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  1. #281
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Cyranda View Post
    Why would that be ridiculous? 2-Hour abilities should provide an approximately equal benefit to all jobs. If PUP can only use its 2-Hour just as often as any other job, it should provide exactly the same level of benefit every two hours whether it affects the puppet, the master, both or the party. Why on Earth would it just affecting the puppet be grounds for making it not as good?
    Why should it? SE has made it clear countless times that this isn't the case where pet jobs are concerned.

    I'll redirect you to only recently with BST and TH. You do NOT gain the same effect, nor should a pet job ever do so in SE's eyes. Be grateful PUP got as much as it has.
    (0)

  2. #282
    Player Malthar's Avatar
    Join Date
    Mar 2011
    Posts
    674
    Character
    Malthar
    World
    Shiva
    Main Class
    BST Lv 99
    Hi SE,

    Perhaps it would be best to share with us the ideology behind the new two hour abilities so that we may better understand your intentions.

    I am a career bst and as such, I will only comment on the new bst 2hr ability. It seems to me that your intent is to implement an "oh sh*t" ability such as run wild. Is this the reasoning for the new bst 2hr and the other jobs as well?
    (3)

  3. #283
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    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.
    Yeah, I guess "this is worse than waking up on the floor of a public restroom" isn't the most constructive feedback I've ever offered. Let's see what I can muster...

    Beastmaster - Stoneskin may be far better than Reraise depending on the potency and duration, but this ability is never going to feel like a boon unless it gives the master offensive buffs rather than defensive buffs. The pet itself is commonly viewed as a unique and powerful defensive option for Beastmaster, so briefly giving up a pet for a defensive buff just feels like walking a mile to trade one orange for one orange.

    On the other hand, in large group activities, there are times when pets contribute very little due to being unaffected by party buffs. Simple creatures just don't have the right sense of rhythm to benefit from Marches, I guess. I'd be more than happy to eat my pet for a unique offensive buff in those situations.

    Blue Mage - I know this guy isn't on the test server yet, but it seems self-explanatory enough that I'm going to complain right now. Gaining unlimited use of Unbridled Learning spells isn't a flawed concept, but most of the spells currently under the Unbridled Learning Umbrella aren't spells anyone would want to use over and over.

    The "best" spells are used more akin to enfeebling magic than purely offensive magic, such as casting Gates of Hades for the Intelligence-down or Bilgestorm for the various debuff effects. Casting these spells over and over isn't going to make the desired effect any better.

    Also, the additional effect of Tourbillion is either broken or intentionally horrid in terms of accuracy. So, that's one spell down completely.

    If the raw damage dealt by Unbridled Learning spells were increased, that would improve this new ability and Unbridled Learning as a whole. Alternatively, if one of the upcoming merits increase Unbridled Learning spell damage drastically while this new ability is active, that would work fine.

    This one has potential to be a very good ability in some situations if things are changed a bit, but as it is right now, it is so bad that I doubt I would ever use it.
    (7)

  4. #284
    Player Keyln's Avatar
    Join Date
    Mar 2011
    Posts
    138
    I'm not a big fan of having Mighty Strikes for PUP. It's only really useful for one or two frames, and it has very very limited uses. I would rather see Hundred Fists as the catch-all for the frames, including Harlequinn, as that it would allow the automatons to do more damage. Other than that Manafont is good, Chainspell is good (although it would be nice if the casting AI was directed more towards damaging spells), and I love Benediction. Eagle Eye Shot feels way too weak, especially when compared to Sharpshot's strongest WS. At the very least, it should be much more powerful than Armor Shatter.

    SMN 2hr is really nice, although it would be nice if the duration was lengthened to a minute (to be on par with Chainspell), and if charge up time for BPs were shortened during this time.

