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  1. #191
    Player Sp1cyryan's Avatar
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    Mar 2011
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    1,113
    Quote Originally Posted by Theytak View Post
    .....lolpup2h.....

    If the current PUP 2 hour was 3-5 minutes (and maybe had some sort of minor refresh, regain, and regen) instead of 1 minute then it would not be such junk, but the new one is at least better than the old one. Certainly better than not 2 houring at all if you are on the job.
    (0)

  2. #192
    Player Calamity's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    188
    Quote Originally Posted by Raucent View Post
    May as well bet on it already the DRK one will yet again be Nigh useless on anything Undead.
    Nigh useless is being optimistic, it it drains tp as it says, it will in fact be, completely useless. Can I have the new sam 2hr instead?
    (1)

  3. #193
    Player Arcon's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,753
    Character
    Arcon
    World
    Leviathan
    Main Class
    PLD Lv 99
    Quote Originally Posted by Luvbunny View Post
    A new 2 hours ability should be extremely overpowered and game changing since you can only use it every 2 hours.
    I severely disagree. No 2 hours should be overpowered like that, because it will lead to Embrava situations all over again. Events don't happen often enough for the 2 hours to be an issue. So what if you have to take a 2 hour break between Odin and Legion? If everyone gets insanely overpowered killer abilities every two hours, that's exactly what would happen. People would keep abusing them and normal gameplay would lose all of its current value at endgame.

    I don't care how (much more) unpopular this will make me sound, but I'll say it: remove all 2 hour abilities. They're a design flaw. In a game with sparse events like this waiting two hours means nothing if 2 hour abilities are overpowered, and people will do just that, wait for their timers. If they aren't overpowered though, they won't even be worth using due to their huge delay and will always remain very situational. My suggestion is weaken their effects and make them all on a 5~10min recast. I know it would break many current strategies (and by that I mean the one strategy everyone uses on everything, namely Embrava and Perfect Defense zerg), but it seems like the only reasonable thing to do to keep the gameplay this game was designed on in the game somehow, because right now it isn't.
    (4)
    All affirmations are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.
    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    FFXI: Leviathan > Arcon
    FFXIV: Selbina > Arcon Villiers

  4. #194
    Player Karbuncle's Avatar
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    Mar 2011
    Posts
    4,314
    So.... THF's new 2hour is going to be a 1-hit Ability.

    I wonder if its going to be weaker than a Normal Trick Attack WS. My bet is... Yes. Significantly weaker, to the point I'll probably stick to Keeping Perfect Dodge timer up incase I get links in Dynamis or something.

    Oh... Poop. I promised myself i wouldn't be negative about updates. I can't help myself.

    Thanks for the update !
    (4)

  5. #195
    Player Alistaire's Avatar
    Join Date
    Mar 2011
    Location
    Canada
    Posts
    112
    Character
    Alistaire
    World
    Shiva
    Main Class
    BLU Lv 99
    Quote Originally Posted by Camate View Post
    We are looking forward to hearing your thoughts after testing them out.
    Translation: Quit your bitching till you try them.

    Response: No. Most of these aren't even mildly good with the most over-optimistic fantasies about best-case-scenario effects and durations.
    (7)

  6. #196
    Player Mirage's Avatar
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    Mar 2011
    Posts
    2,980
    So here's a question, SE: Who do abilities have to be on 2 hour timers anyway? I mean we have abilities that range from 15 seconds to 15 minutes, and then there are no abilities on a cooldown between 15 minutes and 2 hours. Can't you just add these new abilities on a 30 minute timer or something? Or let the cooldown actually vary based on the power of the ability. 30-60 minutes is enough to make these abilities feel special, and not something you just throw out whenever the ability has cooled down.
    (0)

  7. #197
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by SpankWustler View Post
    And this makes me feel worse again! In the best case scenario, this will at least have a DEX/AGI modifier so it scales better with level than Eagle Eye Shot. In the worst case scenario, Eagle Eye Shot.

    After saying it so many times, Eagle Eye Shot is haunting this topic. Rattling all 5.0 of its chains and moaning, "Thee~eeee chii~iiii~llld~'sss sss~ooo~uuu~llll iiis mii~ine! ONE OF US!" as it looks upon the birth of the saddest of the incoming two-hour abilities.
    It'll be hilarious if Auto Eye Shot actually deals good damage when used by an automaton ;D
    (1)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

  8. #198
    Player hiko's Avatar
    Join Date
    Mar 2011
    Posts
    774
    Character
    Meuporg
    World
    Ragnarok
    Main Class
    BST Lv 99
    Quote Originally Posted by Theytak View Post

    WAR=Mighty Strikes
    MNK=Hundred Fists, unless fighting something that can hundred fists right back
    WHM=New
    BLM=Manafont
    RDM=Chainspell
    THF=New, while crying
    PLD=Invincible
    DRK=New, unless it sucks, then it'll still be bloodweapon/souleater
    BST=Familiar
    BRD=Soul Voice
    RNG=New?
    SAM=Meikyo Shisui, unless fighting an Ironclad or some other TP-move melee attack monster, then either/or
    NIN=New, unless they want a free warp later
    DRG=Spirit Surge
    SMN=Astral Flow (if PD is necessary), otherwise New
    BLU=Azure Lore
    COR=Wild Card(2-hour reset is the only thing I ever see COR used for in any event where 2-hours are needed...)
    PUP=Neither, because they're both terrible and not worth using over having your 2hour on a different job
    DNC=New
    SCH=TABULA RASA!

    This is my list of the 2-hours that will be used thanks to this choice. The rest will likely sit in the JA list, never to be used except on very very rare occasion or by people doing it to screw around.
    Fixed for accuracy
    mnk: disagree, HF is near useless in zerg situation (cap delay reduction without it), the new one adds some extra hit
    sam:same, with embrava/tactical you WS as fast without MS (you don't get TP while MS)+no dmg taken from physical AOEs
    (0)

  9. #199
    Player
    Join Date
    Jul 2012
    Posts
    131
    I agree with all who say these "2-hour" abilities seem more like 10 - 20 minute abilities instead.

    Honestly, I was expecting to see something that would stand out and make my jaw drop.
    (4)

  10. #200
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Tanama View Post
    I agree with all who say these "2-hour" abilities seem more like 10 - 20 minute abilities instead.

    Honestly, I was expecting to see something that would stand out and make my jaw drop.
    After what we have seen with Astral Flow & Tabula Rasa thanks to the additions of Embrava, Kaustra, Alexander, and Odin, I think we all were, and we were all disappointed in some way as soon as we started to hear about these.
    (1)

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