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  1. #1
    Player Doombringer's Avatar
    Join Date
    Mar 2011
    Posts
    365
    has anybody thought to point out that refresh2 is better than refresh? why was refresh2 not balanced so as to prevent refresh from becoming obsolete? comon' se.. a little consistency here?

    or any other spell with a number after it's name for that matter.. when's the last time YOU cast dia? i think for me it was about 6 years ago.. se.. this is a travesty.. dia is dramatically underpowered... how dare you?!
    (10)

  2. #2
    Player Koroma's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    59
    Character
    Koroma
    World
    Bismarck
    Main Class
    BLU Lv 99
    Quote Originally Posted by Doombringer View Post
    has anybody thought to point out that refresh2 is better than refresh? why was refresh2 not balanced so as to prevent refresh from becoming obsolete? comon' se.. a little consistency here?

    or any other spell with a number after it's name for that matter.. when's the last time YOU cast dia? i think for me it was about 6 years ago.. se.. this is a travesty.. dia is dramatically underpowered... how dare you?!
    Should you really be giving SE ideas at this point?
    (2)
    SERAPHBismarck

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  3. #3
    Player doctorugh's Avatar
    Join Date
    Nov 2011
    Posts
    50
    Character
    Doctorugh
    World
    Cerberus
    Main Class
    BLU Lv 99
    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.
    (3)

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