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Thread: Player Weakness

  1. #1
    Player Garota's Avatar
    Join Date
    Mar 2011
    Posts
    197
    Character
    Garota
    World
    Ragnarok
    Main Class
    SMN Lv 99

    Player Weakness

    What's the history behind players and double weakness? It's rather annoying that as a BLM, when I reraise, my spells deal 0 damage, except for Drain and Dots. Every melee as well as BLU get back up Atma of Apocalypse ready to keep knocking out some damage. It's a bit of an unfair advantage seeing how I have to wait 5 minutes until my double weakness wears off. Oh, by the way boys & girls, if you are double weakened, you'll still get full effect of Primeval Brew, but you'll still get full effect of double weakness too, so don't bother casting offensive spells or use elemental weapon skills while you're double weakened and brewed.
    (0)

  2. #2
    Player Megatron's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    36
    Character
    Skywarp
    World
    Siren
    Main Class
    RNG Lv 90
    well you souldnt' be nuking or melleeing double weak anyways lol. the reason for the penility is to prevent you form doing whatever it was you did to kill yourself the first 2 times again. as a way of going if we penalize them enough they will get the idea i need to stay away till im not weak. if your brewing something i requimned to brew then attack. even if you simply hit it once to get hate while others proc for you. double weakness is there to prevent you from doing boneheaded things.
    (0)

    90 BLM, RDM, SMN, NIN, BST, DRG, SAM, WAR, PLD, BLU, RNG...

  3. #3
    Player Birdkiller's Avatar
    Join Date
    Mar 2011
    Posts
    23
    Character
    Birdkiller
    World
    Valefor
    Main Class
    MNK Lv 99
    I think they changed this because those melee still need TP to be doing any real damage, whereas BLMs can pump out 1k+ damage immediately upon getting up, so everyone was a BLM and everyone zombied everything. Then they chose to nerf it, just like they did to melee RNGs.
    (0)

  4. #4
    Player Mandze's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    3
    Character
    Mandze
    World
    Carbuncle
    Main Class
    BST Lv 99
    There was a time before they put double weakness penalties into the game where it was a very viable (although costly, in terms of exp) to "zombie" mobs-- basically just fighting until you died, reraising, and then fighting again until you died, reraising, fighting again... it was basically a way to brute force your way through a battlefield or an hnm without having any actual skill. It was lame.
    (0)

  5. #5
    Player Coldbrand's Avatar
    Join Date
    Mar 2011
    Posts
    472
    Character
    Golovko
    World
    Leviathan
    Main Class
    DRG Lv 99
    You don't have to get up in the enemy's face like we do.
    (0)

  6. #6
    Player Rambus's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    I think there was problems with early dynamis abuse as well, after the double weak thing was put in people could set HP at MH and keep entering without the 5 min weakness. That was adressed too and thats why you are hit really hard for retnering ( a double 10 min weakness effect)
    (0)
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.