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  1. #451
    Oki, pass it on please. The beast community (at least those that can be botherred to wade through all the drivel on these forums to get to the meaningful content) has spoken, the answer is a RESOUNDING "NO!!!" to the new 2-hour. Scrap the concept completely and go back to the drawing board. Again, there are a myriad of suggestions from back when you guys 1st proposed new 2hours back at the inception of these forums. Disregarding anything similar to this useless piece of monkey dung the devs came up with and the obvious OP suggestions there were still plenty of viable alternatives to work from.

    Seriously, if you didn't want the playerbase's input and opinions, why did you ask for them?
    (8)

  2. #452
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Okipuit View Post
    WAR:
    The effect is the same as Formless Strikes, but since the job is different and the special traits are different as well, it’s not like you will receive the same exact effect. We’d be happy to hear feedback on the results of WARs using this ability. In regards to wanting the ability’s effect to apply to weapon skills as well, this would make it so that it is far stronger than Mighty Strikes. As an alternative, we are extending the effect duration to open up more attack opportunities.
    Correction: Making this 2hr apply to weapon skills would make it more powerful than mighty strikes when used against things that are incredibly strong / immune to physical damage (the only time you would ever use this).

    There is so much "broken" in your logic that I don't know what to say other than: instead of thinking about why you are right and we are wrong, try our idea first and see if it works. We already know that yours does not.

    Quote Originally Posted by Okipuit View Post
    DNC:
    While this can be used similar to Meikyo Shisui, there are of course other ways to use it as well. Since there is an advantage point of being able to use it in combination with other abilities, there are a lot of different uses, so we would like to hear feedback after trying it and considering that aspect as well.
    Just because you have figured out how to make a coffee warmer out of an Ipad doesn't mean that people want you to do it to theirs. The "different uses" that you refer to will never be used by any sane person. Trance sucks bad enough. Can we please have a really good one?

    Quote Originally Posted by Okipuit View Post
    BST:
    We understand that sacrificing your pet for Stoneskin results in a reduction in attack power. This Stoneskin effect is not used like the magic spell Stoneskin that you would use before entering a fight. It is something that is used in a crisis situation in order to recover and avoid emergencies (For example, if your pet is on the verge of dying and when that happens you will be put in a dangerous spot, etc.)
    This 2 hour ability is absolutely no good. I've read the JP forums and they say the same things. Stop acting like you don't understand the problem here. No one believes that a total moron can develop a video game. We know that you understand what we are trying to tell you. The pet needs to stay. I don't care if you add invincibility for 9 hours to the master. the pet has to stay. Did you hear that? The pet has to stay. Read that out loud. The pet has to stay. Is it sinking in yet? The pet has to stay.
    (11)

  3. #453
    @Frank,

    you were a little vague there on the beast 2 hour. Are you saying the consensus opinion amongst beasts is that we need to keep our pets? That's my personal opinion, but the devs seem to be convinced that beasts feel differently.
    (0)

  4. #454
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Glamdring View Post
    @Frank,

    you were a little vague there on the beast 2 hour. Are you saying the consensus opinion amongst beasts is that we need to keep our pets? That's my personal opinion, but the devs seem to be convinced that beasts feel differently.
    yes. lol. ten character limit >.<
    (1)

  5. #455
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    THE PET HAS TO STAY, no matter what!! Agreed totally. What kind of an idiot come up with this retarded new 2 hours for beast master, not to mention countless of extremely horrendous ideas for 2 hours for several jobs, ALL EXCEPT Samurai, which actually get one of the best new two hours, pretty much the best of the best from several jobs. The thing that is the most baffling is their constant ignorance to what the players are trying to tell them. Several threads already made suggestions and their stance is still, WE DO NOT CARE NOR LISTEN.... This is a very sad direction indeed....
    (4)

  6. #456
    Player Keinn's Avatar
    Join Date
    May 2011
    Posts
    56
    Character
    Keinn
    World
    Bahamut
    Main Class
    BLU Lv 99
    I agree that the new BST 2 hour should not be one that consumes the pet. I'd like to see a new idea that enhances the pet in some way.
    (3)
    Last edited by Keinn; 08-31-2012 at 09:18 AM. Reason: Removed unneeded portion

  7. #457
    Player Czeph's Avatar
    Join Date
    Mar 2011
    Posts
    29
    Character
    Czephiroth
    World
    Asura
    Main Class
    PLD Lv 99
    Quote Originally Posted by Camate View Post
    Anyone down for some new 2-hour information on this fine Tuesday?

