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  1. #1
    Player Malthar's Avatar
    Join Date
    Mar 2011
    Posts
    674
    Character
    Malthar
    World
    Shiva
    Main Class
    BST Lv 99
    Hi SE,

    Perhaps it would be best to share with us the ideology behind the new two hour abilities so that we may better understand your intentions.

    I am a career bst and as such, I will only comment on the new bst 2hr ability. It seems to me that your intent is to implement an "oh sh*t" ability such as run wild. Is this the reasoning for the new bst 2hr and the other jobs as well?
    (3)

  2. #2
    Player Keyln's Avatar
    Join Date
    Mar 2011
    Posts
    138
    I'm not a big fan of having Mighty Strikes for PUP. It's only really useful for one or two frames, and it has very very limited uses. I would rather see Hundred Fists as the catch-all for the frames, including Harlequinn, as that it would allow the automatons to do more damage. Other than that Manafont is good, Chainspell is good (although it would be nice if the casting AI was directed more towards damaging spells), and I love Benediction. Eagle Eye Shot feels way too weak, especially when compared to Sharpshot's strongest WS. At the very least, it should be much more powerful than Armor Shatter.

    SMN 2hr is really nice, although it would be nice if the duration was lengthened to a minute (to be on par with Chainspell), and if charge up time for BPs were shortened during this time.

    I really also think that SE needs to take a second look at the enmity system. SCH, even if Embrava wasn't present, feels weak, especially considering the enmity dynamics. Any good tank worth their salt will be at the enmity cap at near the start of battle, and since the enmity cap is all the same for everyone, it has very little meaning. And considering how most damage jobs can also hit enmity cap, it makes the SCH 2hr rather meaningless. Add in Embrava, and the SCH 2hr might as well not exist.
    (3)

  3. #3
    Player Calatilla's Avatar
    Join Date
    Aug 2011
    Posts
    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    I said it earlier in the thread and I'm going to say it again.

    The new THF 2hr is a waste, TA on a 2hr timer.
    The new SCH 2hr is a waste, hate reset for the entire pt when 99% of the time the sch is only in the pt because of 1 spell.

    THF should have been the one to get the party-wide hate reset not SCH. Did you forget your "vision" for THF? Sure SCH has Libra and 2 spells that give or take enmity, but a full hate reset?

    Enmity as the system stands is broken anyway so it really makes no difference since neither of these 2hrs will be used over their current counterparts. I just wanted to say that you`ve taken away everything from THF and now you're going to take away the core of what they`re supposed to be(in your eyes)

    I don't really think you know what you are doing in regards to THF. If you do actually have a clue, please enlighten me.
    (2)

  4. #4
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Now that we've entered a newer and more positive era of suggestions, I'll re-post this:
    Suggestion: Reduce Flourish recasts to 4 seconds while the new Dancer 2-hour is in effect.
    Reasoning:
    * Flourish Cost is by far not the most limiting part of them. Finishing moves can be obtained almost as fast as they can be spent.
    * Once you activate the 2-hour and use Reverse Flourish/Climactic, you're left sitting there with your 2-hour up utterly unable to take advantage of it at all. That's just frustrating and cruel.
    * 4 seconds was chosen because it's approximately low the recast would have to be for us to continuously skillchain.
    * If you choose 6 seconds instead (like Waltzes) that will also work, but it will be less powerful.


    As it stands, this ability will not see any use due to Flourish timers. It is worth two "free" Reverse Flourishes and one "free" Climactic Flourish. Even when used optimally (see below) it isn't really very useful.

    Optimal use for this, as far as I can see, is approximately this:
    Sekkanoki -> Presto -> Climactic Flourish -> Box Step -> Wild Flourish -> Evisceration (Transfixion) -> Exenterator (Distortion) -> 2-hour + Reverse + Meditate -> Evisceration (Darkness) -> No Foot Rise (AF2+2) -> Rudra's Storm (Darkness)
    *wait for Reverse Flourish and build 100TP*
    Climactic -> Rudra's Storm -> Reverse -> Rudra's Storm

    Sounds pretty fabulous, right? Yeah, except when you realize that:
    1) There are almost no situations where you could actually complete such a skillchain at the moment. Monsters either don't have enough HP, you aren't on Dancer, or they have some kind of status effect that is going to interrupt you.
    2) You could have done almost exactly the same thing without the 2-hour. All you miss out on is one Tier 1 skillchain/skillchain level:
    Presto -> Climactic Flourish -> Box Step -> Sekkanoki -> Evisceration -> Meditate -> Exenterator (Distortion) -> NFR -> Evisceration (Darkness) -> Reverse -> Rudra's Storm (Darkness)
    If you were willing to burn a wing, you could do literally the same thing starting with Wild Flourish and just replacing the Reverse with a wing usage. Why is our 2-hour equal to a 5k Icarus Wing?