    I really also think that SE needs to take a second look at the enmity system. SCH, even if Embrava wasn't present, feels weak, especially considering the enmity dynamics. Any good tank worth their salt will be at the enmity cap at near the start of battle, and since the enmity cap is all the same for everyone, it has very little meaning. And considering how most damage jobs can also hit enmity cap, it makes the SCH 2hr rather meaningless. Add in Embrava, and the SCH 2hr might as well not exist.
    (3)

  5. #285
    Player Olor's Avatar
    Join Date
    Mar 2011
    Posts
    2,134
    Quote Originally Posted by noirin View Post
    i Honestly love the idea of a new bst 2hr that calls extra mobs for a brief period.maybe they'd stay grouped with your current pet and only assist it, not being controllable by the player.they'd stick around for the duration of the 2hr then at it's end, use their best ready moves [if in combat] then leave. As the idea above me suggested.
    that, or i'd even be ok with like, consuming your pet to call a smaller version of a HNM to assist you for it's duration.
    anything that kills my pet just for buffs? not worth my pet.i do pay for these pets you know.
    Yeah, I have to say, I am extremely disappointed with the BST two hour. It will be almost completely useless. Our pet is way better "stoneskin" than "stoneskin" - thousands of HP taking hits for us! Healable! And we pay for the darn things. Any ability that consumes our pet is going to suck, period. Call beast timer is too long to use in that way.

    I'd much rather see a two-hour that vastly increased the offensive capability of our pet. The last thing bst needs is more defensive options. That's not our problem, our problem is that we are useless for haste-capped situations because half or more of our melee damage output doesn't benefit from party haste. If you give us native dual wield (even just DW1) and let our pets get haste, you can have both two hours. We need those things more than we need some crummy gimmick that no one will use.
    (9)
    http://photobucket.com/gallery/http://s19.photobucket.com/user/soulchld4/media/Olorinus-Signature.jpg.html

  6. #286
    Player Calatilla's Avatar
    Join Date
    Aug 2011
    Posts
    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    I said it earlier in the thread and I'm going to say it again.

    The new THF 2hr is a waste, TA on a 2hr timer.
    The new SCH 2hr is a waste, hate reset for the entire pt when 99% of the time the sch is only in the pt because of 1 spell.

    THF should have been the one to get the party-wide hate reset not SCH. Did you forget your "vision" for THF? Sure SCH has Libra and 2 spells that give or take enmity, but a full hate reset?

    Enmity as the system stands is broken anyway so it really makes no difference since neither of these 2hrs will be used over their current counterparts. I just wanted to say that you`ve taken away everything from THF and now you're going to take away the core of what they`re supposed to be(in your eyes)

    I don't really think you know what you are doing in regards to THF. If you do actually have a clue, please enlighten me.
    (2)

  7. #287
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Now that we've entered a newer and more positive era of suggestions, I'll re-post this:
    Suggestion: Reduce Flourish recasts to 4 seconds while the new Dancer 2-hour is in effect.
    Reasoning:
    * Flourish Cost is by far not the most limiting part of them. Finishing moves can be obtained almost as fast as they can be spent.
    * Once you activate the 2-hour and use Reverse Flourish/Climactic, you're left sitting there with your 2-hour up utterly unable to take advantage of it at all. That's just frustrating and cruel.
    * 4 seconds was chosen because it's approximately low the recast would have to be for us to continuously skillchain.
    * If you choose 6 seconds instead (like Waltzes) that will also work, but it will be less powerful.


    As it stands, this ability will not see any use due to Flourish timers. It is worth two "free" Reverse Flourishes and one "free" Climactic Flourish. Even when used optimally (see below) it isn't really very useful.

