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  1. #1
    Player
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    Quote Originally Posted by Okipuit View Post
    We will be adding Dispel to the list of resists.

    Whether we expand out to other status ailments depends on our discussions, so it would be really appreciated if you can let us know the specifics of why having a certain resistance would be good while keeping balance in mind so we can look into this. Of course having resistance against everything would be beneficial, but it's not the best course to just ignore how this will affect everything else.
    I'm very happy to hear a resistance to Dispel is up in there.

    I would say Death (instant death, as inflicted by Death Prophet or the additional effect of Tera Slash) is the one thing I would most like to resist. That funky junk can ruin nights; Raise is the closest thing to a -na spell for it, and Arise is the closest thing to a bar-spell to reduce its duration.

    After that, Charm and Terror are distant seconds. They're less severe than instant death, but share the lack of a bar-spell or -na spell.
    (4)

  2. #2
    Player Byrth's Avatar
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    Mar 2011
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    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by Okipuit View Post
    We will be adding Dispel to the list of resists.

    Whether we expand out to other status ailments depends on our discussions, so it would be really appreciated if you can let us know the specifics of why having a certain resistance would be good while keeping balance in mind so we can look into this. Of course having resistance against everything would be beneficial, but it's not the best course to just ignore how this will affect everything else.

    While we can't go over every comment/question because the SP ability adjustments are still in progress, we are still reviewing your feedback and taking them into consideration so please keep them coming!
    I thought you already had Dispel on the list of resists based on a translation that was posted on the community site a few days ago, but here is why you should allow us to resist the other things:

    Charm, Petrify, Death, Terror, and (as cowardlybaboon suggested) Stun are the status effects that either cannot be avoided or cannot be removed if you happen to be afflicted with them as a White Mage. I'll term them the "Incapacitation Statuses."

    Example (Petrify): If a White Mage, for instance, is hit with a 30' AoE attack that has an additional effect of Petrify (like from Dragua), they cannot Stona themselves or Stona the melee. If they get hit with Silencega, they can remove it with Echo Drops and go about business as usual. With Petrify, instead they are incapacitated.

    Example (Terror and Death): If you're in a party fighting Arch Dynamis Lord, there are two scary attacks even with Perfect Defense. Tera Slash has additional effect Death and Dynamic Implosion has a 30 second Terror. Though ADL can certainly put out a lot of damage quickly in Chainspell mode, I'd argue that these two status effects are almost more scary than the rest of his arsenal just because of how unavoidable they are. Past basic planning, there's "skill" involved in avoiding Tera Slash's Death effect. It's just a matter of luck. Similarly, Dynamic Implosion (letting ADL hit you for 30 seconds while you wait to un-terror) isn't something that can be strategically avoided (except with Stun). People utterly hate these TP moves and there's no way to recover from or prevent them unless you adapt the second WHM SP ability to provide a way.

    Example (Stun): Honestly, Stun is in the same vein as Terror and definitely counts as an Incapacitation Status but it has a much shorter duration. It's annoying and you could follow the same logic as above to include it in this SP ability, but until you guys make a monster that Chainspell Stuns us I will consider Stun to be too minor to really worry about.

    Example (Charm): Charm adds an interesting dynamic to some fights that would be eliminated if you made this part of the SP ability (for fights people are willing to use an SP ability on), BUT currently the damage output of fully buffed melee is so high relative to player HP that Charms is less of a fight dynamic and more of a death sentence for the nearest support mages. I have one-shotted mages in full -% Physical Damage Taken gear while charmed before. Also, every job seems to have movement speed these days so there is no difficulty in keeping ahead of charmed players regardless of your job. After people have reacted and started running away, Charm just incapacitates some of your players and wastes your time. For a group that reacts quickly, it might as well be Terror.


    Unless you dramatically increase the duration, the new WHM SP ability is going to be used for short fights against a very specific set of monsters that use a lot of status-related TP moves. Basically, zergs. Out of all of Legion, I would use it against the Corse monsters in Hall of Im if it made us immune to incapacitation statuses and lasted 2 minutes. It would save us? A few minutes of kiting charmed melee and a few deaths every other run.

    For Arch Dynamis Lord, I would use this 2-hour if it made us immune to Terror, Petrify, and Death. Even without Perfect Defense to rely on, this 2-hour would increase the win rate to the point where it might be tolerable.
    (6)

  3. #3
    Player Calatilla's Avatar
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    Aug 2011
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    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    Add resistance to enfeebles we don't have a counter-agent to, you can counter petra spam with barstone+barpetrify but there's no spell that protects you from an instant death TP move, unless you can stun it before it goes off. Terror usually doesn't last very long but a higher resistance to it would help to bring down its overall duration if it does land, and we need a resistance to charm or a spell to remove it.
    (7)
    Last edited by Calatilla; 11-01-2012 at 04:53 AM.

