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  1. #11
    Player DangerousCalled's Avatar
    Join Date
    Apr 2012
    Posts
    17
    Character
    Mloots
    World
    Ragnarok
    Main Class
    NIN Lv 99
    thank you all for comments

    Quote Originally Posted by Aarahs View Post
    Not happening. If you're weakened, you're supposed to be /healing. Zombieing is not supposed to be a tactic, hence double weakness.
    not really , most of my time if I got weakness status I don't rest unless my MP below 40 MP as mage (even as mage I just use refresh or any method to recover my mp w/o healing)

    and about Zombieng tactic , I aggre about what Arcon said:
    Quote Originally Posted by Arcon View Post
    This has absolutely zero to do with the ability to zombie-fight mobs. Even when you're not trying to fight weakened, are you really /healing? Very few jobs have any need at all to rest these days.
    at last Zombieng tactic need to die every min or less , resting for 3 min I think this out plan of zombieng & in 3 min the Mob got over half HP return (thats if not full also).

    Quote Originally Posted by Kaisha View Post
    But if they did that, they'd have to 'balance' it by making a new double-weakened state where you're stuck in weakened state for 10 minutes, have 1hp, and 0 accuracy.
    about weakened 10 min , this 1 happen once u re zone Dynims ( old version )
    but idk is this still happning
    (1)

  2. #12
    Player Lokithor's Avatar
    Join Date
    Mar 2011
    Posts
    202
    Character
    Lokithor
    World
    Shiva
    Main Class
    THF Lv 99
    Great suggestion. Make /heal recover from weakened twice as fast as if not /heal. That would be 2.5 mins for normal raise and 1.5 mins if you were raised with arise. Or pick some other rate but faster is good.
    (1)

  3. #13
    Player DangerousCalled's Avatar
    Join Date
    Apr 2012
    Posts
    17
    Character
    Mloots
    World
    Ragnarok
    Main Class
    NIN Lv 99
    up up

    I hope dev team read about it & give me an answer
    (1)

  4. #14
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    MMO's are about player involvement, taking a player out of the action for 5min isn't good for gameplay. FFXI needs to follow other MMO's and introduce a tiered stacking weakness state.

    First time killed = -25% to HP / MP and -25% to all stats, lasts 3min.
    Second time killed = -50% HP / MP -50% to all stats, lasts 3min.
    Third time killed = -75% HP / MP -75% to all stats, lasts 3min.
    Fourth time killed = -90% HP / MP -90% to all stats, lasts 3min. Last stage of weakness

    Each time killed resets the 3min timer and increase's the penalty. This way you can afford to die once without being totally out of commission for the next 5min. Yet if you persist and keep dieing you'll get weaker and weaker until your completely useless. This behooves you to try not to die / zombie yet also allows the players wiggle room for BS like doom / Instant Death / massive aoe's.
    (11)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  5. #15
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Luvbunny View Post
    Yeah god forbid they are going to start nerfing the beastmaster pet and avatar when you summon them on your "weakened" state... The 5 mnts cool down is ARCHAIC, OLD, and should be revised. This is 2012, over 10 years since the game first released. 3 mnts weakened state is more than plenty as punishment. Imagine if you are playing FF13 and you got punished with 5 mnts weakened state whenever the screen is "game over" or one of your party member died during the battle, yeah that will go over very well with the players.
    PMSL You're really going to compare a MMO with a Single Player game where the characters are crazy over-powered.
    (1)

  6. #16
    Player Vivivivi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    554
    Character
    Bananavivi
    World
    Asura
    Main Class
    BLM Lv 99
    I like the idea of keeping it simple- healing while weak reducing the amount of time weakened. Keep everything else the same, double weak, etc.
    (2)

  7. #17
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,116
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    Quote Originally Posted by DangerousCalled View Post
    up up

    I hope dev team read about it & give me an answer
    Take a number buddy, take a number.
    (1)

  8. #18
    Player
    Join Date
    Mar 2011
    Location
    Windurst, Valefor
    Posts
    110
    Good suggestion OP! ^^ That would be rather useful! =D
    (1)

  9. #19
    Player Randwolf's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    429
    Character
    Randwolf
    World
    Sylph
    Main Class
    BLU Lv 99
    Quote Originally Posted by DangerousCalled View Post
    about weakened 10 min , this 1 happen once u re zone Dynims ( old version )
    but idk is this still happning
    No it isn't. The only way to trigger the 10 minute weakness was to exit the zone and re-enter. Now there is no re-entry.
    (0)
    All Jobs 99
    GS 54, BS 50, Alch 60, Bone 57, WW 60, Cloth 53, Cook 60, LC 60, Fish 51
    Playing Since NA PS2 Release

  10. #20
    Player Elgorian's Avatar
    Join Date
    Sep 2011
    Location
    Ohio
    Posts
    25
    Character
    Elgorian
    World
    Sylph
    Main Class
    MNK Lv 99
    Quote Originally Posted by saevel View Post
    MMO's are about player involvement, taking a player out of the action for 5min isn't good for gameplay. FFXI needs to follow other MMO's and introduce a tiered stacking weakness state.

    First time killed = -25% to HP / MP and -25% to all stats, lasts 3min.
    Second time killed = -50% HP / MP -50% to all stats, lasts 3min.
    Third time killed = -75% HP / MP -75% to all stats, lasts 3min.
    Fourth time killed = -90% HP / MP -90% to all stats, lasts 3min. Last stage of weakness
    Honestly, I've only really seen that in FFXIV. Most MMO's have a 10 minute weakness if you straight up rez in a "retreating" way. In WoW it's 10 min sickness if you don't run back to your body. LOTRO gives some penalties each time I guess. But I'd rather not have a system from XIV implemented in XI. We all know how that game is going <_< until 2.0 at least where it might be worthwhile we'll see.

    Anyway, I'd love to see something like OP implemented, I do still /heal when weakened just out of habit from how things used to be. Faster I'm unweakened the faster I'll be....useful.
    (0)
    Jobs: MNK99 PLD99 WHM99 BLM99

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