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  1. #1
    Player
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    Mar 2011
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    Most of these SP abilities just seem like they should have been regular 5-10min abilities learned by jobs 96-99, since many jobs actually gained no new job abilities,spells or traits after the last level cap. Like I'm fairly sure DRG gained no new JAs or traits after level 95.
    (1)

  2. #2
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    Aug 2011
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    if were gonna have an ability like this for rdm, why not add spells like embrava/kaustra that can only be used during it... like doom, terror, strong plague?
    (0)

  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
    Im not talking about making them land, im talking about them actually doing something, which 99% of the time they don't do anything for their whole duration, specifically paralyze.
    (0)

  4. #4
    Player Luvbunny's Avatar
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    Mar 2011
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    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    You know, a simple solution for RDM is to copy what they already did with Blue Mage. The new 2 hours will give them access to special spells, and all of them will have 100% accuracy to land. Plague, Terror, Reduce Mob Tp by 20%, etc... Make it so that it requires charges, meaning make 10 new spells available, but you can only choose 3 to use. So alliance will need at least 2-3 rdm to strategize. Half of those spells should be enfeeble or DoT based. The other half can be self enhanced or party buffs, which can be AOE using scholar abilities. Problem solved. Rdm suddenly is WANTED and must have for end game.
    (1)

  5. #5
    Player tyrantsyn's Avatar
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    Sep 2011
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    612 wharf ave next to the gentlemen's club.
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    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Yea but the problem is if they work, there unbalanced. And if they don't work, their balance and useless.

    This new SP for RDM is a bad joke, we need enfeebling magic to work properly especially against mobs that it makes sense too. Not a SP that has a chance to get the job done if condition are met. We already have that on top of ton's of gear and A+ skill.
    (0)

  6. #6
    Community Rep Camate's Avatar
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    Mar 2011
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    Happy Friday everyone!

    The new special abilities mentioned in my post from yesterday have been implemented on to the Test Server. In order to make it easier to test all of these new special abilities, we have set the cool down timers to 10 seconds. (However, since I’m sure you all would like to test out the new special ability for corsair, we left all of the original special ability cool down timers at 1 hour.)

    *Monk's new special ability effect duration has been set to 30 seconds, but we will be making changes and testing it with effect duration set to 60 seconds, 45 seconds, and 30 seconds, so there is a possibility that this time is adjusted.

    With that said please make sure to test it out as we would love to hear your feedback!

    Now then, I have a couple of responses in regards to feedback for the new special abilities announced for monk and red mage.

    First, I'd like to give a bit more of an explanation about the decision for monk, as there were comments floating around that the revamp special ability did not fit the original job concept. The counter effect for the new special ability, no matter how we adjusted it to deal with AoE attacks, we just couldn't solve the problem with the current battle specs, so we decided to change direction.

    There was also a request to add a counter/guard rate increase when using the new special ability. While this would become the main effect, there is a possibility that we can add an increased guard rate as something that can be done via merit points. (However, please keep in mind guard cannot mitigate AoE attacks.)

    Next, on to red mage's new special ability, which is being heavily discussed.

    Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

    The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)

    There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.

    On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
    (8)
    Devin "Camate" Casadey - Community Team

  7. #7
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    Quote Originally Posted by Camate View Post
    Next, on to red mage's new special ability, which is being heavily discussed.

    Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

    The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)

    There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.

    On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
    Sorry Camate, I still don't care, you asked for feedback, the RDMs gave you a response, nearly everyone said they wanted what you offered, but with a larger increase to potency, and a duration increase to allow more spells cast as well. As I said, the original idea had its heart in the right place, it was a great idea, just not powerful enough to really work. What your offering now is not really acceptable, its just not worth it, I would much rather the other ability with the increased potency your players asked for.