  4. #4
    Player Kalilla's Avatar
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    May 2011
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    I would like to make a suggestion for the new WHM SP.

    Why not just follow your own thoughts for Perfect Defense?

    Make the new WHM SP based off the players Healing Magic skill. At certain tiers you'll be able to make your party members immune to a new status ailment. For the status ailments you're unsure about giving to the new SP, put them at the very top of the list requiring the most Healing Magic Skill to gain immunity to it. I'm sure your team could figure out a proper balance of required skill levels for this, and it would also make players happy that we have the ability to do it even if it might not be possible to achieve the required skill for some status ailments until we're well into the new expansion when new gear comes out.

    Please think about it, I think this is the balance that would fit WHM's SP perfectly.
    (9)

  5. #5
    Player noirin's Avatar
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    Mar 2011
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    windurst
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    Character
    Noirin
    World
    Cerberus
    Main Class
    WHM Lv 99
    i recall at one point they claimed WHM would get a -na spell to counter charm.with it missing i would also agree that Death and CHarm are the other 2 i'd like to see resisted.Death is just cheap [as i'm pretty sure without gear it can't miss,period] and charm is just annoying,mainly since a large portion of still threatening mobs that use it, tend to use -ga instead.
    (1)

  6. #6
    Player Vagrua's Avatar
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    Mar 2011
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    Character
    Vagrua
    World
    Lakshmi
    Main Class
    SAM Lv 99
    Quote Originally Posted by Raksha View Post
    We need petrification/death/terror resistance because you guys are nerfing PD without removing the abilities that require us to use PD.
    It seems adjustments don't always balance out in our favor.

    Quote Originally Posted by noirin View Post
    i recall at one point they claimed WHM would get a -na spell to counter charm.with it missing i would also agree that Death and CHarm are the other 2 i'd like to see resisted.Death is just cheap [as i'm pretty sure without gear it can't miss,period] and charm is just annoying,mainly since a large portion of still threatening mobs that use it, tend to use -ga instead.
    I was curious about this and did some backtracking. The only solid rep post I could find was this:

    Hopefully, with all the plans for the new expansion, it hasn't been lost completely due to higher priorities.
    (1)

  7. #7
    Player saevel's Avatar
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    Apr 2011
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    While we can't go over every comment/question because the SP ability adjustments are still in progress, we are still reviewing your feedback and taking them into consideration so please keep them coming!
    If the developers are actually reading these, then can they take a look at RDM's new SP ability. The duration is too low, so low that RDM can only get a few spells off. The potency bonus is really weak and there is no duration bonus. Could the developers look at making it three minute duration with double potency / duration for enhancing magic cast?

    For example, Bard has Soul Voice which is three minute duration and doubles the potency of all their songs. They combine it with Nightingale and Troubadour for instant cast double duration double potency Party wide buffs. When compared to this the RDM new SP ability is viewed as a joke by the developers.
    (6)
    Last edited by saevel; 11-01-2012 at 08:25 PM.
    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.....

  8. #8
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    Mar 2011
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    Ru'Lude Gardens!
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    I would be content with 1.5 times potency/duration but I agree with you, it needs upgraded.
    (3)

  9. #9
    Player Mirage's Avatar
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    Mar 2011
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    Gonna agree with Byrth here. Death resistance is very important, because there are no other realistic ways to avoid that status effect from landing.

    I think that generally, if there is a status effect that you can't realistically buff or gear against, the new WHM Special should either give immunity or a very strong resistance to it. Of course, it should also offer a strong resistance to a lot of other status effects that are more annoying than lethal to deal with.

    I still think the whm SP ability should protect against certain auras, though. Perhaps especially paralyze and silence/mute auras. It might be fine to let the aura immunity also require barbarspells on top of the SP ability. The reasoning for this is that aura effects are already really... unfair, really. You can stack all the resistance gear in the entire world, put on a super-powered barblizzara, barparalyze, ice carol, and still be paralyzed instantly and for the entire duration of the aura the second you get into the range of the aura. The ability to get around this problem just once an hour doesn't sound sound imbalanced to me.
    (6)

  10. #10
    Player saevel's Avatar
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    Apr 2011
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    Developers still haven't answered the question. Wonder if they ever will.
    (1)
    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.....

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