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  1. #1
    Player Luvbunny's Avatar
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    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    It is not working as intended when reward itself generate TONS of hate while you stand aside letting your pet melee.

    It is not working as intended when your T charmed + familiar mob cannot hold hate vs another T normal mob, while you stand aside NOT meleeing.

    Pretty much BST and SMN both experiencing enmity problem with their pet and avatar - very noticeable in SoA areas but not very bad at all in Abyssea (almost nothing changed much, you hardly see any difference at all).
    (0)

  2. #2
    Player saevel's Avatar
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    Apr 2011
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    2,350
    PLEASE, make sure the DEV increase the white magic spell Flash's enmity along with the spell Reprisal. And, double the enmity of the job ability Provoke. Thank you /bow

    I know this sounds obvious to the players, but please like this suggestion so the DEV don't miss it
    Doubling the enmity on provoke wont' do sh!t, they need to completely redo it.

    1CE
    1800VE

    It's that 1CE part that makes it utterly useless after the first 30~60s. Make it 500~1000 CE and we may have a winner.
    (2)
    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.....

  3. #3
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    I think part of the intent behind provoke's design was that it'd only be used to get initial hate and pull the enemy back whenever you lost hate, which is why it takes 30 seconds for that VE to decay naturally and the ability is on a 30s recast.

    I think if they want to preserve that part of the ability, maybe make the VE on Provoke able to break cap? Can also apply that to a couple other moves that only tanks have (Lunge, Shield Bash, Issekigan etc). Basically you would need to continuously use provoke if you wanted to solidify hate.
    (0)

  4. #4
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Won't mean anything. Enmity is determined by both CE and VE being combined. VE is easy to cap, you can assume that all melee's will be at VE cap within a min or two. It's CE that really determines who has hate and being 1000+ CE behind means that no amount of Provoke will get hate on you. Anyone that wants to "tank" needs a solid source of constant CE, which as of now is only damage.
    (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.....

  5. #5
    Player Tohihroyu's Avatar
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    Mar 2011
    Location
    North Altepa island
    Posts
    256
    Character
    Tohihroyu
    World
    Leviathan
    Main Class
    DRK Lv 99
    The same goes to SMN, most mob in SoA will die within 3-4 BP Rage at most, but everytime you use BP Rage, mob will come after you guaranteed, even if you are doing entirely nothing but using BP Rage x 3-4 the entire fight. These recent adjustment should be reverted back, put in the test server and properly tested. We are not paying to play a beta version of SoA. And they do have test server to make sure this kind of shenanigans won't happen again.
    Yes, please! I'm sick and tired of having to run near a mob just to use sic, ready or a bp just to make sure the moves goes off without "The [monster] is too far away." Hell you even get on the hate list for using items (like food) like I could be a decent enough distance away use a red curry bun or whatever food and boom the mob turns and goes after me. I like how "Old school" beastmaster solo got brought back...but not this. Also do something about ep monsters hitting like trucks (did Magic attack & acc from mobs get turned up 10x stronger?), dynamis xarc kindred rangers & ninjas SPAMMING Hecatomb Wave every 3-5 seconds at 200+ damage a hit, is this some sort of revenge against players who don't go beastmaster to Dynamis?

    As they always say: If it ain't broke, don't fix it. (though in this case its just...breaking it even more)

    Forget Provoke...if you want hate eat a pizza >_>
    (4)
    Last edited by Tohihroyu; 04-07-2013 at 10:56 PM.

  6. #6
    Player Luvbunny's Avatar
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    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Quote Originally Posted by Tohihroyu View Post
    Forget Provoke...if you want hate eat a pizza >_>
    Uhm you get hate from doing nothing as Summoner, lol. Just do send pet, and the mob will come back to get you, even if you just stand there idle. Broken is putting it mildly. They really need to take this adjustment back to the drawing board, and put them in the test server for 6 months for thorough testing. We are not PAYING to be a beta tester for the game.
    (3)

  7. #7
    Community Rep Camate's Avatar
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    Mar 2011
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    1,712
    Greetings!

