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  1. #51
    Community Rep Camate's Avatar
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    Based on the comments in this thread and the other regions, the development team will be moving forward with adjustments to the below job abilities, making the effect duration 3 minutes and the recast time 5 minutes:
    • Paladin
      Holy Circle/Sepulcher
    • Dark Knight
      Arcane Circle/Arcane Crest
    • Samurai
      Warding Circle/Hamanoha
    • Dragoon
      Ancient Circle/Dragon Breaker
    ※Hamanoha was not listed in the previous post, but it will be included for this adjustment.

    Along with this adjustment, the group 1 merit points that affect these abilities will each be shortened from 20 seconds to 10 seconds for each merit point added.

    As a result, through merit points and equipment it will be possible to reach an effect duration of 3 minutes 30 seconds and a recast time of 4 minutes 10 seconds. Below are the development team’s thoughts on the adequacy of the job abilities’ effects.
     
    •The effect itself
    It was determined that the effect of gaining a 15% chance of activating intimidation, 15% damage boost, and a 15% reduction in damage taken versus specific families of monsters is effective. While we have received various opinions on the matter, we would first like to monitor the situation with the longer effect durations and shortened recast timers.
     
    •Usage
    In addition to comments stating that the effect is weak, we have also seen comments stating that the monsters these abilities apply to are scarce (not enough situations to be able to use them).
    It is very true that no matter how good the stats are, if there aren’t situations to use it or not enough situations to use it, there is no point in having it. With that said, we will be properly preparing situations for them such as adding NMs to Legion that make these abilities effective and useful.
     
    •Deletion of abilities
    Additionally, we have seen some comments in regards to deleting these abilities since we are reaching/at the recast timer limit for some jobs.
    I am sure you all already understand, but to explain once again to avoid any confusion going forward, currently the recast timer limit is 13. However, in the future we plan on increasing this, so please don’t think of this as a reason to delete abilities.

    Also, in regards to beastmaster’s ability “Killer Instinct,” we are planning to revamp the merit points as outlined below. As we have just begun to look into this there is a high chance it might change.

    Current:
    Effect duration: 1 minute
    Recast time: 15 minutes
    Each merit point reduces the recast timer by 2 minutes 30 seconds

    Adjustment plan:
    Effect duration: 3 minutes
    Recast time: 5 minutes
    Each merit point increases the Killer effect +2
    (18)
    Devin "Camate" Casadey - Community Team

  2. #52
    Player FrankReynolds's Avatar
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    Mar 2011
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    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Camate View Post
    •Deletion of abilities
    Additionally, we have seen some comments in regards to deleting these abilities since we are reaching/at the recast timer limit for some jobs.
    I am sure you all already understand, but to explain once again to avoid any confusion going forward, currently the recast timer limit is 13. However, in the future we plan on increasing this, so please don’t think of this as a reason to delete abilities.
    How about temporarily removing some of the weaker abilities, in order to make room for more useful ones, then adding them back when there is room?
    (0)

  3. #53
    Player Babekeke's Avatar
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    Mar 2011
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    Windurst
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    Quote Originally Posted by Camate View Post
    With that said, we will be properly preparing situations for them such as adding NMs to Legion that make these abilities effective and useful.
    Demons shouldn't ever be a problem. So many SAMs and /SAM to keep warding circle up 100%.

    It's not uncommon to keep 2 PLD in a party for particularly tough mobs, mobs with a hate reset or mobs with a 1-shot capability, so Holy Circle can be kept up 100%

    might be interesting to see whether this prompts /DRG or /DRK for more jobs now though. /DRG with the new reduced jump timers might actually add something quite useful to many 2-handers, H2Hers or Dual-wielders as you can get a good chunk of TP per jump, and with extended range to avoid AOE moves too. I always wanted to mess around with THF/DRG actually, but without native DW it was never worth it... now however...
    (2)

  4. #54
    Player Zirael's Avatar
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    Mar 2011
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    259
    Character
    Zirael
    World
    Ragnarok
    Main Class
    THF Lv 99
    Quote Originally Posted by Luvbunny View Post
    [...]
    Now would you please kindly update us with what you have in store for Red Mage and Summoner? and please no more updates for jobs that actually VERY GOOD as it is - or no more "barance BS" to these jobs that are good to begin with (Mnk and Warrior...).
    Quote Originally Posted by Camate View Post
    It is very true that no matter how good the stats are, if there aren’t situations to use it or not enough situations to use it, there is no point in having it. With that said, we will be properly preparing situations for them such as adding NMs to Legion that make these abilities effective and useful.
    Despoil *cough* Mug *cough* Steal
    Also, seconding RDM. Voidwatch forces RDM to spread merits thin into useless junk (hello Blind II) and meriting +15 to wind magic accuracy when everyting is immune to Gravity is pointless etc etc
    (1)
    Quote Originally Posted by SpankWustler View Post
    The Developer smiled and replied, "During the worst times, I was riding on your back and whipping you with a stick and laughing."
    Quote Originally Posted by Camate View Post
    [...]-Dipper Yuly, Faithful Falcorr
    ※These pets will have a base of Treasure Hunter I, but by using equipment that has “Pet: Treasure Hunter +” the effect will become stronger.
    Quote Originally Posted by Okipuit View Post
    [...] There was no promise to create gear that would counter the reduction of treasure hunter on beastmaster pets Dipper Yuly and Faithful Falcorr.

