I think there is a line between bugs and feedbackAnyways still trying to get on the test server to try this out myself....
Hail to the king baby, Sig by Kingfury
My feedback for you SE
Test Server MP
Soothing Ruby MP Cost 74
Shocksquall MP Cost 67
Testing with Shocksquall on multiple mobs.
It seemed that every time I got more mobs of the same type one mob would be 1/2 resist to a 2 second stun and the others will get the full effect.
1 mob = 4-5 second stun
2 mob same type = A chance for a 4-5 second stun
2 mob different type = A chance to stun for 2 seconds the other will be 4-5 seconds
So I had 4 Raptors and 4 Beetles...
2 Raptors = 4-5 second stun
Other 2 raptors = 2 second stun
2 Beetles = 4-5 second stun
Other 2 Beetles = 2 second stun
With testing on the same two mobs over and over it looks as if whatever the full stun effect will be the 2nd mob is reduced to half that effect or possible 1/4. Sometimes this is not the case, sometimes they are both stunned for the same exact time.
My final feedback for Shocksquall
-MP Cost is fair amount
-The distance from Avatar to target is good to BP while staying out of harms way.
-The AoE range on the target is terrible It's like 8-10 should be at least 15 like Protectra.
Hail to the king baby, Sig by Kingfury
SMN! POWER! @ its finest!
You realize SE already said the following about SMN's new BPs:
Summoner
Carbuncle Blood Pact: Soothing Ruby
The number of ailments removed is scheduled to vary according to the character's summoning magic skill, but is currently a set number.
Ramuh Blood Pact: Shock Squall
The amount of time before it takes effect as well as its maximum casting distance, effect duration, and MP cost are scheduled to change.
Here: http://forum.square-enix.com/ffxi/th...he-Test-Server
Yes I am aware, I quoted it a few times...
http://forum.square-enix.com/ffxi/th...ummoner/page49
and
http://forum.square-enix.com/ffxi/th...ummoner/page50
Hail to the king baby, Sig by Kingfury
I'm still surprised nobody has pulled the classic "Summoner is overpowered" line based on being able to perma stun stuff with 18 Summoners. They always pulled it in regards to topics like "Why not remove perpetuation?" or "If our astral flow pacts are so weak, why don't we get them on a 20 min timer like the DRG update did with wyverns?".
I guess it will always be that whatever is in the game (even the test server) is balanced, and all suggestions are overpowered.
The reason why they won't remove Perpetuation is because they would have to change pretty much everything about SMN, from keeping avatars active all the way down to armor slots and Auto-Refresh.
The reason why they won't move the Astral Flow time from 2 hours to 20 minutes is because then we will be left with 9 new moves to use with the new 2hr. I think that would be a major headache for the devs to deal with.
SMNs can't stunlock anything, even with 18 Ramuhs out, because we won't know when the Stun is off the mob. Since we were technically not the character to actually stun the mob, we don't know when stun will wear off until the mob starts moving again. Can't stunlock with that.
Nobody but you are saying that SMN is overpowered.
changing the 2-hour to be not a 2-hour does not make any sense. Also the real reason is 2-hours are all on a shared timer.
It's not fair for the other jobs for ours to be 20 minutes.
At the current time the way Shocksquall works, its not practical to try to stun lock a mob.
Hail to the king baby, Sig by Kingfury
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |