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  1. #71
    Player Luvbunny's Avatar
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    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Camate could you please relate to the developers to stop making new contents where "a select few" will be able to obtain it. Everyone here pays the same amount of money EACH month. Contents should be accessible to ALL and not "select few". Look back at Abyssea and how it implemented a measured progression that is accessible to all. Stop making contents where everything is based on LUCK and chance - or contents with so little rewards or too difficult to do where the 95% of the players won't bother to do it. If the team is smaller and have less funds for development and need to prioritize then please focus on contents that can be enjoyed by ALL players. Please stop wasting time and effort for this so called "exclusive" contents, the majority does not like it and it tends to be very unpopular.

    Thank you very much for reading our comments, I know some of them are not always in a positive notes.
    (2)

  2. #72
    Player Cowardlybabooon's Avatar
    Join Date
    Mar 2011
    Posts
    184
    Character
    Cowardlybabooon
    World
    Ragnarok
    Main Class
    WAR Lv 99
    Not sure if this needs to be said, but nobody cares about XP loss these days. A very short invincible on raise would be awesome though. Its no more overpowered than tractor and works in abyssea.
    (5)

  3. #73
    Player
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    126
    Quote Originally Posted by Camate View Post
    • Getting rid of weakness
    We don’t have any plans to completely remove the weakness death penalty, so we decided to shorten the weakness time.
    I don't think anyone's asked for this, anyway. That'd be a bit overpowered and would defeat one point of ninja's two-hour ability. Shortened weakness time is reasonable.

    Quote Originally Posted by Camate View Post
    • Making it an AoE
    We looked into this at first, but the system for Raise is unique amongst magic, and we were unable to do this as it’s not possible for magic to select and target dead characters.
    It's a shame that didn't work out, now we have an explanation as to why.

    Quote Originally Posted by Camate View Post
    • Making a separate “short weakness” Raise and a Raise “with Reraise effect added”
    Araise was primarily designed with the former in mind. In other words, the main special effect of this spell is the short weakness time and the secondary effect is the added Reraise element. If it is not necessary, we can cut out the Reraise. We were not looking to create a Raise spell that had Reraise added to it, so we are not thinking to create this type of spell separately.

    There have also been comments saying to just make Araise be Raise IV. While we do not have any plans currently for implementing a Raise IV, if we were to make the spell, I believe it would have effects such as 5 minute weakness, increased HP amount when raised (or possibly full HP recovery), and zero xp loss.
    Adding another raise spell that'd just lessen exp loss even further... is kind of pointless, so I'm glad there's no plans to do that. As if -240 EXP loss is anything major in the first place.

    Is the reraise effect necessary? Not really, but it's a nice perk, and given the difficulty in the spell obtaining, I'd prefer the spell effects remain as is there.

    Quote Originally Posted by Camate; View Post
    • XP Loss
    The same as Raise III, Araise will return 90% of the experience points that were lost.
    EXP loss is hardly anyone's concern these days, but interesting info nonetheless.

    Quote Originally Posted by Kalilla View Post
    but why is the spell called Araise instead of Arise?...
    Susuthamnes from the Localization team addressed this recently.

    Quote Originally Posted by Susuthamnes View Post
    What happened here was simply a case of a temporary development name slipping through on the test server.

    All of the opinions you quote are right on target, of course, and you (and the rest of the community) can rest assured that the spell will be renamed for the official release.

    Thanks for keeping us on our toes!
    It'll be Arise.
    (3)
    Last edited by Fredjan; 02-23-2012 at 06:17 AM. Reason: Clarity.
    WAR, WHM, BLM, RDM, DRK, BRD, SMN, BLU, SCH, GEO, RUN 99

  4. #74
    Player
    Join Date
    Aug 2011
    Location
    Windurst
    Posts
    94
    Quote Originally Posted by Phafi View Post
    How about adding like a 10-15second invincible effect so you can get up and move away from the monster without getting destroyed while still in the animation?
    I hate when that happens...
    (1)
    Live, Laugh, LOVE.

