relation to the difficulty of the event.

    You also assume the development team isn't multitasking other developments at well, to which I say you're both incorrect and impatient. I'd rather them work on both aspects of the job with equal care and consideration.

    Temper was so far, done poorly, would you like them to be screwing up the support aspects like that as well? If nothing else, consider these buffs as training for what they should be doing with our support role.

    In the meanwhile, you may stow away your absolutist ideal. We're still not sure how the entirety of the changes coming down the pipeline will effect RDM and job/endgame dynamics as whole.
    (6)
    Last edited by Hyrist; 08-31-2011 at 04:27 AM.

  7. #7
    Player Drivont's Avatar
    Join Date
    Mar 2011
    Posts
    60
    Character
    Drivont
    World
    Ragnarok
    Main Class
    PLD Lv 96
    Quote Originally Posted by Hyrist View Post
    No... Really no.

    Haste receives exponential returns, due to how it effects attack delay.

    Dual Wield receives decreasing returns because it reduces TP per hit gain and contributes to the overall 'delay reduction' cap. Making it a soft competitor to haste.

    Double Attack is a flat rate of return. 5% double attack means 5% of your attacks that strike normally will attack twice instead. This works globally across the board.

    You cannot lump these together, at all.



    Correct, it is a Hybrid job. {Please check it.}

    If you wish to focus entirely on the mage aspects of the job, you are free to do so. But I do not agree in harping the Developers for giving attention to the aspects of a job class long neglected in the development cycle. High end-game play is not the sole content of the game nor should it be regarded as such.

    Additionally, what is this 'invite' you speak of? Most events that occur are done within groupings of friends or associates. In which case Meleeing is an option depending on the acceptability of your peers in relation to the difficulty of the event.

    You also assume the development team isn't multitasking other developments at well, to which I say you're both incorrect and impatient. I'd rather them work on both aspects of the job with equal care and consideration.

    Temper was so far, done poorly, would you like them to be screwing up the support aspects like that as well? If nothing else, consider these buffs as training for what they should be doing with our support role.

    In the meanwhile, you may stow away your absolutist ideal. We're still not sure how the entirety of the changes coming down the pipeline will effect RDM and job/endgame dynamics as whole.


    I heart you!
    (0)

  8. #8
    Player Bigboy's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    68
    Character
    Bigboy
    World
    Quetzalcoatl
    Main Class
    BLU Lv 90
    Quote Originally Posted by Hyrist View Post
    Correct, it is a Hybrid job. {Please check it.}
    Please note: It is a hybrid Black Mage / White Mage. If you were supposed to be on the front line, you would already be there. You would natively get good WS for your primary weapon, etc.
    (4)

  9. #9
    Player Shiyo's Avatar
    Join Date
    Jun 2011
    Posts
    705
    Character
    Kitori
    World
    Bahamut
    Main Class
    NIN Lv 99
    @Hyrist, buffing a role that serves no purpose and will not improve the job in real situations is a complete waste of time. Sure it's a fun soloing and screwing around tool, but the job is HURTING badly when it comes to group oriented content, the main focus should be group oriented hard content before a screw around tool for soloing. You can already melee everything that isn't hard content. No one is stopping you from going and meleeing ep mobs, there's almost nothing to be had from them either, so why buff something that won't benefit the job in real situations?

    Waste of dev time.
    (3)

  10. #10
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Shiyo View Post

    Waste of dev time.
    That was the main thing I was agreeing with. They seem really busy. There are more important things.
    (2)

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