    As a follow-up to my previous post, we will be making adjustments to job abilities and spells that have a fixed amount of enmity in the upcoming version update.

    A majority of spells and abilities will have their enmity reduced by nearly half the current value.

    On the other hand, Reprisal and Foil will have their enmity boosted.

    Below is the list of abilities and spells that will have their enmity values reduced:
    • Job Abilities
      Benediction / Shadowbind / Barrage / Sharpshot / Heel / Leave / Sic / Stay / Reward / Deactivate

    • White Magic
      Raise / Raise II / Raise III / Arise / Poisona / Paralyna / Blindna / Silena / Stona / Viruna / Cursna / Blink / Stoneskin / Aquaveil / Slow (I & II) / Haste / Paralyze (I & II) / Silence / Barfire / Barblizzard / Baraero/ Barstone / Barthunder / Barwater / Barsleep / Barpoison / Barparalyze / Barsilence / Barblind / Barbreak / Barvirus / Sacrifice / Esuna / Auspice / Repose / Erase / Addle / Temper / Embrava / Enfire (I & II) / Enblizzard (I & II) / Enthunder (I & II) / Enwater (I & II) / Enaero (I & II) / Enstone (I & II) / Enlight / Phalanx (I & II) / Regen (I~V) / Refresh (I & II) / Sandstorm / Rainstorm / Windstorm / Firestorm / Hailstorm / Thunderstorm / Aurorastorm / Voidstorm / Animus Augeo / Animus Minuo / Adloquium

    • Black Magic
      Poison (I & II) / Poisonga / Bio (I~III) / Burn / Frost / Choke / Rasp / Shock / Drown / Retrace / Blaze Spikes / Ice Spikes / Shock Spikes / Sleep (I & II) / Blind (I & II) / Break / Breakga / Bind / Dispel / Absorb-MND / Absorb-CHR / Absorb-VIT / Absorb-AGI / Absorb-INT / Absorb-DEX / Absorb-STR / Absorb-ACC / Absorb-Attri / Endark / Klimaform

    • Summoning Magic
      Carbuncle / Fenrir / Ifrit / Titan / Leviathan / Garuda / Shiva / Ramuh / Diabolos / Alexander / Odin / Fire Spirit / Ice Spirit / Air Spirit / Earth Spirit / Thunder Spirit / Water Spirit / Light Spirit / Dark Spirit

    • Ninjutsu
      Monomi: Ichi / Aisha: Ichi / Utsusemi: Ichi / Utsusemi: Ni / Jubaku: Ichi / Hojo: Ichi / Hojo: Ni / Kurayami: Ichi / Kurayami: Ni / Dokumori: Ichi / Myoshu: Ichi / Migawari: Ichi / Kakka: Ichi / Yurin: Ichi

    • Songs
      Foe Requiem (I~VII) / Horde Lullaby (I & II) / Army’s Paeon (I~VI) / Mage's Ballad (I~III) / Valor Minuet (I~V) / Knight’s Minne (I~V) / Blade Madrigal / Sword Madrigal / Hunter's Prelude / Archer's Prelude / Sheepfoe Mambo / Dragonfoe Mambo / Fowl Aubade / Herb Pastoral / Shining Fantasia / Scop’s Operetta / Puppet’s Operetta / Gold Capriccio / Warding Round / Goblin Gavotte / Advancing March / Victory March / Battlefield Elegy / Carnage Elegy / Enchanting Etude / Spirited Etude / Learned Etude / Quick Etude / Vivacious Etude / Dextrous Etude / Sinewy Etude / Bewitching Etude / Logical Etude / Sage Etude / Swift Etude / Vital Etude / Uncanncy Etude / Herculean Etude / Light Carol (I & II) / Earth Carol (I & II) / Water Carol (I & II) / Wind Carol (I & II) / Fire Carol (I & II) / Ice Carol (I & II) / Lightning Carol (I & II) / Dark Carol (I & II) / Light Threnody / Dark Threnody / Earth Threnody / Water Threnody / Wind Threnody / Fire Threnody / Ice Threnody / Lightning Threnody / Magic Finale / Foe Lullaby (I & II) / Goddess's Hymnus / Maiden's Virelai / Chocobo Mazurka / Raptor Mazurka / Foe Sirvente / Adventurer's Dirge / Sentinel's Scherzo / Pining Nocturne