  5. #55
    Player Xilk's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    733
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    Also, in regards to beastmaster’s ability “Killer Instinct,” we are planning to revamp the merit points as outlined below. As we have just begun to look into this there is a high chance it might change.

    Current:
    Effect duration: 1 minute
    Recast time: 15 minutes
    Each merit point reduces the recast timer by 2 minutes 30 seconds

    Adjustment plan:
    Effect duration: 3 minutes
    Recast time: 5 minutes
    Each merit point increases the Killer effect +2
    This is fantastic for BST!!

    If the merit of each increases the kiiller effect +2 (instead of affecting duration or recast) Then how will the augmentation on Monster Helm +2 work? Will it still increase duration or increase killer effect from 2/merit to 4/merit?

    It will certainly affect the benefit of a bst carrying around more jugs. Bst will get more use out of this change than other jobs (we fight stuff our circle affect works on alot more often... because our circle can change to most mobs we could fight). This could improve the desire to have a bst around. An extra +15% on many mobs or NM fight for the group. This would make killer instinct much more viable and demanded. Most don't merit it for the recast.
    (3)
    Last edited by Xilk; 01-25-2012 at 07:32 AM.
    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  6. #56
    Player
    Join Date
    Aug 2011
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    1,749
    It feels weird to find everything in a post about the developer's thoughts totally together and maybe even awesome. I'm a little worried that I'm going to walk outside and see horses riding humans.

    Quote Originally Posted by Camate View Post
    Also, in regards to beastmaster’s ability “Killer Instinct,” we are planning to revamp the merit points as outlined below. As we have just begun to look into this there is a high chance it might change.

    Current:
    Effect duration: 1 minute
    Recast time: 15 minutes
    Each merit point reduces the recast timer by 2 minutes 30 seconds

    Adjustment plan:
    Effect duration: 3 minutes
    Recast time: 5 minutes
    Each merit point increases the Killer effect +2
    This, in particular, sounds great. Even if Killer Instinct needs to be 3/5 or 5/5 to reach it's current potency, it's still a huge improvement.
    (3)

  7. #57
    Player Prothscar's Avatar
    Join Date
    Apr 2011
    Location
    San d'Oria
    Posts
    634
    Character
    Prothescar
    World
    Valefor
    Main Class
    BLU Lv 99
    To go with these changes, might I suggest Killer effects granting a 5% damage and defense bonus against their appropriate monster families?
    (0)

  8. #58
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,172
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by FrankReynolds View Post
    How about temporarily removing some of the weaker abilities, in order to make room for more useful ones, then adding them back when there is room?
    That would be silly. It would make more sense to just add the new abilities when they are able to. Why are you in such a hurry to get unknown undefined job abilities now instead of fixing core systems?
    (1)

  9. #59
    Player Muras's Avatar
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    Mar 2011
    Posts
    96
    Character
    Muras
    World
    Leviathan
    Main Class
    RUN Lv 99
    Quote Originally Posted by Camate View Post
    •Deletion of abilities
    Additionally, we have seen some comments in regards to deleting these abilities since we are reaching/at the recast timer limit for some jobs.
    I am sure you all already understand, but to explain once again to avoid any confusion going forward, currently the recast timer limit is 13. However, in the future we plan on increasing this, so please don’t think of this as a reason to delete abilities.
    So if I understand this right, the limit for the amount of Job Abilities we can have on separate timers is 13? The reason I ask about this is because as DRK/SAM I got 15 Job Abilities all on their own timers. I just fired off 14 / 15 just now and much to my disappointment, the world wasn't divided by 0. Maybe the limit is 15? :P

    Still, it is nice to have the devs trying to tell us what the specific limitations are. When they explain these things, it helps us better understand the stuff they gotta deal with.
    (0)

  10. 01-25-2012 12:49 PM

  11. #60
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
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    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Alhanelem View Post
    That would be silly. It would make more sense to just add the new abilities when they are able to. Why are you in such a hurry to get unknown undefined job abilities now instead of fixing core systems?

    Why would they not fix the core system at the same time?
    (0)

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