I found SE's updated timeline:
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Hello!
As this topic has generated quite a large amount of feedback already, we will be doing our best to collect it all and deliver it to the development team.
A would like to, however, follow-up on a couple of things.
First, there is a question about the cap on summoning skill being 600 being a mistake; however, this is the correct number. While it might not be currently possible to reach this number, the development team set the cap to 600, so consider that there may be room to increase this in the future.
Next, keep in mind that these adjustments to Perfect Defense and Embrava were made with the idea that all special abilities’ cool down timers will be shortened. With that said, during this week’s Test Server update we are also planning on making adjustments so that the cool down timer on current and new special abilities will be halved. (We are also planning to make it possible to cut this time even further via equipment and merit points.)
We understand that these adjustments will change the usage of these abilities and may cause inconvenience to some, and we apologize for this. We would like to proceed with these adjustments carefully, so we will be looking closely at the feedback we receive. Also, we realize that there are a good amount of people who oppose these changes, but we would appreciate it if you could post specific feedback about what would be the preferred method for going about these changes.
Last edited by Camate; 10-25-2012 at 06:16 AM. Reason: Used Japanese term "Aura" instead of Embrava
Devin "Camate" Casadey - Community Team
Personally, I would like to see Arch Dynamis Lord, Legion NMs, and Odin v2 have their damage output scaled back so that no single TP move -Zantetsuken or death profit is capable of killing everyone without damage being done to players prior. They should also not be capable of killing multiple players within a few seconds. Basically, I would like to see players capable of reliably killing NMs that are zerg'd currently without the zerg. For neo-nyzul, I want to see Order lamps REMOVED completely, I want to seeHP of bossesf20,40,60,80,100lowered andAoE stun moves removed, they are just time sinks created to kill a run. Also, I would like to see the 'go up ??? floors' give a higher average per jump. After the last update to NNI I have seen an average jump of 4, whereas before I had seen 6.
I would like to see this BEFORE embrava and perfect defense are changed.
Here's an idea... DON'T CHANGE IT!
LOL, the easiest solution for them would be not to change it, and change the battle content instead so that people don't even have to rely to PD + Embrava in the first place. This will create a more positive attitude from the players and put the developers in a better light, not to mention it will make the new director looks like a knight in shining armor, one that actually listen to what the players want. Their focus should be on POSITIVE, make the game more attractive, and spread out good news instead of bad news. If you must deliver bad news, make sure you deliver 5 amazing news for every 1 bad news, this will bury the bad news in an avalanche of positive feedback that soon people will forget that it is bad news to begin with.
Camate,
Thank you for the response.
As far as Embrava is concerned, I think the general consensus is that the Regain effect should remain, but be weakened. We just don't see a use for Refresh when there are so many other forms of it available. Also, Embrava is primarily a melee buff and as such the Refresh effect would not be useful. With the Haste effect being weakened it is not possible to cap magical haste with Embrava alone, so outside of solo play I don't think we will see the buff take on a new usefulness for mages. (As a side note, I think there is a way to make a useful Faith like spell, but perhaps that should go to Red Mage.) Cap the Regain potency at 3 tp/tick at 500 enhancing skill. If you are absolutely insistent on not keeping the Regain effect, PLEASE buff Aldoquium to 2tp.
The duration also needs to be increased. We do need to take into account Perpetuance, AF3+2 hands and the fact that you can cast Embrava again right before Tabula Rasa wears off to add almost 3 minutes to the duration. That being said, I think the base duration should be 2 minutes. This would allow you to reach almost a 7.5 minute duration, half of what was possible before. I think that is ideal. We realize that the shortened recast timers for the special abilities was also a factor in your decision. If the duration of the spell isn't long enough to be worthwhile to use in the first place, then it really isn't of much consequence if you can reuse the ability more often.
I have no problems with the Perfect Defense adjustments and I am very happy that the duration is now tied to summoning magic skill. I do hope the 60 second duration becomes achievable with future gear/merits. It gives career Summoners something to strive for.
We also think the content needs to be adjusted more. The reason PD/Embrava were so abused is because monsters deal out so much damage so quickly that you are often left with no choice but to kill it ASAP. The AOE damage, instant death spells/abilities and rampant status ailments also need to be addressed. You should also consider removing order lamp floors from NNI and/or increasing the floor jump possibility to 3-9.
It is clear that some content didn't get ajusted according to the nerf. I won't talk about legion because I don't do it but I can talk about ADL as I have farmed several hundreds marrows off it :
current state = unkillable as an alliance without PD, it kills you between 1 and 5 sec after PD wear off.
after nerf state=same as above, but you have 33% less PD duration which means you can't kill the second clone and your droprate is divided by two.
suggesting ajustement to the content : make farming ADL pop set easier with the following 2 suggestions
(1) put 2 ??? per pop NMs. When my group farms ADL pop sets, we have to wait 1 minute after each kill which means we waste ~30 minutes ( 5 NMs to farm and 6 kills per NM) doing nothing while we could farm more pops.
(2) increase the odious droprate (double it basically).
If you don't do this, the umbral marrows will be twice as rare, because most people kill ADL in small groups , so they will likely not kill the second form relialably enough ; therefore the price will double in bazars.
Ultimate DPS simulator
https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit
I just want to make it very clear that what I said in my earlier post was based on this knowledge. At the very least I haven't forgotten that Mr. Matsui has said they'll be reducing the recasts of the 2 hour abilities. As far as I'm concerned, the proposed changes the development team have offered for Embrava don't even make it good enough to be used on a 10 minute recast timer, much less 30-60 minutes.
Any method that doesn't make me want to call Commander Cody to tell him to execute order 66. How you go about it, I leave to you. But just for the record the correct method will include either serious HNM nerfs or these two JAs remaining where they are, untouched.
I like what PD does. It makes the impossible possible, which I presume is the only reason for it to exist because otherwise it's pretty useless. I suppose the same goes for Embrava but it'd be far more useful for someone somewhere than these proposed PD adjustments. I do think in whatever case we could stand to have a little less need for PD and Embrava.
Regular "John" Doe - Not on the Community Team
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