    • Geomancy
      Indi-Regen / Indi-Poison / Indi-Refresh / Indi-STR / Indi-DEX / Indi-VIT / Indi-AGI / Indi-INT / Indi-CHR / Indi-MND / Indi-Fury / Indi-Barrier / Indi-Acumen / Indi-Fend / Indi-Precision / Indi-Voidance / Indi-Focus / Indi-Attunement / Indi-Wilt / Indi-Frailty / Indi-Fade / Indi-Malaise / Indi-Slip / Indi-Torpor / Indi-Vex / Indi-Languor / Indi-Slow / Indi-Paralyze / Indi-Gravity / Geo-Regen / Geo-Poison / Geo-Refresh / Geo-STR / Geo-DEX / Geo-VIT / Geo-AGI / Geo-INT / Geo-CHR / Geo-MND / Geo-Fury / Geo-Barrier / Geo-Acumen / Geo-Fend / Geo-Precision / Geo-Voidance / Geo-Focus / Geo-Attunement / Geo-Wilt / Geo-Frailty / Geo-Fade / Geo-Malaise / Geo-Slip / Geo-Torpor / Geo-Vex / Geo-Languor / Geo-Slow / Geo-Paralyze / Geo-Gravity
    (14)
    Devin "Camate" Casadey - Community Team

  8. #8
    Player Xikeroth's Avatar
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    Mar 2011
    Posts
    66
    Character
    Xikeroth
    World
    Ragnarok
    Main Class
    NIN Lv 99
    Okay so... is the objective of the new director to make this game unplayable? Because the majority of the stuff listed here hardly generates much enmity anyways, if it is getting hate maybe you should have a real tank during content. That is always an option you know...

    Geomancer I don't know I have seen more hate generated from cure 1 than any of their spells and I am leveling it slowly with a few RUNs.

    Job abilities: I can understand some of those listed. However, why reduce BST ability enmity generation? Once upon a time BST took skill and intelligence to play and now its just job a monkey could play, you plan on making it easier for them? So much for the "skilled job" but I guess that died when level cap was raised, that's when the job became easy.

    White magic, I can understand some of them such as raise, erase, the SCH spells.. but why reduce enspells and barspells? One of the last things RDM can do anymore that no other mage can do is take a hit and take it well and if setup correctly RDM can tank if it had some enmity generation which is another way RDM can play in some content. Also if you thought about it, keeping barspells as they are if they do generate as much enmity as you claim would only HELP RUN when they casted it. I guess the dev team doesn't look into this now does it.

    Black Magic I would say raise the enmity on spikes but lower it on the rest, I can't remember the last time I saw a BLM cast a spikes spell so that's just wasted time, RUN also gets spikes spells.

    Summoning Magic Complete agreement here, Never liked how summoner spells, JA's or pet commands generated more enmity than others.

    Now for the bad one that makes absolutely zero sense at all.

    Ninjutsu

    This one makes me greatly question the SE development team

    As a NIN the first spell I casted was Kurayami: Ni because it helped secure hate a little better at the start of a fight not just because of the blind effect.

    Okay, so... let me understand this you think that some of these spells generate too much enmity? You do realize that once half of these spells land they have no effect until they wear off right? That most ninja won't even cast them until they wear off? So why would you reduce them? What, if any logic do you even have to do this? I am convinced there is no logic in the SE development team half the time. Does the director know what they are doing I am thinking they don't.

    Songs

    With any half-decent tank/melee you wouldn't generate enough enmity from songs to even get hate until the wipe.


    In conclusion:

    I am perfectly fine with you raising the enmity on those two spells, they need it, but lowering the enmity on these spells and abilities for the most part is just a terrible, terrible idea.

