Probably because Dia III is already kind of powerful in that it's Defense-15% on demand which can be pretty potent since you can cast it basically whenever, and doubling its potency with Saboteur would be quite powerful, though I think you can enhance its potency with Light Shot however. Or maybe Light Shot increased its duration, probably need to test it.
That's good. There are enough Useless Useful Spells
in the single player FFs. Having at least one game where they actually are useful would be nice...
There are plenty of ways you can limit the over-use of powerful enfeebling magic without simply making every monster immune to every enfeeble spell and thereby eliminating red mage's and any other job's enfeebling capabilities from usefulness.
Well they did say resist.... Maybe I'm being overly optimistic, but they probably think of them as the same.
Would it be possible to get some clarification just in case? Will this adjustment to enfeebling magic affect spells which currently cannot land on notorious monsters at all, not even with Elemental Seal?
Ya the issue isn't with them landing really, they can land fine for the most part (at least the big ones) the issue with them is their effect is almost meaningless. Why with the TP spam, or certain NM's avoiding them all together because their moves are considered TP moves, the list of issues with enfeebles being useless goes on and on and on.
Then there is our merit spells, a luzly bunch they are. the difference between a Slow II 1/5 and a slow II 5/5 is all of .2 seconds on an average mobs attack rate. Hardly worth the crap ton of merits. Does anyone even have Blind II? Well outside of procing purposes (so I guess before VW did anyone even have Blind II?). The worst part of it all is the T1 versions of all of our T2 merits are all better in terms of duration/mana efficiency, and damn close in terms of effect/mana efficiency. Unless you take them to 5/5 which you can't do with every spell. That is a pretty big issue, prior to abyssea the amount of time we had to spend getting spells that are slightly upgraded versions of spells we already had, and only being able to make 2-3 be of any worth. Time sink of merits. Hours and hours of killing pink birds, and lizard men, for spells that now are essentially useless.
The other issue with enfeebling is that RDM is the highest natural enfeebler, whose only true native enfeeble is resisted by everything under the sun unless we are chilling in some pre ToAU content. All because back in the day a few people who had exceptional skill and tolerance for kiting a mob around and tickling to death for hours, and because a few BLM's and RDM's got a BRD and learned how to manaburn for EXP, while everyone else was out Arrow Burning. I can understand at the time it was a good idea...but then you went and made Colibri and removed BLM's and Nuking RDM's from the EXP scene, but also kept the restrictive nature of the Bind/Gravity Nerf.
But that is only have of it. Now many jobs are soloing content, RDM's, BST's, PUP's, SMN's, BLU's, BLM's, SCH's, PLD's, THF's, NIN's, DNC's, DRGs.(im sure I am missing a few). Now each of these jobs has a kind of different means to do it. Except RDM and its weaker nukes, and weaker DD. RDM is supposed to buff and cripple mobs in order to gain that upper hand. Why can a DNC or THF or NIN benefit from their awesome evasion, NINs enfeebles, DNC's heals, why can all those jobs tools work, and not RDM's? Our skill set is designed to buff and debuff, and we can not do either really (which is another argument entirely.)
Gravity and Bind are our distance maker spells, it allows us to make up the damage difference of T5's by being able to cast 2 quick nukes before the mob closes on us. Bind should be a spell available to all who can cast it, it is how we keep ourselves away from a mobs deadly melee strikes as nukers. (the break on DMG is fine but it needs to be able to land.) That these spells are completely removed is why you hear and see of people pinning a mob on a fence or trapping an Iron Giant on a cliff (which you fixed! and still overlooked the reason why it was done!).
What you have now is a dozen jobs all of soloing stuff, using their unique abilities, yet RDM's unique abilities work on very few targets, they are crap merits that should be scrolls, and the whole skill set of RDM "being a buff/debuff not great at anything but using these tools can make it pretty good at a lot of things" kind of non existent. Half our primary casting skill set is useless, the other half at least has 2 spells that are any good in a group, and our secondary stuff (melee/nuking/healing) is all over the place with it being bad - good - ugly.
Its not just enfeebling, you have a job that has been neglected any attention to actual issues since 2004. You keep throwing things that don't help or hinder at all. You give us Dagger Weaponskills with no Daggers, you give us New buffs we can only use on ourselves, you give us new enfeebles that don't work, you give us old nukes that work fine. So on and so forth the list goes on and on and on.
This job needs massive attention, it has for nearly 8 years, just because it was the cats ass in ToAU doesn't mean it was good, it was practically useless outside of chainspell stun, a gimmick we need a specific subjob to use. (and I guess tanking but you nerfed that too!).
Figure the shit out SE because as much as id like to see enfeebling fixed, you got a lot of shit wrong with this job, and you need to get on it.
(wow good rant sorry)
There is no min only max. Or something like that.
Just to add to this.Its not just enfeebling, you have a job that has been neglected any attention to actual issues since 2004.
Every time we as a player base have found a unique use for this job you have nerfed it, or buffed others to penalize it. Soloing...nerfed (revived by talented people with Crimson legs.) Tanking...nerfed (even though in your how to beat AV video you had a RDM/NIN tanking the damn HNM) Cure/Buff rotation...indirect buff (BRD SMN COR can all /RDM and provide essentially the same support while at the same time providing their unique support, and in some cases great damage).
Now I am done I think, at least until the next we are addressing your concerns spiel I've read since 2004.
There is no min only max. Or something like that.
Wrong.
Saboteur never worked with the Dia line. All it ever did was extend the duration and possibly increased the DoT (lol). Shortly after release Foldypaws tested its effect and found it not working, he told me about this on Vent. Later when SE fixed it's effects with Gravity / Bio I thought they also made it work with Sab. Testing posted here on this forum proved that Dia III's effect does not work with Sab as FP previously demonstrated. Thus it's NEVER worked with Sab.
Bug reported, issue mentioned several times, once it a post directed to the devs for the CR's to translate. The absolute least they could of done is come back saying that they thought about it but decided against it for "barance" reasons. At least they would be acknowledging the issue rather then just blatantly ignoring us. The fact that Gravity II was created at all shows that they devs give absolutely no thought to the RDM job. They created a spell that is worthless, doesn't even have situational use.
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