Page 3 of 9 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 88

Dev. Posts

Hybrid View

  1. #1
    Player HimuraKenshyn's Avatar
    Join Date
    Sep 2011
    Posts
    181
    Character
    Starskyy
    World
    Shiva
    Main Class
    BLU Lv 99
    Quote Originally Posted by Dreamin View Post
    So are you guys going to take away Cure 5 and Cure 6 from the PUP? [Incoming lolPUP main healing - laugh all you want but people are reporting from the test server that with the PUP changes, it's looking like more realistic]
    Lol the puppet can't be forced to stay out of aoe no way will it ever main heal something serious.
    (1)

  2. #2
    Player Mizuharu's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    148
    Character
    Tanzaw
    World
    Bahamut
    Main Class
    PUP Lv 99
    Quote Originally Posted by Dreamin View Post
    So are you guys going to take away Cure 5 and Cure 6 from the PUP? [Incoming lolPUP main healing - laugh all you want but people are reporting from the test server that with the PUP changes, it's looking like more realistic]
    The automaton has to follow an AI system rather than being able to hand pick which spell it wants to cast and chain them back to back (Still have a "global recast" timer that they have to wait on to cast another spell.) They're not going to remove Cure V/VI from the Automaton because of that limitation...

    Also, qq @ pup not being a real job.
    (2)

  3. #3
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,169
    Quote Originally Posted by Camate View Post
    I know there has been a lot of discussion regarding Regen and Cure V around the forums, so I wanted to pass along feedback that we received from the dev. team that Mocchi posted up earlier today.



    In regards to wanting to the ability to cast Regen on alliance members, there have been a lot of people commenting on this, so we will be looking into making this an effect limited to scholar. We are going to need some time to develop and test this out so please give us a bit of time.

    Also, thanks a lot for your Regen effect suggestions. We will take them into consideration.

    In regards to the topic on Cure V which has cropped up in various other threads, I would like to inform you of our current direction.

    We are looking at two main points:

    1. The HP recovery amount of Cure III and IV are too low, and it’s hard to keep up with healing
    2. Making each job’s specialty stand out more

    With the level cap being increased and HP/damage taken amounts increasing, we understand that HP recovery amounts are low; however, we feel that making it possible to have every job that can use cure able to handle things all on their own is a completely different story.

    While it’s possible for other jobs to help out with curing and cast support magic, which in turn create conditions making it easier to cure and also reduce the amount of cure-related stress, the job we have designated to be the main healer is white mage. Due to this, we do not currently have any plans of allowing jobs other than white mage to use Cure V.

    However, the solution isn’t to limit the functionality of those jobs that assist with curing. So one possibility we’re considering is increasing the influence of the healing skill and MND, as well as increasing the HP recovery amount more than it is currently.

    We believe this would involve making adjustments to jobs that have healing skill to improve the amount of HP recovered, but due to the fact that we will also be implementing cure potency equipment, implementing this aspect is simply one issue under consideration.

    With that said our goal is not to make it so a certain job’s advantages are given to other jobs so they are able to do the same thing, instead we would like to look into how we can keep each job’s specialties intact and create ways that they can support other jobs.
    Can you ask how is more cure potency gear going to help with the current cap when Whm/Blm/Rdm/Smn/Sch can all cap cure potency now? Even pup gets 34% and no native healing skill or spells...
    (1)
    Last edited by Neisan_Quetz; 11-03-2011 at 11:30 PM.

  4. #4
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Camate View Post
    However, the solution isn’t to limit the functionality of those jobs that assist with curing. So one possibility we’re considering is increasing the influence of the healing skill and MND, as well as increasing the HP recovery amount more than it is currently.

    We believe this would involve making adjustments to jobs that have healing skill to improve the amount of HP recovered, but due to the fact that we will also be implementing cure potency equipment, implementing this aspect is simply one issue under consideration.
    The development bros never fail to twist my brain into a pretzel. Why would you have to balance any changes to healing magic against additional cure potency items, when every job that's typically called on to use "Cure" spells for HP recovery purposes can cap Cure Potency or come within 5%?

    If the development bros are considering the cure potency of a Samurai/White Mage wielding a Cure Potency +40% spear that is in development, tell them "Please stop it." or perhaps "I know those tiny bottles of White-Out can be tempting, but please don't drink that anymore."