    We introduced two of them during VanaFest, but we just got a hold of the full list!

    Currently, we are making adjustments to the effects and running tests on all of these new abilities, and we are planning to implement them in the upcoming test server update. However, as the Development Team is still working on getting all the kinks out, some will not be available right away. They will be doing their best to get as many new 2-hour abilities onto the test server as possible in the next update.

    *The name and help text messages for each ability will be tentative when implemented to the test server. Also the effects and their values may be adjusted.

    <table width="580" border="0" cellpadding="4" cellspacing="1" align="center" class="ta01"><tr valign="middle" align="center" class="th01"><td width="25%" align="center" class="th01" bgcolor="#a8d0d7">Job</td><td width="75%" align="center" class="th01" bgcolor="#a8d0d7">Effects</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">WAR</td><td bgcolor="#eaf2f3" align="left">Regular attacks will become non-elemental and grants a drastic increase in accuracy.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">MNK</td><td bgcolor="#f5fafb" align="left">Grants a 100% counter-rate against regular attacks from enemies. Also, the amount of enmity gained by this will increase drastically.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">WHM</td><td bgcolor="#eaf2f3" align="left">Grants party members protection from status ailments.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">BLM</td><td bgcolor="#f5fafb" align="left">Grants a drastic decrease in enmity generated by magic attacks.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">RDM</td><td bgcolor="#eaf2f3" align="left">Grants an increase to the effect of enhancing magic.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">THF</td><td bgcolor="#f5fafb" align="left">Major damage is dealt to the enemy and all enmity will be transferred to the player standing in front of them.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">PLD</td><td bgcolor="#eaf2f3" align="left">Grants an increase to the chance of blocking with a shield and reflects the blocked damage to the attacker.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">DRK</td><td bgcolor="#f5fafb" align="left">Steals an enemy's TP through regular attacks while the effect is active.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">BST</td><td bgcolor="#eaf2f3" align="left">Absorbs the pet and recovers both HP and removes status ailments. Also, the player will receive a Reraise effect.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">BRD</td><td bgcolor="#f5fafb" align="left">Drastically reduces the magic defense, magic evasion, and INT/MND of the target.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">RNG</td><td bgcolor="#eaf2f3" align="left">The range modifier will become the optimal distance no matter the range to the target. Also, ammunition will not be consumed.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">SAM</td><td bgcolor="#f5fafb" align="left">All damage caused by physical special abilities will be evaded. Additionally, weapon skill damage will increase as more special abilities are evaded.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">NIN</td><td bgcolor="#eaf2f3" align="left">Grants a drastic increase in parry rate. Additionally, Ninjutsu recast times will be reduced by 50% and ninja tools will not be consumed.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">DRG</td><td bgcolor="#f5fafb" align="left">Wyvern’s HP is completely restored and all status ailments are cured. Additionally, the wyvern’s stats will increase.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">SMN</td><td bgcolor="#eaf2f3" align="left">The recast time of both summoning magic and Blood Pacts will become 0 while under the effect of the ability.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">BLU</td><td bgcolor="#f5fafb" align="left">While the ability is in effect, blue magic from Unbridled Learning can be used continuously.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">COR</td><td bgcolor="#eaf2f3" align="left">Grants the ability to use up to 3 Phantom Roll effects.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">PUP</td><td bgcolor="#f5fafb" align="left">Automaton will use special abilities. Special ability usage will depend on the automaton head.<br>Harlequin Head: Mighty Strikes<br>Valoredge Head: Invincible<br>Sharpshot Head: Eagle Eye Shot<br>Stormwaker Head: Chainspell<br>Soulsoother Head: Benediction (Will apply to the party members and automaton itself)<br>Spiritreaver Head: Manafont</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">DNC</td><td bgcolor="#eaf2f3" align="left">Grants maximum amount of Finishing Moves and the recast time of all Flourishes will be reset.<br>Additionally, while the ability is in effect, Finishing Moves will not be consumed.</td></tr><tr valign="middle" align="center" class="td01"><td bgcolor="#c6e9ef">SCH</td><td bgcolor="#f5fafb" align="left">Will direct enmity of all party members to an indicated player.</td></tr></table>
    First thing I will say is that reading these 2 hour abilities was a painfull process. I will try to tackle these 1 at a time.....

