What about Summoner Job Abilities?
What about Summoner Job Abilities?
Do NOT lower the enmity on NIN's spells. They need them to hold hate. If anything, increase them.
Unfortunately, while 90% of the proposed changes seem to be going in the right direction, lowering the enmity gained for Ninjutsu enfeebles and enhances is going to hurt their tanking ability. At the moment, Ninjas have to compete against 2 handed DDs using Yonin and what few offensive/enhancing spells they have to maintain hate. If those spells have their enmity cut in half, it's going to make it quite a bit harder to hold hate unless some other aspect of this is being adjusted as well. Even Utsusemi: Ni/Ichi help quite a bit in maintaining hate with Ninja, especially since we cast them repeatedly while tanking. Those spells alone will probably hurt the most to have their enmity chopped in half. If there is some kind of other adjustment that will offset this, would like to know about it, if not, maybe leave the Ninjutsu enmity alone?
Last edited by Mazura; 04-16-2013 at 06:28 AM.
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.
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
Hush - the new director is barely legal out of college. He has a lot of learning to do - he does not even play the game properly. Everything here is only working on theory and on paper. And yes they really want us to quit the game and move to FF14 - so in essence the new director's job is "working as intended".
I'm planning on doing that regardless but depending on what this "director" does will factor into people continuing to play a game with no real updates. I wont be impressed with this director until they really fix the job balance issues. This game has had zero job balance since launch.
What the director does between now and FFXIV launch will determine if a lot of people, including myself are willing to pay for FFXI and FFXIV
Last edited by Xikeroth; 04-16-2013 at 06:49 AM.
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
I'm hoping the enmity relating to the summon spells only refers to the enmity gained from their casting...
Why enmity would be reduced for Utsusemi is beyond me. That's kind of what a Ninja tanks with...
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.
Last edited by Aldersyde; 04-16-2013 at 07:07 AM.
Uhh, what about summoner job abilities...?
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