From the way I read it.. they'd only be changing the NEW "2hrs" to 30min-1hr... not the existing ones, but maybe thats just how I interpreted it.
EDIT: NVM i missed th last spoiler tab ; ;
From the way I read it.. they'd only be changing the NEW "2hrs" to 30min-1hr... not the existing ones, but maybe thats just how I interpreted it.
EDIT: NVM i missed th last spoiler tab ; ;
Last edited by Mayoyama; 09-06-2012 at 09:04 AM.
As I stand looking out from my mog house window, I reminisce about the old days and the many ups and downs of my adventures throughout Vana'diel.![]()
It is then that I know achievement.
Dear Dev team and Matsui-san ,
As a veteran player who started at the PS2 release over 8 years ago , i have seen many changes made to the game i love so dearly . Some have been very welcome , others maybe not so much . Up until the release of the Abyssea Battle Add-on Trilogy , The 2 hour ability not only defined the job class it was for , but was the Last Resort or hidden Ace-up-the-sleeve that would or could turn the tide of battle . These Abilities are supposed to be over powered , hence the exceptionally long cool down . In the Official Strategy Guides this point was firmly stated and as the game progressed from Rise of the Zilart to Chains of Promithia thru the Treasures of Aht Urghan , crucial use of these extreme abilities was the difference between success and failure . Chainspell Stunning Suzaku's Chainspell , or Countering Sieryu's Hundred Fists with Invincible are prime examples of how the game used to require sacrifice and strategy to prevail .
Reading each new "update" about how the Dev team is seeking "balance" , especially lately more than ever , seems more like a new Absolute Virtue is being sought . If you feel you must weaken a job's most powerful ability then you must in turn weaken the foes they are used against . Balance . Perhaps tho , as a suggestion , instead of looking for the new impossible to kill monster or Kill the entire alliance Ability the Dev team could take some different ques from the FFXI of old and include content that requires actual team work and strategy and doesnt rely on "Staggering" , Temporary items , Atma/Atmacite , or certain 2 hour abilities to defeat it . It happened in the past , no reason it cant happen now . Jailer of Love , Kirin , Proto-Omega , Proto-Ultima , the list goes on . These monsters yielded some of the most sought after items and they were hard won with team work and strategy .
Keep 2 hours Over Powered , while preserving the soul of FFXI . Keep up the great work on a wonderful game .
<3 Mikumaru
I'm ok with people having to try again. PD is a crutch, Embrava.....i guess. Not like Zergs didnt happen before it.
I'm a RequieSCAT-MAN!
How about this as an alternative... LEAVE THE OLD 2HOURS ALONE, DON'T TOUCH THEM!
and instead, just introduce these new special abilities with thier reduced timer, seperate as you seem to be doing anyway.
Outside of a few events that PD and embrava are essential for they are completely useless abilities that no one uses, nerfing them is basically saying "this has a use in the game, let's change that". Leave them as is. if anything Odin and Alex should be taken off astral flow and have something else limiting their use. Alexander is the only reason astral flow gets used anymore, rendering every other aspect of astral flow useless. even If people wanted to use the other aspects of astral flow the mindset of "I might need perfect defense later so I best not use astral flow now" stops them. Embrava is a little better on this front seeing as it can be used in conjunction with the other effects of tabula rasa but still has the same mindset limiting the 2hrs other uses.
Last edited by Cabalabob; 09-06-2012 at 10:49 AM.
Has anyone suggested that instead of nerfing or redefining the 2-hour ability in the game, to make these new 2-hours available with the active support job? For instance, a WHM/BLM would have access to both Benediction and the new BLM 2-hour that could provide a supercharged Curaga V back-up with little chance of the WHM getting wiped out. Imagine a SCH/WHM or RDM/WHM that could effectively cast Dispell-ga. Or, in the case of a RDM/NIN, the ability to use Utsusemi when tools are low and still have Chainspell at the ready? I think this is something that could open a whole new realm of customization/strategy and something the dev team should consider. Already I could see some overpowered combos, let's say RNG/THF or the ever-powerful RDM/NIN for instance, but these things could still be adjusted.
Any thoughts?
Sorry if this has been suggested, 53 pages is a lot to take in >.<
A nerf to PD and Embrava while not completely unexpected does mean that either they will need to retool certain events or expect them to go the way of pankration (Legion, ADL, NNI).
As for me, SCH being the only useful 99 I have for doing most events and them nerfing the main use for them in an event means I get to spend a lot of my free time playing a different game I guess until they either change it to make it useful (which will probably be as high on their priority list as fixing rdm) or make jobs like PUP and DNC more viable (probably never).
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