Pretty sure they're just alternatives; they just happen to share the same recast timer (like Jump and Spirit Jump).
Greetings!
The Development Team has returned from their summer break and has started preparing their responses in regards to all the feedback we have been receiving on the new 2-hour abilities.
To start off, I like to first share some changes that are being planned.
- Paladin
We will be adding the same enmity increase effect as Invincible.
The reflected damage can be increased via magic attack bonus and shield skill, but as we have seen cases where enemies were resisting it we have decided to increase the rate of accuracy and make adjustments so that it is more difficult to be resisted. We will also be correcting the bug where other effects such as reflected damage from spells would take precedence.
- 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.
- Samurai
In exchange for making the effect duration low, we will be making it so that elemental abilities are also evaded.
- Puppetmaster
The same enmity properties for the player version of Invincible and Benediction will be added.
(In cases where the head’s respective 2-hour ability will not work due to the combination of head and frame, such as a sharpshot head with a frame other than a sharpshot frame or a stormwaker head with a valoredge frame, we will be making it so Mighty Strikes is used.)
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.
Devin "Camate" Casadey - Community Team
Unless you tell us that you are revamping the enmity system first, this is virtually useless (please say you are fixing the enmity system).
I know some people will be mad, but I like this.
Some of these look so bad on paper that the only useful advice is to 86 them and start over.
For example, this is just trick attack on a ridiculous timer: Thief - Major damage is dealt to the enemy and all enmity will be transferred to the player standing in front of them.
We shouldn't have to tell you why putting a 1 minute ability on a 2 hour timer is bad, but here you go... This ability can't be used solo. This ability has no purpose in a group setting other than a minor damage spike, because enmity is completely broken. Unless this does huge damage, just the delay from using it will likely negate any added damage.
The only way you could make this good is to either:
A) make it do like 30,000 damage
B) fix the enmity system
C) A & B
D) start over
I'll get to the other ones when I get bored.
Last edited by FrankReynolds; 08-14-2012 at 09:56 AM.
I'm sorry, but whoever is developing this 2 hour ability does not know how people play BST.
Sacrificing your pet is the WORST thing you can do to be "Defensive".
There is no way being cured and given stoneskin will be worth it. The reraise, which was already a terrible effect, is actually better than stoneskin.
Sadly I cannot suggest a better 2 hour, but if you want a defensive 2 hour, the pet cannot be sacrificed without giving the master objectively broken bonuses.
Also, I have a thread about the Dancer 2 hour here: http://forum.square-enix.com/ffxi/th...-Hour-Feedback
It has some ideas, but overall can help understand why this 2 hour will also rarely be used, and is not worth a 2 hour cooldown.
I hope the DEV team will consider the fact that 2 hour abilities need to be STRONG, or even close-to-broken [like some of them ARE] to be worth using, because they are things you cannot use very often in most cases. Most of these 2 hours are underwhelming, especially since they share the same cooldown as the old 2 hours, which, most are better.
/人 ◕ ‿‿ ◕ 人\
We beastmasters, and yes I think I speak for all of us, want an ability that does not sacrifice our pet. The benefits from this 2hr are lackluster enough, but adding the loss of a pet to this ability just makes it all out undesirable. Truth be told I can't think of another 2hr that comes at a cost, (the closest thing is the mp cost for Astral Flow) and that is how it should be. These are supposed to be powerful abilities that are designed to turn the tides of battle, but this feels like a trade, not a boon. All the other 2hrs come without cost. Why is this one treated so differently?
Not sure if want 100%. If the vision is to enhance the master's defensive capability, please add a few more effects, such as a semi potent Regen and Defense Boost (or Phalanx effect). The Reraise status remaining would also be a nice touch as well.
In a perfect world, BST would be just fine receiving something very similar to DRG's Spirit Surge as well.
If the idea is to make a defensive BST 2-hour then why would we get rid of our pet? Why not completely get rid of the whole sacrifice our pet thing in exchange for a Divine Seal + Afflatus Solace type Reward. Have the two-hour use up a Pet Food, have it double the amount healed along with a potent Stoneskin for the pet. The strength of Stoneskin and Healing depending on the Pet Food you use. I just don't see any BST ever using this new 2-hour. If we're sacrificing our Pet for HP the Stoneskin won't really be needed because what BST isn't going to just Call Beast + Snarl right after?
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I don't even play BST myself, but I could think of a dozen other 2hr concepts that would make a BST possibly use the new ability and be happy about it.
- New BST 2hour - Pet Calls for Help:
Give BST the same HP recovery and status ailment recovery stuff, reraise/stoneskin er whatever, but allow them to keep their pet while adding 2 more additional pets when their pet "Calls for Help!" The 2 additional pets will appear instantly once the pet calls for them and begin to attack the targeted enemy until finally using their most powerful TP move before disappearing at the end of the ability duration. The pet remains afterwards to continue battling the targeted enemy.
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