  5. #75
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Fredjan View Post
    Adding another raise spell that'd just lessen exp loss even further... is kind of pointless, so I'm glad there's no plans to do that. As if -240 EXP loss is anything major in the first place.
    If anything I think this should be something covered through a gear piece that does something else and works on all Raises. Perhaps Yagrush could have "Lowers Experience Loss on Raise" or some other piece of gear could have it as another nice trait on it (but not as the main draw because inventory is at a premium). This would help save limited spell space as well on what would be a wasted Raise IV spell.

    Quote Originally Posted by Fredjan View Post
    Is the reraise effect necessary? Not really, but it's a nice perk, and given the difficulty in the spell obtaining, I'd prefer the spell effects remain as is there.
    Yes, I'd like to keep the Reraise effect, but even more then this if it made characters invulnerable to area of effect moves for the duration of the animation combined with raising them with at least non-yellow HP (if not just deoderized and sneaked to avoid undead) would be a very nice way to ensure Raises don't go to waste. This is especially important if the spell costs more then the standard 150 MP.
    (1)

  6. #76
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Camate View Post
    • Making it an AoE
    We looked into this at first, but the system for Raise is unique amongst magic, and we were unable to do this as it’s not possible for magic to select and target dead characters.
    So fix it?
    (2)
    Quote Originally Posted by Greatguardian View Post
    I want to say that there's a middle ground here but this isn't really middle ground. A lot of old systems were shit. Some new systems aren't much better. What's in the middle of shit and shit? More Shit. So no, I don't want a middle ground. I want something good.
    Quote Originally Posted by Landsoul View Post
    >Twilight Scythe is overpowered that's why we're nerfing it
    >Weapons with double damage compared to relic

    LOGIC.
    Quote Originally Posted by SpankWustler View Post
    \m/ (*.*) \m/ "THIS SOLUTION IS THE MOST METAL!" \m/ (*.*) \m/

  7. #77
    Player
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    Aug 2011
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    1,749
    I appreciate the extra information. It's very true that the shortened weakness will be the best part of Arise, but if the spell truly is extremely extremely hard to obtain than I'd prefer it keep both effects.

    Quote Originally Posted by Camate View Post
    • Making it an AoE
    We looked into this at first, but the system for Raise is unique amongst magic, and we were unable to do this as it’s not possible for magic to select and target dead characters.
    It's sad to hear that such isn't easily possible, but nice to know it was considered, because such a spell would be awesome when things go really bad.
    (1)

  8. #78
    Player Kalilla's Avatar
    Join Date
    May 2011
    Posts
    179
    Quote Originally Posted by Fredjan View Post
    Quote Originally Posted by Susuthamnes View Post
    Hi Edyth,

    Thank you for compiling this feedback.
    What happened here was simply a case of a temporary development name slipping through on the test server.

    All of the opinions you quote are right on target, of course, and you (and the rest of the community) can rest assured that the spell will be renamed for the official release.

    Thanks for keeping us on our toes!
    It'll be Arise.
    Wow, thank you Fredjan. I would of never found this because all I follow is the dev tracker and a developer isn't even in the list @.@

    Sweet, I'm glad that they responded. They should make the Dev Team members have an admin background and their posts go into the dev tracker like the Community Reps and others do.
    (0)

  9. #79
    Player
    Join Date
    Mar 2011
    Posts
    274
    I'm interested in whether the shortened weakness will negate double weakness. For instance, if you are killed with weakness on, and somebody casts arise on you, do you raise with a shortened double weakness, or a shortened single weakness? If it's the latter, then this spell is incredibly useful for BLMs and RNGs who become pretty much useless under double weakness.
    (0)

  10. #80
    Player
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    Apr 2011
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    17
    Quote Originally Posted by Phafi View Post
    How about adding like a 10-15second invincible effect so you can get up and move away from the monster without getting destroyed while still in the animation?
    Now that would be awesome. Just long enough to survive the raise animation and run away.
    (0)

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