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  1. #1
    Player
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    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    Quote Originally Posted by Cljader1 View Post
    Hey SE can you please discuss drk, the drk community would love to hear your vision for the job class, and how you intend both 2hrs to function. As of right now drk's new 2hr is a embarrassment and does not provide the power I believe you intended it to have. Sam old 2hr is so much better than drk's new 2hr. With the 2hr activated we have to land 2-3 attacks to gain one ws is laughable when a sam goes from 0 to 300tp instantly. Furthermore, sam get to do 3 ws with there 2hr no matter what, while drk struggles to get anything close to 3 ws. lastly If the mob has no tp to drain the ability is almost useless. What the rational behind drk's new 2hr? Which one is our zerg 2hr? Or do we even have a zerg 2hr?

    Having a tp drain on melee attacks as a 2hr is so underwhemming, what made you think of that?? Its a cheap version of Meikyo Shisui without the instantaneous power
    The HP one sucks, only a counter balance for Souleater which is your real power, or at least was when it was good. TP one is good, it locks the enemy down by draining its TP and making it your own, effectively removing your enemy from being able to use their TP dependant attacks while giving you the power to destroy your enemies. This is even more improved by the fact everything is now a zerg, which means mobs are getting tons of TP, and you are draining even more of it off the mobs for you to use in your zerg.
    (2)

  2. #2
    Player Cljader1's Avatar
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    Mar 2011
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    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Demon6324236 View Post
    The HP one sucks, only a counter balance for Souleater which is your real power, or at least was when it was good. TP one is good, it locks the enemy down by draining its TP and making it your own, effectively removing your enemy from being able to use their TP dependant attacks while giving you the power to destroy your enemies. This is even more improved by the fact everything is now a zerg, which means mobs are getting tons of TP, and you are draining even more of it off the mobs for you to use in your zerg.
    Without ws's there is no zerg, waiting 2-3 attack rounds for a ws during a 30 second 2hr is hardly a zerg, and lord forbid if you miss. 30 seconds is to short, duration should be longer, and there should be no penalty for souleater while the 2hr is active
    (1)
    Last edited by Cljader1; 08-23-2012 at 06:52 PM.

  3. #3
    Player
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    Mar 2011
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    Quote Originally Posted by Cljader1 View Post
    Without ws's there is no zerg, waiting 2-3 attack rounds for a ws during a 30 second 2hr is hardly a zerg, and lord forbid if you miss. 30 seconds is to short, duration should be longer, and there should be no penalty for souleater while the 2hr is active
    You miss the point. Right now if you do Legion or ADL you want Perfect Defense because you want to survive TP attacks they throw at you along with normal hits. A DRK with this ability can put a lock down on a mobs TP, and make their own zerging power faster & more deadly with it. Normally while zerging ADL your waiting 4~5 hits for your WS, then you bust it out, and ADL uses his moves too which includes Tera Slash. Use this 2-hour, and now your WSing every 2~3 hits, without the fear of that Tera Slash coming down and instantly killing people. The same goes for Legion mobs which have this kind of thing going for them, it allows you to put a stop to them TPing and instead boost your own TP from it, allowing you to do more damage, and them to do less. The duration does suck but the ability in itself is very sound!
    (2)

  4. #4
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    Dec 2011
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    53
    i have to agree that dnc 2h seems like a poor sam 2h.

    also, why reduce the duration when you put another limit to 3 uses ?
    that's just telling us "burn it like a sam" while it could have a little more strategic use given the chance to see how the fight goes.
    you can't even use flourishes 1 without wasting at least a third of it.

    if you want theses new 2h to be on par with the old... i'd say you better improve some of the old 2h instead of making some of the new as bad.
    (4)

  5. #5
    Player Cljader1's Avatar
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    Mar 2011
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    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Calysto View Post
    i have to agree that dnc 2h seems like a poor sam 2h.

    also, why reduce the duration when you put another limit to 3 uses ?
    that's just telling us "burn it like a sam" while it could have a little more strategic use given the chance to see how the fight goes.
    you can't even use flourishes 1 without wasting at least a third of it.

