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  1. #151
    Player Asymptotic's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    656
    Character
    Sylow
    World
    Fenrir
    Main Class
    DNC Lv 99
    Did you not read the dev post immediately before your post you or something?

    Quoted because people only look at the last page:

    Quote Originally Posted by Camate View Post
    Greetings,

    The information mentioned yesterday about summoner's abilities and Blood Pacts not creating hate seems to have raised some questions, so I'd like to follow up on it.

    To be precise, Blood Pacts have a non-volatile enmity value of 1. It's been arranged this way so that some enmity remains on the summoner when having a pet perform an action against a monster. If we were to make it so enmity was not placed on the summoner, once the enmity from the avatar is gone, it would cause bugs to occur (such as monsters becoming unclaimed). It's very similar to the way linked monsters don't come after the summoner once the avatar has vanished (except it would happen to the monster you perform the Blood Pact on).

    In the case that the avatar's enmity has a minimum value of 1 for both non-volatile and volatile enmity, when executing a Blood Pact, the summoner will receive +1 to their non-volatile enmity, making a total of 2 non-volatile and 1 volatile enmity. When this happens, the target will go after the avatar.

    As an adjustment, we are looking into the below:
    • When the summoner has enmity, they will not receive +1 to non-volatile enmity when executing a Blood Pact. (The +1 to non-volatile enmity will only occur when the summoner's enmity value is 0.)
    The above adjustment is not a job ability adjustment; it will be a change to the process occurring in the programming, so please give us a bit of time for this.

    We had looked into taking another approach by adding an enmity+ stat to avatars like beastmaster's familiars have, and to ease up on the enmity lost when taking damage; however, this was geared more towards solo play and there are times when it would be best for avatars not to take hate during party battles, so we decided to adopt the adjustment mentioned above.
    (2)
    Last edited by Asymptotic; 04-19-2013 at 03:10 AM.

  2. #152
    Player Infidi's Avatar
    Join Date
    Mar 2011
    Location
    Sandy
    Posts
    283
    Character
    Infidi
    World
    Fenrir
    Main Class
    WAR Lv 99
    On a somewhat different, but relevant note: Anyone know if there's any new pet: Emnity+ gear in the .dats?
    (0)

  3. #153
    Player HimuraKenshyn's Avatar
    Join Date
    Sep 2011
    Posts
    181
    Character
    Starskyy
    World
    Shiva
    Main Class
    BLU Lv 99
    With the new system seems best to have capped pet -dt gear full time.
    (0)

  4. #154
    Player Sasaraixx's Avatar
    Join Date
    Mar 2011
    Posts
    276
    Character
    Sasaraixx
    World
    Carbuncle
    Main Class
    SMN Lv 99
    Quote Originally Posted by Camate View Post
    We had looked into taking another approach by adding an enmity+ stat to avatars like beastmaster's familiars have, and to ease up on the enmity lost when taking damage; however, this was geared more towards solo play and there are times when it would be best for avatars not to take hate during party battles, so we decided to adopt the adjustment mentioned above.
    This part is very troubling. The dev team decided to move with hurting SMN solo play based on reasoning that is faulty and not remotely a cause for concern.

    Avatars pulling hate in a party setting is almost never a problem. Any situation where it would be, you likely won't have your avatar out at all to begin with. And in the few situations that is not the case, it's merely a matter of proper positioning and timing. Group dynamics. We like that kind of thing, right?

    It also ignores the fact that 1. it is pretty difficult to pull hate anyway, 2. there are times when it would be beneficial to the party for the avatar to pull hate, and 3.it is very easy to remedy the problem by simply releasing the avatar. Let's also not forget that avatars have no hate generating capabilities, terrible DOT, and very little survivability outside of their elemental resistances. They would in no way interfere with tanking duties. In the rare situation where a party found itself with the avatar tanking, they would likely want to keep it that way so they can regroup.

    The dev team wants to push party play and coordination but fail to realize that this is one of the (few) ways SMN can contribute to this dynamic. They just don't seem to have a grasp of how the job is played, solo or otherwise.

