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  1. #1
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    Quote Originally Posted by Demon6324236 View Post
    Well really, SAM has the best SP in the game with the new one, even if WAR can pump out tons of damage SAM is going to basically have Perfect Defense but with alot more attached to it, which goes back to the philosophy, "The best DD, is a living DD." DRK with its TP power should be awesome if it drains enough, but competing with that WAR power will be hard, they just gave WAR the ability to knock their hit build down easy, which is what the TP drain effect was basically doing but while screwing the mob as well. MNK's is defense & unusable without hate basically and the DRG power is just bleh! So in the end, I would say WAR is ahead of everyone else in zerging power, but SAM is ahead of everyone else is surviving the zerg, and everyone but those 2 jobs are getting kicked in the groin except DRK if the effect is powerful enough.
    Ukko's Fury +Crit +DA enough said! Not to mention the aftermath on emp would lead to a critical quad attack procs, and a war tp is building 2x -4x times faster from those procs, this kicks the shit out of drks and all other dd's, How is a en-tp drain going to keep up with all that?? Not to hate on wars but damn SE drk's cant get a BW fixed or get our new SP to proc on ws??
    (0)

  2. #2
    Player Mirage's Avatar
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    Mar 2011
    Posts
    2,980
    Here's a question to Camate and Co. Will DRK's TP drain work even if your attacks deal 0 damage, due to a physical shield or something like that? I really think it should, because even if WAR gets to build TP a lot faster with their new SP, DRKs could get an edge against certain mobs that negate physical damage, by being able to drain a lot of TP while the other melees are unable to gain TP outside of sources of Regain. They could then proceed to unleash a high TP WS right as the physical shield wore off, and the mob would at this point also be left with considerably less TP than it had to begin with.

    If implemented right, this could allow a DRK to practically stop an enemy TP moves while the enemy resisted physical damage. It would still gain TP from spells and other magical damage, but this might be low enough for the TP drain to eat it away faster than it is accumulated. Sounds pretty useful to me, in certain situations.
    (0)
    Last edited by Mirage; 10-29-2012 at 04:03 AM.

  3. #3
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Please stop saying SAM have the best abilities!!! SAM is the worst job of all with the worst 2 hours new and old. All the new 2 hours are awful, they are badly designed, and can be improved with some abilities are in worse position than ever. Stop saying job xyz is overpowered, let the lesson of Embrava and Perfect Defense make us be the smarter person and stop praising a great design idea when they have one. When a job is working as intended, keep it quiet, keep it silent, and never share this fact and posting videos on youtube. Or face the same fate that befallen RDM. When your jug pets are working as intended and is indeed awesome, don't say a word, or suffer the wrath that hit Falcor and Dipper Yully. This is a message to all of you puppetmaster out there, KEEP IT QUIET!
    (0)

  4. #4
    Player Siiri's Avatar
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    Mar 2011
    Posts
    233
    Character
    Siiri
    World
    Bismarck
    Main Class
    WHM Lv 99
    The point SE pushes is balance, but yet they have no idea on how to balance the jobs. It'l ok if WAR is best DD they have been for awhile. It isn't ok if they are so far ahead of other DDs no other DDs are welcome.
    (0)

  5. #5
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Dark Knight could definitely get some adjustments to make the job more on par with Warrior and Monk as melee DD. I think the image of Dark dual wield kraken club destroying their Sea NMs is still giving SE some nightmares, along with a bunch of RDMs posting youtube videos of their accomplishment. Seriously, if players are able to come up with sound strategy that actually employing certain jobs strong points, they should be congratulated and not being seen as exploiting the game. You want to make a game where people want to play and able to get somewhere.
    (2)

  6. #6
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    There's basically zero chance that this new 2hr will hit the live servers in its current form.

    Have your fun on the test server while you can.
    (0)
    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. #7
    Community Rep Camate's Avatar
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    Mar 2011
    Posts
    1,712
    Greetings everyone!

    I have a bit of follow-up information to share about a couple of the new special abilities.
    • Warrior
      The new special ability’s effect duration is 30 seconds, and for multi-hit weapon skills, double attack will be calculated as usual so it will not be applied to every hit. We encourage you to try this out on the Test Server in a variety of conditions.

    • White mage
      We plan on adjusting the balance between the effect and the duration as we monitor test trends; however, if we extend one aspect the other would have to be reduced somewhat. Effect wise this would mean the types of status ailments that are resisted. With that said we would like to hear your feedback on this ability.

    • Black mage
      While this ability will not give large increases to the maximum damage dealt from a single spell, it will make it possible to increase the average damage output by gaining a magical accuracy boost that is on the same level as Elemental Seal.

      Also, this ability will benefit not only elemental magic, but enfeebling magic and dark magic as well. In terms of increasing damage, we are currently looking into making it easier to land elemental magic by removing half-resists or via other methods. (However, removing half-resists for enfeebling magic would be too much of a boon, so it will be necessary to make adjustments to limit it to elemental magic.)

    • Blue mage
      As we are planning to add spells to Unbridled Learning, in the future as the array of spells grow, the possibilities of this ability will also grow as well.

    As always, please test out these abilities as much as possible on the Test Server and continue to give your feedback! We will be checking on the other questions we have seen in this thread, so until we get a response from the development team, sit tight!
    (5)
    Devin "Camate" Casadey - Community Team

  8. #8
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Camate View Post
    [*]White mage
    We plan on adjusting the balance between the effect and the duration as we monitor test trends; however, if we extend one aspect the other would have to be reduced somewhat. Effect wise this would mean the types of status ailments that are resisted. With that said we would like to hear your feedback on this ability.
    Unless the ability will add a large amount of resistance to some of the nastier status ailments, such as Charm or out-and-out Death such as from the spell, it's hard for me to even start thinking about the duration as something important.

    Ideally, I'd like something like this:

    Quote Originally Posted by Byrth View Post
    I'd recommend making the White Mage 2-hour give immunity to Charm, Petrify, Death, Terror, and Dispel. It should last for 2 minutes.
    (6)

  9. #9
    Player Hashmalum's Avatar
    Join Date
    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Quote Originally Posted by Camate View Post
    • White mage
      We plan on adjusting the balance between the effect and the duration as we monitor test trends; however, if we extend one aspect the other would have to be reduced somewhat. Effect wise this would mean the types of status ailments that are resisted. With that said we would like to hear your feedback on this ability.
    Definitely needs to be immune to all the totally incapacitating statuses: Sleep/Nightmare Sleep, Stun, Petrify, Terror, Charm, and the cheapest of the cheap, Death. It's not a status (but then Dispel isn't either), but is there any chance of doing anything to prevent ability timer reset? Also, does Dispel protection affect status absorbtion like Glavoid, etc. use?

    Also, speaking of Charm, there was something mentioned a long time ago about WHM getting a Charm removal spell. What ever happened with that?

    Quote Originally Posted by Camate View Post
    • Blue mage
      As we are planning to add spells to Unbridled Knowledge, in the future as the array of spells grow, the possibilities of this ability will also grow as well.
    In other words, "Trust us, it might not be good now but it will be good later". No thanks. How about improving the existing spells first? While there are still numerous NM families that spells could be gleaned from, if they are the same quality of most of the existing NM spells they won't be worthwhile.
    (7)

  10. #10
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    I'd recommend making the White Mage 2-hour give immunity to Charm, Petrify, Death, Terror, and Dispel. It should last for 2 minutes.
    (22)

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