Trust me, magic procs as of now are worthless, even at 10~15% I cant see the use for abuse.
Trust me, magic procs as of now are worthless, even at 10~15% I cant see the use for abuse.
Or they can put a limitation on WHICH magic will proc. Say only 2 spells from each category to prevent abuse, or split it by time, there are so many ways to make it work. Abysea pretty much put a limit on spell proc, which let you proc, but does not let you abuse it. I think they take the easy way out as usual. But honestly - this issue should be adjusted so that it opens up more dynamis area for people to farm currency. We already have 2 hours limit, every 24 hours, the only way you can abuse it if you created 18 mules and each of them are geared for 2 hours rotation dynamis farm, even then only 12 can go with the 2 hours limit.
This really is not as complicated as some of you make it out to be.
Simply boost magic proc and have a small 5~10 (perhaps even 15) seconds cool down between each failed attempt at triggering magic proc.
IE.
Boost Magic Proc to 20~30%. If magic fails to trigger proc, the target monster becomes IMMUNE to magic proc for the next 5~10 seconds after which the player can attempt to trigger magic proc again. Very simple and solves the problem of chainspell dia since you'd have to wait between every failed attempt.
well increasing magic up to or close to ja proc would probably increase the number of jobs you could do dynamis on rdm pld whm and blu would get alot more common, and would also increase the number of soloers a zone could hold, and maybe decrees some of an animosity targeted at bst, the dia spam issue would favor rdm(refresh2) seance most other jobs could drain there tank dry solo even just spamming dia (most mage jobs going to have to be using pdt and dd gear lowering there refresh slots some) or in blus case something like sprout smack(yea i know foot kick is cheaper, but sprout has a lower set cost, and an ok slow).
ps forgive my spelling no spellcheck >.<
This definately needs to happen, and not just for the above reasons. Casters need to get new life in this game. as it is, most soloers AND shells are going JA heavy and this creates major bottlenecks, especially against "time of day" proc mobs. IF the magic proc rate were adjusted upwards it would expand both the jobs that can be used AND the prey which can be targetted.
If the adjustments to Perfect Defense and Embrava are any indication, you seem to be trying to end the reliance on Zerg for all content, why not dynamis? And if you need a balance argument, you need only look at the jobs that are used in Dynamis by soloers now-pet jobs and any fast TP melee job/dnc. Mages are largely excluded and even nin which can proc magic mobs generally don't try, because the chance of success is so much higher on JA/WS mobs. Take the hint.
Lastly, there are alot of players in this game who loved their casters, but have been forced to largely abandon them due to everything being Zerg; giving them a viable outlet outside Aby can only be to the good, and not just as a !! proccer, but a viable source of damage in their own right. Seriously, people just want to be able to play their favorite job and still have utility and viability. Maybe you are trying to do that in the new expansion, but that's not here yet, the rest of the game is. So how about some relevance NOW?
Totally agree then you can see more variety of dynamis player that is not solely focused on job abilities, it lets people to come farm other than beastmaster, thief, dancer, and ninja. The zone can be taken advantage for people who wants to farm with JA, Magic and WS. Can you just imagine, NO WASTED CAMPs and mobs. More variety and there are reasons to upgrade those relic armor and play in dynamis. More currencies flowing to the game, more gils being absorbed. More people stay to actually finish some relic weapon. More players who will want to upgrade to level 95-99 weapons. More reasons to keep on playing. Already your options for completing relic is buying currency or farming yourself, for casual players, this means farming over 3-8 months depending if you want to farm daily with 2 characters or not. I see no reasons why putting another invisible walls for people and limiting content to select few.
Last edited by Luvbunny; 10-29-2012 at 12:56 PM.
As far as WS procs go, they are already taken advantage of using certain tactics so I don't think that really requires adjusting. Magic certainly does though.
WS procs had problems with AoEs, thats fine, but the low proc rate itself is outrageous.
The proc rate isn't actually that low, it's only low because you're looking at it from the prospective of someone who went on a run focusing on proccing JA. Obviously if you're going on BLM/SCH you're not going to be hitting any JA procs, so same idea applies with the WS procs- you need to setup specifically for it. PUPs, SAMs, and PLDs all have their own way of taking advantage of WS proc time.
That being said though, a slight increase would certainly be welcome (Making it the same rate as JA would be fair). PUPs in particular tend to pull in about the same amount of coins during WS time as a DNC or THF would during JA time though.
Last edited by Kincard; 10-29-2012 at 05:47 PM.
The Jester's Hat was made for RDM specifically imo. Magic procs' effectiveness should be tweaked for some variety at the very least, the prevalence of DNC and /DNC makes Dyna that much more boring. If magic procs were boosted I'd be dusting off my WHM and my melee gear, I'd love any excuse to bust out that job, bonus for getting to use my hammer. Dyna might actually be fun at that point, and not just a 2 hour daily timesink for currency.
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