    Please reconsider adjusting enmity for avatars. As things currently stand, SMN solo and small group play has been severly compromised. Giving avatars increased enmity traits an/or decreasing their rate of enmity decay would benefit and not hurt party dynamics.
    (13)
    Last edited by Sasaraixx; 04-19-2013 at 06:57 AM. Reason: typos

  5. #155
    Player Annalise's Avatar
    Join Date
    Mar 2011
    Posts
    161
    Character
    Annalise
    World
    Bismarck
    Main Class
    WHM Lv 99
    Quote Originally Posted by Asymptotic View Post
    Did you not read the dev post immediately before your post you or something?

    Quoted because people only look at the last page:
    Actually, when I was posting, Camate's post wasn't there. Our posts are only 8 minutes apart. I had written something else but then deleted it. I noticed his post after mine was already posted. I actually read every single post in the thread.
    (0)
    Last edited by Annalise; 04-19-2013 at 04:43 AM.

  6. #156
    Player Absinthe's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    27
    Character
    Absinthe
    World
    Leviathan
    Main Class
    WHM Lv 99
    Please don't forget to fix the enmity on PUP while you're at it. You recently improved our automaton positioning, and now every time my poor WHM Zero casts a spell on a monster or tosses me a cure, he get's walloped! If this is by design, you need to redesign. ^^

    EDIT: Just wanted to echo some sentiments from above, please don't force PUP to party. Nobody invites us.
    (4)
    Last edited by Absinthe; 04-19-2013 at 04:58 AM.

  7. #157
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Thank you Camate for finally giving us a proper explanation on the issue. And another big thanks for the developers finally aware that THIS IS A BIG PROBLEM for pet jobs - hopefully the updates will be implemented at the end of the month and not months ahead. The last thing we need is more people "rage quit" because updates and fixes are very slow coming.
    (0)

  8. #158
    Player Areayea's Avatar
    Join Date
    Jul 2012
    Location
    Windurst (Denver, CO)
    Posts
    112
    Character
    Areayea
    World
    Phoenix
    Main Class
    NIN Lv 99
    Quote Originally Posted by Sasaraixx View Post
    This part is very troubling. The dev team decided to move with hurting SMN solo play based on reasoning that is faulty and not remotely a cause for concern.

    Avatars pulling hate in a party setting is almost never a problem. Any situation where it would be, you likely won't have your avatar out at all to begin with. And in the few situations that is not the case, it's merely a matter of proper positioning and timing. Group dynamos. We like that kind of thing, right?

    It also ignores the fact that it is, 1. Pretty difficult to pull hate anyway, 2. there are times when it would be beneficial to the party for the avatar to pull hate, and 3. very easy to remedy the problem by simply releasing the avatar. Lets also not forget that avatars have no hate generating capabilities, terrible DOT, and very little survivability outside of their elemental resistances. They would in no way interfere with tanking duties. In the rare situation where a party found itself with the avatar tanking, they would likely want to keep it that way so they can regroup.

    The dev team wants to push party play and coordination but fail to realize that this is one of the (few) ways SMN can contribute to this dynamic. They just don't seem to have a grasp of how the job is played, solo or otherwise.

    Please reconsider adjusting enmity for avatars.
    not sure if you understood, but from what I read, they want to basically make a snarl for Summoners... I'd love to have a disposable tank anyday...

    Edit: for solo play you'd want your avatar to have all the hate anyway, and yes the prevention of glitch by assault getting 1 non volatile enmity is necessary... however for solo play I believe that a snarl would be perfect, for parties I think snarl would still be perfect, esp if it's like an emergency where you're tank is about to die and the whm can't keep up... ect. great time displacer.
    (0)
    Last edited by Areayea; 04-19-2013 at 05:51 AM.

  9. #159
    Player RalphTheGalka's Avatar
    Join Date
    Nov 2011
    Posts
    106
    Character
    Doctorweird
    World
    Carbuncle
    Main Class
    BLM Lv 30
    Has anything beneficial come out of these adjustments so far? It seems like it's been nothing but a train wreck so far for most jobs. Roll it back and go back to the drawing boards. And actually test it this time.
    (3)

  10. #160
    Player HimuraKenshyn's Avatar
    Join Date
    Sep 2011
    Posts
    181
    Character
    Starskyy
    World
    Shiva
    Main Class
    BLU Lv 99
    Quote Originally Posted by RalphTheGalka View Post
    Has anything beneficial come out of these adjustments so far? It seems like it's been nothing but a train wreck so far for most jobs. Roll it back and go back to the drawing boards. And actually test it this time.
    A lot more XP loss so peeps actually have to get XP again >.>...
    (1)

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