    The new warrior 2 hour ability: seems fine if it's applied to weaponskills as well as swings, it would be viable for regular situational use.

    The new monk 2 hour ability: This seems like a tanking 2 hour ability and a reasonable panic button for anything that doesn't use area of effect melee swings constantly. Sounds more like it should be done for paladin than monk to me.

    The new white mage 2 hour ability: I can see it being situationally usefull. I hope it means -all- status ailments including death.

    The new black mage 2 hour ability: back to the drawing board on this one. Just useless. maybe give black mages a job ability type spell like say "ultima" that consumes the mp pool entirely and does a solid 4000 unresistable damage.

    The new red mage 2 hour ability: back to the drawing board on this one too. Seems a futile attempt at a 2 hour.

    The new thief 2 hour ability: This may be quite usefull if repairs to the enmity mechanics are made, but it feels more like it should share a timer with trick attack and sneak attack, and do the same damage when bully is in effect on the monster that is targeted reguardless of another player standing there, rather than acting as a 2hr.... but if a 2 hour on it's own timer is what we get it's livable.

    The new paladin 2 hour ability: I just don't know what you are trying to suggest here, this sounds like what reprisal should have been. I mean honestly, a 2 hour ability that mitigates all magic and breath damage whilest keeping the enemies attention focussed on the paladin for the duration of the 2 hour ability would have been a better option. And there are many better options posted on the forums no doubt.

    The new dark knight 2 hour ability: this would have to be 100% procc to be usefull nothing resisting it. unlike blood weapon vs undead (a futile gesture, by way of illustration). And honestly, I think that dark knight would want something more damaging than tactical.

    The new beastmaster 2 hour ability: I lack the vocabulary to describe what a bad idea this is.

    The new ranger 2 hour ability: This seems like a potentially usefull 2 hour ability, I would suggest that all actions taken under this should generate 0 enmity, to make it worthy of having a 2 hour recast.

    The new samurai 2 hour ability: This one seems about right for an ability you can use once every 2 hours.

    The new ninja 2 hour ability: I can see the thinking on this one, but I doubt it will be well received by the player base, perhaps a rethink here too.

    The new dragoon 2 hour ability: This is possibly the most pointless thing in the entire list. Start again please. I suggest something like a 2 hour where the player super jumps, the wyvern becomes constantly under the effect of deep breathing and the player takes control of the wyvern and can repeatedly use smiting breath, similar to chainspell but for breaths.

    The new summoner 2 hour ability: This seems like it would be fun, if nothing else. I would suggest reducing the mp cost to 0 for this also.

    The new blue mage 2 hour ability: I feel that unbridled learning should allow access to casting any spell that you have learnt although you wouldn't gain traits or bonuses from it as it's not set. That would make this 2 hour ability work. Otherwise just another gimmick.

    The new corsair 2 hour ability: kind of acceptable imo, but people won't want to give up wild card for 2 hour resets so easily.