    What is the point in asking for feedback, especially asking for more detailed feedback, when you simply seem to take it as a "no, go back & make something else" anyways? I feel as though our voice was ignored, you changed it as we asked, but in a vastly different way, one which ruined it, and turned it away from what we really wanted. I am sure your players would have little problem giving you details on how they would like to see things changed, but you have to do your part by actually listening to them from time to time rather than going in a completely different direction.
    (22)

  8. #8
    Player Sunrider's Avatar
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    Jun 2012
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    California
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    Quote Originally Posted by Camate View Post
    Next, on to red mage's new special ability, which is being heavily discussed.

    Many people are commenting that the effect is no different than Elemental Seal. While Elemental Seal greatly increases the accuracy of spells, its effect is still limited by resistances, so there are cases where highly resistant monsters will still resist a spell used in conjunction with Elemental Seal. On the other hand, red mage's new special ability will guarantee the spell to land ignoring resistance, so the effect is stronger than Elemental Seal.

    The development team has been working on adjustments to greatly reduce monsters with immunity, and nearly all of the monsters that have immunities have been adjusted for Voidwatch, Legion, and the higher-tier Limbus/Einherjar. We will continue to address other monsters for each content. (The ability cannot be used on monsters with immunity; however, the effect will not wear off in these cases and you can use the effect in conjunction with your next spell.)

    There have been suggestions to change the ability so you can use it for the entire effect duration, instead of just for a single spell. While we will not rule out this possibility, we would like to make adjustments carefully, since it would then be possible to completely immobilize monsters with enfeebling effects, on top of Chain Spell Stun.

    On another note, as there has been a lot of feedback mentioning that there is a problem with enfeebling effects being too weak, we would like to make it so the effects are more apparent, and will be adjusting this moving forward separately from the topic at hand.
    First, I thank and salute you, Camate, for the storms you continually walk through. It can't be easy and we appreciate your delivery of feedback.




    But, I don't know how many different ways it can be communicated to the developers that the players do not need or want this new idea.

    In general, we hate it, and it is an otherwise superfluous addition to an issue (enfeebling) that the devs have been exponentially over-complicating since the release of Treasures of Aht Urgan. If the developers want to address enfeebling, address the resistances and immunities that have reduced enfeebling magic to obsolescence. If they do that, there will be no need for a new enfeebling-related ability. No explanation of the thoughts behind it will change the fact that it is a horrible idea.

    What the players wanted was Increased Enhancing Magic potency, at DOUBLE (2X) strength and DOUBLE (2X) duration. Or, simply include Composure's effect with the increased potency, on the 1-hour cooldown timer.

    This is pretty much what everyone thought would work best, what everyone agreed would be useful... this new idea is simply unacceptable.

    There just aren't any other ways to say it; nobody cares what they intend with the new ability, nobody wants it.
    (14)
    Last edited by Sunrider; 11-17-2012 at 05:08 AM.

  9. #9
    Player Tatts's Avatar
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    May 2011
    Location
    Bastok
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    24
    Character
    Tatts
    World
    Lakshmi
    Main Class
    RDM Lv 99
    Quote Originally Posted by Camate View Post
    Happy Friday everyone!
    While we're on the topic on the new special abilities, I would like to bring attention to DRGs recent change on the unlimited jump timer. There has been a lot of negative feedback regarding the recast timer jumping to 15 seconds and I would be inclined to agree. Maybe the no recast did feel excessive but it was the perfect way to invite more Dragoons into zerg events. Dragoon never had much in terms of fast raw power, not like warrior, dark knight or samurai.
    I ask you if you would speak to the Dev team about removing the recast again or at least reducing the timer to 5 seconds per jump.
    If that cannot be done can Dragoons at least receive a attack boost like Berserk and Last Resort?
    Maybe an attack boost for the dragoon while the wyvern's attack is reduced, could that be possible?
    (2)

  10. #10
    Player Kalilla's Avatar
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    May 2011
    Posts
    179
    Camate, could you fix the spelling of Invincible? They keep saying Invisible instead of Invincible :| It's just a little annoying, nothing major.

    http://forum.square-enix.com/ffxi/threads/26302
    (4)

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