This is exactly right. It's not that the new WSes are bad; it's that some of them are bad and some of them are amazing, and the ones that are amazing went to precisely the jobs that did not need an amazing new weapon skill.
Pretty much the only job getting a weapon skill it really needs is DNC.
Last edited by scaevola; 12-14-2011 at 06:14 AM.
tandava crackows + chocobo jig + animated flourish = prouesse ring
I haven't been following this thread too closely, so, are they actually saying what they are saying of fully merited weapon skills? I.e., they are comparing the fully merited new club ws to Hexa Strike and think they should be equal'ish?
Really?
Wow... just wow! ~ö~
...or so the legend says.
Haha, and silly me was under the impression of that they were possibly making the initial levels of them perhaps slightly weaker or so, but this just does not make any sense, whatsoever.
Or well, obviously it does to them, and for their plans as it is their game after all and I always had much, maybe a little too much understanding for them but this is just... weird. :S
Will be interesting to see what will come of all of it in due time, if anything.
...or so the legend says.
Ok, so its obvious most players are very frustrated with the nerfing of the potential damage of some nice looking WS's. "Balance" is the word used to explain to the player base why they are doing this. But I believe the word "compromise" should be looked in to by the development team. Perhaps SE believes that the damage should not be as high as other WS......fine, but if you want them to ever be used (even situationally), a nice buff might make it worth while. Here is my proposal:
Sword - add en-nonelemental damage to melee swings after (1min - 2min - 3min duration at 100/200/300%)
*This would enhance total overall damage, while not exceeding damage from CDC,Vorpal,Sanguine and add further utility to physically resistant mobs
Club - 5% -> 10% -> 15% damage is given back in MP
*The mage jobs,paladin get benefit from this. Warrior may have enough attack to make this WS usable and MNK.....to bad, you should be hitting shit with your hands anyways
Staff - Adds 10-20-30 MAB for 3 minute duation
* Would encourage mages to start off the fight with a WS before returning to backline for nukes
Dagger - Adds 10-20-30 eva for 1 min duration
* An already solid WS, a smaller boost for the jobs that can use it
G.Katana - Adds 10-20-30 STR for 1 min duration
* A good WS from my understanding, could mix this back a forth between Fudo for a nice boost
Axe - Adds Haste (1-2-3min duration)
* I'm understanding a major nerf is being ordered up, this might be nice for solo-BST, or even a reason for the other axe wielders to start with this WS and swap to another weapon for more variety/damage
HtH - Regain +1(for user and automaton) (1-2-3min duration)
* I hear this is an ok WS, again this might be a small reason to start a fight with this WS (or even help gain TP prior to bigger fight)
Gaxe - Adds Stoneskin (doesnt overwrite)
* Could help with that whole idea that SE wants War to tank more
Katana - Adds Reraise (2-4-6 min duration, doesnt overwrite)
* Might be interesting for tank/zombie purpose
Polearm - Adds 15% attack up (1-2-3 min duration)
* That way at least the next WS (and melee between) will be more on target with damage, again a reason to use but not to spam
Marksmanship - Adds 20 racc/acc (1-2-3 min duration)
* A strong WS already, just a slight boost for the jobs that might have a harder time hitting racc cap anyways (COR,THF)
Archery - adds Blink (# of shadows depend on TP, think Occulation)
* I see enough /SAM not using seigan to know this could be useful
GSword - Adds Plague spikes (1-2-3 min duration)
* Might be a useful tanking tool
Scythe - next spell adds 20-40-60% damage
* Hey, a dark knight might actually want to nuke something
Anyways, some of these might seem kinda goofy, but they wouldn't be "Broken" imo, and wouldn't take away "Balance" (in that its the only WS you'll ever use), but it would be more of a "Compromise", where we would all enjoy having an interesting WS for a nice buff that we could mix in with more damaging WS's.
I have most empy WS for my melees and still bugged with their idea of balancing the final WS to some of 50s. It is logical to have better WS as you get stronger/higher levels. There is nothing broken about the latest WS to be the strongest ones. There is nothing broken about level99 wreck havoc on old, too weak zones with new found power. Let everyone have fun. After all people playing the game is to have fun. The hardcores/jobless/basement dwellers still reign supreme and with their superior base dmg relics and the like. It will be win-win-win for everyone.
In this new era of gaming need new and young blood and creativity. There is no hope for SE's future with these old men at the helm of its goldmine.
Last edited by Vitus; 12-14-2011 at 07:03 AM.
Here's calling the compromise that's coming...
Those WS will be required for the new VW procs. Maybe even the 101-500 climb proc. Why? Because there's no new content coming and they need to pad in as much time sink as possible in hope of ppl will get sick of 11 and move on to 14. The reality will be most ppl going to just give up on SE and drop 11 like a brick and ignore 14 altogether.
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