    The new puppet master 2 hour ability: again this feels more like a gimmick than a well thought out 2 hour ability. however I'm less knowledgable about puppetmaster than any other job on the game, but surely we can do better.

    The new dancer 2 hour ability: This must have sounded good on paper, but again this is a token 2 hour ability. please go back to the drawing board.

    The new scholar 2 hour ability: This should be a spell that can be used under tabula rasa not a new ability.

    Ofcourse these are just the oppinions of someone who's played the game since it was available in the uk.
    I'm not saying my suggested fixes/instructions are the only way to go, just ideas. I'm sure there are better ones out there. I just feel something had to be said, these seem like 20 minute or even 30 minute timers would be better for them.
    Even regular 2 hour abilities should probably be on 30-60 minute timers nowadays rather than 2 hour timers.
    (2)
    Last edited by Czeph; 08-31-2012 at 09:22 AM. Reason: typo

  8. #458
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Haven't gotten a lot of testing information for the White Mage 2hour from other players, but currently the word is that it doesn't block Death or Encumbrance. No word on if it even blocks Bard songs or Doom, let alone Amnesia, Charm, or anything else special, but I'm guessing it probably doesn't until I hear otherwise.

    Perfect Defense blocks many enfeebles in addition to blocking damage from really harming players. White Mages can remove many enfeebles with lightning speed.

    I'm guessing it won't get tested by people with current Test Server access and will go on the main servers to never get touched again, kinda how Benediction can't even remove Bard songs from players.
    (2)

  9. #459
    Player Calatilla's Avatar
    Join Date
    Aug 2011
    Posts
    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    The new thief 2 hour ability: This may be quite usefull if repairs to the enmity mechanics are made, but it feels more like it should share a timer with trick attack and sneak attack, and do the same damage when bully is in effect on the monster that is targeted reguardless of another player standing there, rather than acting as a 2hr.... but if a 2 hour on it's own timer is what we get it's liveable.
    The last thing THF needs is another JA sharing a timer with something else, we have enough of those already. This ability would have to do a substantial amount of damage to warrant a 2hr recast, it's basically TA on a 2hr timer. It's unlikely to do any meaningful damage since SE seems reluctant to improve THF`s DD potential while at the same time giving all our abilities to other jobs and buffing those more than THF.

    An ability along the lines of 100% triple attack for 30seconds-1min would be worlds better than this. That or SCH`s proposed 2hr.
    (3)

  10. #460
    Player
    Join Date
    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    Quote Originally Posted by Czeph View Post
    The new black mage 2 hour ability: back to the drawing board on this one. Just useless. maybe give black mages a job ability type spell like say "ultima" that consumes the mp pool entirely and does a solid 4000 unresistable damage.
    Rather than a static number, lets go with something a bit more fun! It allows you to cast Ultima on a mob, single target, takes all MP, damage is unresistable and deals 5 times the users current MP.

    The new corsair 2 hour ability: kind of acceptable imo, but people won't want to give up wild card for 2 hour resets so easily.
    Honestly I see this as 1 of the worse 2-hours we are getting. BRD is in the same line as a COR in a way, however COR has to use a 2-hour for 1 more buff where as with the Emp Harp a BRD can already do upto 4 songs at any time. Seems a bit unbalanced on the buffer side in my opinion.

    The new scholar 2 hour ability: This should be a spell that can be used under tabula rasa not a new ability.
    Agreed, this ability is 100% worthless in the current game when put beside Tabula Rasa.

    Ofcourse these are just the oppinions of someone who's played the game since it was available in the uk.
    I'm not saying my suggested fixes/instructions are the only way to go, just ideas. I'm sure there are better ones out there. I just feel something had to be said, these seem like 20 minute or even 30 minute timers would be better for them.
    Even regular 2 hour abilities should probably be on 30-60 minute timers nowadays rather than 2 hour timers.
    Yep, abilities like these are to long and too weak now days, I was hoping these 2-hours would be worth the wait but SE once again let us all down, except SAM, SAM is wonderful.
    (2)

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