    Optimal use for this, as far as I can see, is approximately this:
    Sekkanoki -> Presto -> Climactic Flourish -> Box Step -> Wild Flourish -> Evisceration (Transfixion) -> Exenterator (Distortion) -> 2-hour + Reverse + Meditate -> Evisceration (Darkness) -> No Foot Rise (AF2+2) -> Rudra's Storm (Darkness)
    *wait for Reverse Flourish and build 100TP*
    Climactic -> Rudra's Storm -> Reverse -> Rudra's Storm

    Sounds pretty fabulous, right? Yeah, except when you realize that:
    1) There are almost no situations where you could actually complete such a skillchain at the moment. Monsters either don't have enough HP, you aren't on Dancer, or they have some kind of status effect that is going to interrupt you.
    2) You could have done almost exactly the same thing without the 2-hour. All you miss out on is one Tier 1 skillchain/skillchain level:
    Presto -> Climactic Flourish -> Box Step -> Sekkanoki -> Evisceration -> Meditate -> Exenterator (Distortion) -> NFR -> Evisceration (Darkness) -> Reverse -> Rudra's Storm (Darkness)
    If you were willing to burn a wing, you could do literally the same thing starting with Wild Flourish and just replacing the Reverse with a wing usage. Why is our 2-hour equal to a 5k Icarus Wing?



    Suggestion: Allow the Warrior 2-hour to extend to Weapon Skill damage and extend the base duration to 1.5 minutes.
    Reasoning:
    * At the moment Mighty Strikes is superior to this 2-hour in almost every situation because it applies to both normal hits and Weapon Skills. Until you make an event that has us melee zerging elementals, this will not be used.
    * If you make the outlined change, it will be used in some rare situations (like against Paramount Botulus in Legion). As it stands, people do 2000-4000+ damage Resolutions to Botulus with Mighty Strikes, which is likely more than they would expect to do with this JA.
    * I suspect Hit Rate is auto-capped (or made 100%) when this 2-hour is active. A Warrior in high performance events is never alone, so you will be receiving the buffs that other DDs need anyway (including Accuracy ones), and this benefit is much more negligible in practice than I'm sure it seems on paper.
    (5)
    Last edited by Byrth; 08-16-2012 at 01:40 AM.

  8. #288
    Player Xilk's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    733
    Character
    Xilkk
    World
    Quetzalcoatl
    Main Class
    BST Lv 99
    Kudos to Kingfury for the very FUN idea w/ illustration!

    Additional Ideas for BST 2-hour abilities:

    Feral Scream: Apply a 75%~80% Killer Instinct effect instead of a 15%. A big boost in enmity as well. 2 min duration.

    Skinchange: The master 'passes out' (KO status w/ auto-reraise or arise effect) and player directly controls pet (from inside its head!) which receives stat bonuses depending on player stats, has additional ready moves unlocked, can skillchain, and charges removed for ready moves (tp only). 3~5min duration. This one is kinda like an inverse Spirit Surge on Dragoon; The lore stretches beastmaster a bit from telepathically linked to pets to "spiritually riding along w/ the pet" like a warg or skinchanger. This one is harder on development, and would probably need to wait until the "play as a monster pvp" system is added, but it would be SUPER COOL.
    (5)
    Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
    --Beastmaster Forever--

  9. #289
    Player Amokzz's Avatar
    Join Date
    Jul 2012
    Posts
    7
    Character
    Amokzz
    World
    Valefor
    Main Class
    NIN Lv 99
    EES should be made a 5min JA it does less dmg than barrage anyways.
    This new RNG 2h would maybe be 10min Recast/3min duration JA material because it does nothing but save you some gil and maybe add 100 dmg to your ws...

    A real RNG 2h would be something like NO enmity gain for 90sec so we could actually go all out for once as for the 2nd perma Barrage even if its just for for 45sec sounds nice
    (3)

  10. #290
    Player Minikom's Avatar
    Join Date
    Mar 2011
    Posts
    93
    Character
    Minikomby
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    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.
    Why remove reraise effect, that is really something good in this new 2 hours, sacrifice your pet to gain reraise effect, think i read about sic and ready timers being reset to 2 hours, that should be the problem with bst 2 hours, not reraise
    (1)

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