    Maybe you're on a mission to prove everyone wrong, and job balance was NEVER on your list of things to do just like it was before. If it was you'd be making adjustments to things that matter and not the enmity generation on so many spells that don't even generate much enmity in the first place, or in the case of Ninja generate enmity and HELP it to perform better.

    I strongly urge you to reconsider some of these changes they are not only unbalanced changes but terrible ideas and poor development at its finest.

    RDM/RUN Raise the enmity on enhancing magic spells, would force rdms to stay on their toes and help RUN tank.

    NIN: RAISE enmity on NIN enfeeble spells since /NIN never use them, or admit you have no idea what you're doing in terms of game development and balance, you clearly don't.

    SMN: I support, but just like moogles in selbina you're doing this update about 5-6 years too late. Cut the enmity on their job abilities and pet commands or the summoning magic enmity cut is completely worthless.

    What the SE dev team, especially the new director needs to do is make waves and job revamps for half the jobs in the game, not make small questionable and in this case laughable adjustments that will only frustrate the community.
    (6)
    SE needs to be more original with content, because spreading the same content and copying it everywhere isn't going to keep people playing for very long. STOP WITH WEAKNESS TARGETING! It is NOT that good of a concept!
    If you don't like what I say, that's fine, you don't have to. But don't think that I care if you agree with me or not. Soooo... if you don't like what I say, don't reply, and move on with your life

  9. #9
    Player Aldersyde's Avatar
    Join Date
    May 2011
    Posts
    265
    Character
    Mayoress
    World
    Siren
    Main Class
    PLD Lv 85
    Quote Originally Posted by Xikeroth View Post

    Job abilities: I can understand some of those listed. However, why reduce BST ability enmity generation? Once upon a time BST took skill and intelligence to play and now its just job a monkey could play, you plan on making it easier for them?
    Maybe because the abilities listed for bst have never been significant sources for enmity generation? If I pull a mob with my pet and he gets in a few combat rounds before I use heel to pull him back, the mob should never make a beeline for me just because I use the pet ability, which is how it works now. It has never, ever worked like that. The only time the mob should come after me when I use heel is when the pet swings and misses and I jump the gun by using the PA too early. The same applies to heel and sic. I could be convinced that reward should draw greater enmity if the HP restored was significant but directing pets to perform simple commands (fall back, stay in one place, use a TP move) should not result in a monster chewing my face off when my pet is doing damage to it and more especially (in the cases of Falcorr and Yuly), when the pet cannot lose enmity rapidly because it isn't taking damage through evasion.

    You may think these changes bring about less skillful play from bsts but in reality, having these mechanics broken as they are atm take away the opportunity to play with any degree of skill and finesse. They relegate bst to a position of just being a far weaker WAR with a mediocre dd companion.
    (0)
    Last edited by Aldersyde; 04-16-2013 at 07:07 AM.

  10. #10
    Player Godofgods's Avatar
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    Mar 2011
    Posts
    711
    Character
    Godofgods
    World
    Odin
    Main Class
    DRK Lv 99
    Quote Originally Posted by Camate View Post
    Below is the list of abilities and spells that will have their enmity values reduced:
    • White Magic
      Raise / Raise II / Raise III / Arise / Poisona / Paralyna / Blindna / Silena / Stona / Viruna / Cursna / Blink / Stoneskin / Aquaveil / Slow (I & II) / Haste / Paralyze (I & II) / Silence / Barfire / Barblizzard / Baraero/ Barstone / Barthunder / Barwater / Barsleep / Barpoison / Barparalyze / Barsilence / Barblind / Barbreak / Barvirus / Sacrifice / Esuna / Auspice / Repose / Erase / Addle / Temper / Embrava / Enfire (I & II) / Enblizzard (I & II) / Enthunder (I & II) / Enwater (I & II) / Enaero (I & II) / Enstone (I & II) / Enlight / Phalanx (I & II) / Regen (I~V) / Refresh (I & II) / Sandstorm / Rainstorm / Windstorm / Firestorm / Hailstorm / Thunderstorm / Aurorastorm / Voidstorm / Animus Augeo / Animus Minuo / Adloquium
    How is cure not apart of that?
    Reason
    (0)

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