    if you want theses new 2h to be on par with the old... i'd say you better improve some of the old 2h instead of making some of the new as bad.
    At least you dont have to drain your flourishes from the mob, because is dnc was treated like the bastard child that is drk you'll pull your hair out.
    (0)

  6. #6
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Twilight Scythe > War new 2hr
    (2)

  7. #7
    Player Raucent's Avatar
    Join Date
    Jun 2011
    Location
    San'Doria
    Posts
    98
    Character
    Raucent
    World
    Valefor
    Main Class
    DRK Lv 99
    Scarlet Delerium says Hello
    (1)

  8. 08-24-2012 02:10 PM
    Reason
    oops

  9. #9
    Player Karbuncle's Avatar
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    Mar 2011
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    4,314
    IF you leveled BST with the intent of it being a party job, You leveled the wrong job...

    BST since inception has been the solo job of FFXI. Abyssea barely changed that for a little while, And even then in time, It once again became the solo job of FFXI.

    While it could use some nice Party specific boosts i suppose, a 2hour would not be the solution to that.
    (4)

  10. #10
    Player Theytak's Avatar
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    Mar 2011
    Posts
    485
    Separated this from the other post because it's equally long and mostly unrelated

    Quote Originally Posted by Camate View Post
    Finally, I have one request when submitting feedback. We have been seeing comments stating that “we don’t want this” and “totally remake it.” Your feedback is something we wish to utilize in our efforts to make the game better, so instead please try to be as specific as you can with how you’d like it aspects to change.
    Another idea to fix pup. This one is relatively simple, and covers both the new 2hour, and everything wrong with overdrive.

    New 2hour:
    Attunement: Duration 1:00
    Effect: While active, any boosts the automaton gains from its attachments are applied to the player as well.

    This is both deviously simple, and devilishly complex. It would essentially give player access to some of the very powerful tools the puppet has, but is unable to fully utilize, such as the offensive combination of target marker and attuner, as well as defensive tools like the armor plates and steam jacket. The idea is that while active, it shifts the focus nearly entirely to the master, and would be a great boon, but it still requires our pet to be there and the use of maneuvers. Now, obviously, certain things wouldn't apply, like attachments that influences things we simply don't have, like barrier module/hammermill/drum magazine, or the JA attachments (strobe/shock absorber/flashbulb). Whether or not it would include bonuses from maneuver absorbing abilities is the real question.

    My idea for fixing overdrive is two fold.

    First, instead of simply JA haste, include a global reduction in delay, that would also influence spellcasting recasts (specifically the 4 second global delay more than the individual category delays), and ranged attack rate. Essentially, this would give the ability a combined access to either a reduced hundred fists effect or a reduced chain spell effect depending on which puppet is being used, and if using sharpshot, would allow sharpshot to attack with a real ranged attack rate, not it's quirky JA attack rate. Sharpshot's TP is calculated with a 360 delay, so I would say give sharpshot 360 ranged attack delay (3~4 seconds between shots) while overdrive is active.

    Secondly, play up the emphasis on maneuvers. Reduce the maneuver recast from 10 seconds to 3~5 seconds while Overdrive is active, and increase the duration of maneuvers used while overdrive is active to 2-3 minutes, so we can get a little extra benefit out of it even after the ability wears off. If you really wanted to boost it, add in the bonus of maneuver-consuming attachments not consuming the maneuvers when they activate while overload is active.

    This change more clearly emphasizes the puppet's strengths, and gives the feel of a real pet-focused 2hour. Overdrive doesn't really put our puppet into Overdrive, or even, really, "Augment(s) the fighting ability of (y)our automaton to its maximum level. " It just makes makes them flail around a little bit faster and resist enfeebling effects.
    (2)
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    AKA Lady Jinte of Allakhazam
    Quote Originally Posted by SpankWustler View Post
    Nutcracker had trained for years to crush the crotch and/or obliterate the ovaries of each and every monster in Vana'diel. Not even some weird thing that fish have called a "cloaca" could stem his robotic rage towards reproductive bits.

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