    Suggestion: Allow the Warrior 2-hour to extend to Weapon Skill damage and extend the base duration to 1.5 minutes.
    Reasoning:
    * At the moment Mighty Strikes is superior to this 2-hour in almost every situation because it applies to both normal hits and Weapon Skills. Until you make an event that has us melee zerging elementals, this will not be used.
    * If you make the outlined change, it will be used in some rare situations (like against Paramount Botulus in Legion). As it stands, people do 2000-4000+ damage Resolutions to Botulus with Mighty Strikes, which is likely more than they would expect to do with this JA.
    * I suspect Hit Rate is auto-capped (or made 100%) when this 2-hour is active. A Warrior in high performance events is never alone, so you will be receiving the buffs that other DDs need anyway (including Accuracy ones), and this benefit is much more negligible in practice than I'm sure it seems on paper.
    (5)
    Last edited by Byrth; 08-16-2012 at 01:40 AM.

  5. #5
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Byrth View Post
    Suggestion: Reduce Flourish recasts to 4 seconds while the new Dancer 2-hour is in effect.

    Suggestion: Allow the Warrior 2-hour to extend to Weapon Skill damage and extend the base duration to 1.5 minutes.
    Until people messed with these on the test server, I actually assumed the Dancer and Warrior two-hour abilities would function the way you're suggesting they should. My thinking was that if they didn't affect recast and weapon-skills respectively, what would the point be in adding them at all?

    As these abilities are at present, they just don't make sense. No one is going to use a damage-dealing ability that is the same as nothing five seconds in (Dancer) or worse than another option in every way (Warrior).

    The horrible duration of the Warrior ability does make sense compared to other new abilities, at least; horrible durations seem to be the norm. I'd like to think there's some reason for that.

    There isn't, of course, but I need to tell myself that there is.
    (6)

  6. #6
    Player Xilk's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    733
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    Kudos to Kingfury for the very FUN idea w/ illustration!

    Additional Ideas for BST 2-hour abilities:

    Feral Scream: Apply a 75%~80% Killer Instinct effect instead of a 15%. A big boost in enmity as well. 2 min duration.

    Skinchange: The master 'passes out' (KO status w/ auto-reraise or arise effect) and player directly controls pet (from inside its head!) which receives stat bonuses depending on player stats, has additional ready moves unlocked, can skillchain, and charges removed for ready moves (tp only). 3~5min duration. This one is kinda like an inverse Spirit Surge on Dragoon; The lore stretches beastmaster a bit from telepathically linked to pets to "spiritually riding along w/ the pet" like a warg or skinchanger. This one is harder on development, and would probably need to wait until the "play as a monster pvp" system is added, but it would be SUPER COOL.
    (5)
    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  7. #7
    Player Amokzz's Avatar
    Join Date
    Jul 2012
    Posts
    7
    Character
    Amokzz
    World
    Valefor
    Main Class
    NIN Lv 99
    EES should be made a 5min JA it does less dmg than barrage anyways.
    This new RNG 2h would maybe be 10min Recast/3min duration JA material because it does nothing but save you some gil and maybe add 100 dmg to your ws...

    A real RNG 2h would be something like NO enmity gain for 90sec so we could actually go all out for once as for the 2nd perma Barrage even if its just for for 45sec sounds nice
    (3)

  8. #8
    Player Falkirk's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Falkirk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    Quote Originally Posted by Xilk View Post
    Additional Ideas for BST 2-hour abilities:

    Feral Scream: Apply a 75%~80% Killer Instinct effect instead of a 15%. A big boost in enmity as well. 2 min duration.
    This has potential - if they placed the focus on maxing out our killer effects across the board, it would fit in with SE's vision of a defensive buff for the master. And then as a side effect we could benefit from Gausape +2 usage for a 25% damage spike, while we intimidate the heck out of our foes. I would still lament that it only affects 7 mob families, but it'd be better than Stoneskin... and it would be more... Beastmaster-y. I dunno! Keep those ideas comin'!
    (3)

  9. #9
    Player Minikom's Avatar
    Join Date
    Mar 2011
    Posts
    93
    Character
    Minikomby
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    Beastmaster
    We will be keeping the HP recovery and status ailment recovery as is, but we will be changing the reraise effect to a stoneskin effect. The strength of the stoneskin effect will vary depending on the pet. The idea is that Familiar will increase the pet’s offensive capabilities, while the new 2-hour ability will enhance the master’s defensive capability.
    Why remove reraise effect, that is really something good in this new 2 hours, sacrifice your pet to gain reraise effect, think i read about sic and ready timers being reset to 2 hours, that should be the problem with bst 2 hours, not reraise
    (1)

  10. #10
    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 Minikom View Post
    Why remove reraise effect, that is really something good in this new 2 hours, sacrifice your pet to gain reraise effect, think i read about sic and ready timers being reset to 2 hours, that should be the problem with bst 2 hours, not reraise
    It was kind of rubbish when Twilight Set granted that.
    (1)

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