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  1. #1
    Player Mefuki's Avatar
    Join Date
    Aug 2011
    Posts
    224
    Character
    Mefuki
    World
    Fenrir
    Main Class
    BLU Lv 99
    Quote Originally Posted by Defiledsickness View Post
    blu is probably still gimped against NM's but at least Heavy Strike is awesome on regular mobs. it beats out QC for Damage/cost especially in abyssea with crit mods for it and CDC. and we are even further from needing a refresh atma (always good).
    That's one of my points, though. We already do very well against normal monsters. We can spam Delta Thrust, we can use CA-->Savage Blade--->Goblin Rush on every other or every third mob and, if fighting multiple monsters, finish one off with BT while getting the next prepared for combat.

    There's a kind of thought process that SE should be going through when releasing new BLU spells and when applied to Heavy Strike would look something like:

    Who's the target of the spell? Your opponent.

    Physical or magical? Physical.

    Does it have additional effects? No.

    Is it conal or AoE? No, neither.

    Any unqiue mods or properties? Well, it's got a 75% STR mod and it autocrits.

    Ok, so by this point we've firmly established that this spell is for our physical DD role. However, this is where the reasoning breaks down a bit. We already do very well against normal monsters, so obviously it shouldn't be made for them.

    What would you use it on/when would you use it? With those mods, it'd be perfect on high level NMs. Excellent, that's exactly what I want to see, a spell that fills a niche that's missing from one of our roles. But, wait, now we're doing too much damage to regular monsters, so reduce it's accuracy. A lot.

    So, now we have a spell that was designed to be used on high level NM's but with accuracy so bad, it can't land reliably on an NM designed for the 90 cap at level 95 and using sushi. I understand wanting to limit the damage done to regular monsters for the sake of game balance as well as balance between our other physical spells but I feel reducing accuracy was the wrong way to do it.

    As a fix, I propose that the accuracy of Heavy Strike should be commensurate with the target's level. The higher the target's level, the greater it's innate accuracy. This way, it can still maintain it's niche function while still keeping things on an even footing with the other jobs as well as our other physical DD spells.

    What do you other BLU's think?
    (1)
    Last edited by Mefuki; 09-15-2011 at 12:41 AM.

  2. #2
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Mefuki View Post
    As a fix, I propose that the accuracy of Heavy Strike should be commensurate with the target's level. The higher the target's level, the greater it's innate accuracy. This way, it can still maintain it's niche function while still keeping things on an even footing with the other jobs as well as our other physical DD spells.
    This is an interesting idea. I wonder hard it would be to implement, though. Until 75+, almost none of our spells were very unique so I'm skeptical of how much time the team can invest on each individual spell.

    Part of me is just glad that we're finally getting unique stuff instead of the same five spells updated for the next ten levels, but a far greater part wishes the unique stuff could help with the "spell attack is rubbish against anything with a funny name" issue that's been present since day one.
    (0)