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  1. #1
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Better idea

    The NM does 2,000 damage aoes so that only the PLD can survive. With only the PLD there tanking is *fixed*.

    You have a very limited understanding of the current enmity system which is why you didn't realize that none of that would actually work. It would do the exact opposite and push even harder for "zerging".
    (0)
    Quote Originally Posted by Raelix
    Ragnarok's aftermath is only 5% crit rate, even with lv99, so there's almost no point in using Scourge, you just spam Resolution. Even then you become just a boring meathead DD.

    Apoc with both Catastrophe and Entropy gives you crazy sustain of both HP and MP. With the Haste aftermath you can wear a ton of -PDT and solo almost any 75 content.
    Doing damage is for WAR's, DRK is about soloing 75 content yo.....

  2. #2
    Player
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    184
    Quote Originally Posted by saevel View Post
    Better idea

    The NM does 2,000 damage aoes so that only the PLD can survive. With only the PLD there tanking is *fixed*.

    You have a very limited understanding of the current enmity system which is why you didn't realize that none of that would actually work. It would do the exact opposite and push even harder for "zerging".
    I have a very limited understanding of the current enmity system? That would be the first I have heard of it. Putting aside exact numerical references for CE/VE values per specific action, currently there IS no enmity system, and not understanding that makes one unqualified to respond.

    Enmity is supposed to be a cumulative, ever shifting value that we are supposed to attempt to keep within certain ranges based on our role(s). However, because the values for certain actions are poorly quantified by SE, combined with the fact that in a lot of instances, putting aside high AOE damage, having a DD tank and spam cure them in a duo/trio setup is sufficient for most current "end game" content.

    My proposed changes will see a revisiting of CE/VE values, impose a minimal amount of time any player shifting hate will have a mob's attention, slightly increase DD output for PLD without losing any -damage gear, create once again, penalties for "spinning" a mob, and finally get rid of the random hate reset/switching SE implemented as a (baffling) means of depriving us of controlled battlefields. As well as getting rid of every recent mob's decision to look at their watch randomly and say "Oh.. look at the time. It's rape-o-clock."

    But hey, I gave suggestions and not rhetoric. Did you have any counter suggestions, or was I being awesome too loudly to hear them?
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