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These DEVS damage changes will probably break counterstance even if they reduced the drop in armor rating. The point of counterstance was to increase offensive output capabilities after being directly targeted from physical damage while decreasing defensive capabilities as an equal trade off. If it's as broken as I think it will be then when you put up counterstance you won't gain the benefit of enhanced offense because you'll be dead or receive to much damage from using it.
What could've been done instead:It would work fine if they just made counterstance completely drop all evasion capacity. So with it up you can't evade any physical attacks at all unless you successfully counter or guard them. Dropping defense is has always been silly because the armor and protect spells that provide the defense are static defense. They should have nothing to do with a job ability unless you remove actual gear. The reductions from job abilities should be reduced from status bonuses or skill traits not directly armor related.
When you use the job ability both defensive protections you have up suddenly become less then air defense (they become air gel armor). It's like you've taken off all your armor and start fighting nude (defense wise). With evasion loss it benefits monk more on higher level enemies where evasion is worthless anyway. This version harm/help them more vs lower level enemies depending on how hard they hit but still it's a more realistic approach.
How would it work? On lower level enemies you'll either get hit at full normal damage, guard or counter but never evade with it up. It's basically a mental shift to invest more into countering then evading any type of physical attacks. If you can't successfully counter/guard or you'll always get hit.. This is where the high HP's come into play as a buffer.
Guardstance would be a opposite to this by dropping the ability to counter at all while giving those bonuses to physical damage reduction and/or guard success rate with 100% damage reduction when successfully guarding. The 100% physical damage reduction might seem a bit high but, if you figure in the fact that you wouldn't be countering which blocks 100% physical damage and causes respectable reverse damage it's clearly an acceptable trade off.
Alternatively, take all counterstance accuracy + counter bonuses and augment them towards damage reduction and guard skill proc rate. So your native counter ability/traits would instead augment your guarding abilities without making you lose normal basic attacks or evasion in the process. These counter bonuses would instead be used totally defensively and result in a fair offensive/defensive balance mechanism.
These two changes would also differentiate the defensive and offensive capabilities of monk allowing for them to change the offensive and defensive stances only when enemies attack them directly.
What this might also effect are players who solo /dnc and don't upgrade their defense. Basically the effect of your dancer cures might no longer be enough to sustain you without separate backup healing if your fighting any enemy remotely higher level then you. It may push players back into the days when we needed a full party to effectively fight even match or higher level mobs.
So for players comfortable with easy mode soloing or low manning NMs they should expect to get a rude awakening when enemies become progressively stronger and require more skill then we're used to. We'll obviously need full time tanks now not monks. I tried to explain this to people inside my linkshell before this announcement but was brushed off like it'd never happen now it's already in progress.
From an optimistic standpoint at least H2H is receiving the one handed adjustments. Did they increase the output of 1 handed weapons or decrease the caps on 2 handed to equalize them? I hope it's not the latter then H2H might take a hit damage wise vs the 12.5% increase you mentioned. If that happens start seeing duel wielding warriors instead of great axes again.![]()
Last edited by Sarick; 03-21-2013 at 04:16 AM. Reason: format changes.
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You're forgetting that there are always more DD's then tanks. If you have a 5 to one ratio of DD vs tank. The attention of the enemy will be reduced by 1/5th or the number of active DDs. This would influence the tanks actual effectiveness.
The DD's would be cycling through the hate list before the tank had a chance to effectively tank. You see by the time the 5th dd loses hate or dies if, the 1st one was still alive they would've already gained enough hate back to get the enemies attention before the tank can take it back.
As a result the real tank wouldn't be effective and would be better replaced by another DD because the monsters attention would always cycle through everyone almost equally.
I think this sums up way the enmity system would still be broken as there are similar existent broken issues already in the game. The only true way to mitigate damage in these cases is to create an ability or modify existing abilities/spell such as "cover" or in a ninjas case AOE shadows to protect the players they're defending despite the enemies attention.
This update seems to simply delay or reduce the bouncing by at least 30%. I doubt it will be extremely effective in large groups. It might even cause issues with back line jobs taking quick hate or more bouncing hate. Eventually the back line jobs are going to cap out as well and the only effective ways to lose that hate is die, de-zone, take severe damage or do nothing as hate degrades. There are other alternatives like hate shifting/stealing but those take more detail to explain and actual skill to master.
Last edited by Sarick; 03-21-2013 at 03:21 AM.
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Seems like you might have caught some flip flopping here. At first it was a promoted as a double sided edge now it's only one directional at the players disadvantage. Good catch! I see how you're comparing the first explanation with the second one.
The first announcement explained how it would improve the toughness of characters when defense was higher while maintaining an opposite balance if their defense was lower. It gave little to no explanation of what the defense penalties would be just that the effect from using them would be greater.
The second announcement just implies that the NEW defense modifications are one sided. They effect you severely if your defense is low or lowered. This means that players who utilize attack bonus abilities that reduce defense or cause defense down will take a serious beating. Likewise the improvements in defense won't create the same positive effect for them as was originally stated. There is no mention of defense bonuses in the second announcement.
In this second rendition the defense cap continues to remain the same. It allows defensive players to remain defensive with normal damage without equal opposing bonuses, while the defense penalty for offensive players becomes severe.
That was a horrible catch in the wording. I would say more but a faux-pas cease and desist letter implicates things. /sarcasim
Last edited by Sarick; 03-21-2013 at 03:05 AM.
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After the update it won't be useless anymore. Evasion is nice but if your going for full offense it'd be the area to hit to increase the effectiveness. Couterstance doesn't improve defense unless your directly targeted. It does improve offense because the counters also cause damage.
Counterstances effectiveness is moot both offensively and defensively unless your face to face at close range being directly targeted. With the proposed changes the defense might be extreme. Consider the fact that the defense down effect (penalty) exist regardless of the attack being direct or not. So if the enemy is attacking you directly face to face then you can benefit from counterstance under the current setup. On the other hand if it's attacking a tank or another target you only have the defense down penlites without the benefits of counter.
With the changes listed the defense penalty won't be the same. We don't know what the change will be but considering it only gives vit bonuses now I can assume it's at least 3/4 defense reduction and severe enough to make it extremely dangerous to use. Maybe not even worth the risk. This would break it enough to the point of worthlessness in most situations. Simply put the balance of lowering a useless trait changes and this single change could break it's effectiveness.
Last edited by Sarick; 03-22-2013 at 04:33 AM.
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I think you've touched on something important here. I believe a key factor in these changes is the introduction of the upcoming expansion, including Rune Fencer and Geomancer; the two news jobs will likely possess major defensive abilities, and the changes are intended to make them more appealing.
I think we should wait and see how the new jobs (and /subjobs) work out. And in addition to the new jobs, SoA will of course also introduce new equipment, and it is possible a major theme of the new gear will be improved defense.
We have always planned to raise the monster attack cap from 2.0 to 4.0.
Monsters that are added with Seekers of Adoulin will not have level correction applied so the damage will not be as high as you may be anticipating.
In the cases where level correction will take place in existing areas, you may see damage increases from monsters, but it will not amount to the numbers suggested. Regardless of whether there is level correction or not, we are adjusting enemies' levels and stats, so don't be afraid to attack and see that difference for yourself. Last thing, players will need to adjust their strategy and especially focus on defense. It will be important to consider decisions such as food, magic, songs, rolls, and equipment.
Same as the above and I'm sure you guys are aware of the following: More focus will be required to remove applicable status ailments and also temporarily disengage the enemy to reduce the risk of potent attacks.
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