    Other than that, a lot depends on what part of the equation is changed. If it's mostly easing the harshness of the soft caps and increasing the effect (or lack thereof, as it is now) of Healing skill, this will be an interesting change.
    (3)

  5. #5
    Player hideka's Avatar
    Join Date
    Mar 2011
    Posts
    484
    Character
    Hideka
    World
    Cerberus
    Main Class
    SAM Lv 99
    two things about scholar right now:
    1, Embrava is bugged: it will heal the pulse martello (only healable via quests) and revive all clone wards and regen them to full HP when AOE'd on NPC combatants.
    2. Allow storm spells to be cast on Opponents as well as Party members. the utility behind this is lowering the power of incoming magic Example: Rainstorm on ifrit, drops his fire damage down by 10% due to opposing weather
    3. Allow us to set up to two Storm spells simultaneously, however, prevent them from being duplicates, and prevent opposing elements from being active at the same time Example: Fire storm + wind storm = OK/ Fire storm + ice storm = not ok/ Fire storm + firestorm = not ok.
    4. Increase the stat bonuses from storm surge to +3 per merit, not +3 +1+1+1+1.
    5. Change Light arts and dark arts, so that they scale up in potency as you level Example: dark arts at level 30 provides 10% reduction in casting mp recasting, dark arts at 60 provides a 15% reduction, and 90 provides a 20% reduction.

    the reason behind number 2 is Scholar lacks a set of exclusive Enfeebling spells ( helicies ARE NOT enfeebles, they are Nukes fused with damage over time effects), i feel it would be a potentially powefull asset to SCH.

    the reason behind number 3 is Scholar as a class is HEAVILY reliant on weather effects to preform on par with other classes. having one storm spell active limits you to one elemental school for being most effective. keeping 2 spells up increases your maximum effectiveness by allowing you to have 2 types of spells you can choose from at maximum efficiency

    the reason for number 4: +7 on a stat is Meh.

    the reason for number 5: due to the addition of elemental celerity scholars cant even keep up with BLM casting speeds using Celerity. its obscene when i can party with a BLM and they can cast two T5s before i can finish casting 1 T5.
    (1)

  6. #6
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    K then since RDM is designated as the main enfeebler and enhancer why does WHM and BLM get ALL of our enfeebles and enhancing spells that are actually more useful? The only thing that differentiates RDM from other mages in terms of enfeebling are merit point spells. That's the equivalent of having SCH PLD and RDM having Cure V and making Cure VI a merit point ability for WHM. RDM has higher enhancing than WHM yet WHM is more of a designated main buffer than us IN ADDITION to already being the designated main healer.

    So if WHM is a 10 out of 10 healer, RDM is a 4/10 healer. If RDM is a 6/10 Enhancer, WHM is a 9/10 Enhancer, if RDM is a 10/10 Enfeebler, WHM is an 9/10 Enfeebler. Hell WHM can even nuke higher than RDM AND has higher melee skill than RDM.
    (7)

  7. #7
    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
    Blah! Blah! Cure V can't be weakened for SCH or RDM making them better healers than any job /whm instead we might increase Cure IV's potency.... because that makes sense..

    Weaken Cure V for SCH and RDM therefore it's better than IV but weaker than WHM's Cure V and VI... it really is that simple.

    --

    Also completely fair that no job can Rival WHM or BLM but it's acceptable for WHM or BLM to rival RDM or SCH in their fields... Right!!!!!!!

    Seriously are the DEV's clueless.

    PS. PUP and their Cure V says Hi! or is that not a job now?
    (4)
    Last edited by Daniel_Hatcher; 11-03-2011 at 07:21 AM.

  8. #8
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Daniel_Hatcher View Post
    PS. PUP and their Cure VBlindna says Hi!
    1. Soulsoother automaton is a WHM.
    2. It'll rather open the pod bay doors then cast Cure V/VI (if afflicted with -na curable status effects)
    (2)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  9. #9
    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 Kristal View Post
    1. Soulsoother automaton is a WHM.
    2. It'll rather open the pod bay doors then cast Cure V/VI (if afflicted with -na curable status effects)
    1. It's technically not. It casts White Magic it's not a true WHM, same with the BLM who casts DRK moves.
    2. My point is just they're wrong with only WHM having it.
    (0)

  10. #10
    Player Theytak's Avatar
    Join Date
    Mar 2011
    Posts
    485
    Quote Originally Posted by Daniel_Hatcher View Post
    1. It's technically not. It casts White Magic it's not a true WHM, same with the BLM who casts DRK moves.
    2. My point is just they're wrong with only WHM having it.
    1. It's technically a white mage because SE created it with the intention of having it mimic white mage, and thus gave it white mage spells at roughly white mage levels. Spiritreaver's validity as a blm is more questionable, but aside from absorb int, and now dread spikes/absorb attri, there's nothing it could really be besides blm.

    2. I agree
    (0)
    Siren Server since 2004
    AKA Lady Jinte of Allakhazam
    Quote Originally Posted by SpankWustler View Post
    Nutcracker had trained for years to crush the crotch and/or obliterate the ovaries of each and every monster in Vana'diel. Not even some weird thing that fish have called a "cloaca" could stem his robotic rage towards reproductive bits.

Page 3 of 9 FirstFirst 1 2 3 4 5 ... LastLast