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  1. #121
    Player
    Join Date
    Nov 2012
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    United states
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    588
    Quote Originally Posted by Demon6324236 View Post
    Would it be possible to tone down the status ailments we receive right now from current enemies? I do not mean simply defense related, but some attacks are extremely unbalanced, some are more easily avoided because it involves an event like Voidwatch where we have drinks that allow us to completely evade the attack, others are not so nice.

    An example of some of these attacks, Typhoean Rage, an attack used by Harpy mobs, Heavy AoE damage, silence, amnesia, encumbrance, and muddle for 60 seconds. This attack basically rips away all forms of action, no gear so you can not attack, no abilities so you can not act, no items so you may not recover, and no spells so you may not cast, on top of this it is a conal AoE which can hit multiple people in a very long range, it is capable of removing half of a party from the battle in a single move.

    Another attack, Oblivion's Mantle, deals strong damage, weakness, and 10-count doom. If you were not in a panic enough about removing doom from all of the effected people who were in range of this widespread AoE attack, you are also hit with a ton of damage as well as weakness which is sure to lower your HP to a level where a single attack from one of these Gallu is enough to defeat you. Were these ailments single target they would still be highly effective, if conal, they would be even worse, but it is an AoE attack that hits everyone within 20 yalms, and because there is no way to remove weakness besides waiting it out, even if you manage to remove everyones Doom the weakness is likely to end up giving you the same result in the end.

    The point I am trying to make with this post is that there are some attacks which throw so many debuffs at us that we can not hope to counteract them effectively no matter our efforts. Some completely lock you down, others flat out kill you, and unless these types of attacks are changed we will still have little defense. People currently rely on Perfect Defense for many fights, the reason is due to the high damage, this much is true, but even if we had the enemy doing only 200s rather than 1000s it would make little difference when with a single special attack a monster can turn a party into a graveyard because of overwhelming ailments that sap their life away in a matter of seconds. I completely understand the idea of holding back and not flat out fully attacking a monster, but when attacks like these are around it is hard to put up a real defense without stopping literally all offense, and with time limits places on some events like Meeble Burrows it seems as though an all out assault is sometimes the only option in order to win in time.
    Hi just wanted to say.. everything you described are all based on strategies involving full on attack.... this game isn't all about full on attacks... hence why these mobs use those attacks... they are meant as deterrents... Remember when this content first came out? it was fairly difficult cause no one had anywhere near the amount of bonuses most people have acquired playing VW all the time.... Now they have access to things such as items that make you immune to magic and damage, so you can usually always muscle your way through a match because by the time you're done using your items you just proceed to the next new set of items!

    All I'm saying is this... Why would they nerf their monsters because it's going up against multiple powerful foes? you wanna throw down?! Well okay this monster can throw down too... at least that's the mentality they want to match for their playerbase recently.. you know the people who pay their salaries. After all we created this kind of zerg esque atmosphere in the game, SE had a different approach. So you only have yourself to blame really...SE is trying to revision what was once a great battle system in this game so again why would they nerf their mobs?
    (0)

  2. #122
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Umichi View Post
    Hi just wanted to say.. everything you described are all based on strategies involving full on attack.... this game isn't all about full on attacks... hence why these mobs use those attacks... they are meant as deterrents... Remember when this content first came out? it was fairly difficult cause no one had anywhere near the amount of bonuses most people have acquired playing VW all the time.... Now they have access to things such as items that make you immune to magic and damage, so you can usually always muscle your way through a match because by the time you're done using your items you just proceed to the next new set of items!

    All I'm saying is this... Why would they nerf their monsters because it's going up against multiple powerful foes? you wanna throw down?! Well okay this monster can throw down too... at least that's the mentality they want to match for their playerbase recently.. you know the people who pay their salaries. After all we created this kind of zerg esque atmosphere in the game, SE had a different approach. So you only have yourself to blame really...SE is trying to revision what was once a great battle system in this game so again why would they nerf their mobs?


    This should stand as a shining example to everyone why you shouldn't do drugs in school. There is so much wrong with this post that to correct it all would be a monumental task. So I'll just be short, the NM will use those attacks regardless of the number of people surrounding it. You need the NM to die to win the fight and thus acquire your reward. To do that you need melees to hit the NM and thus the NM will use it's alliance wiping wave motion cannon. Your only hope of success is to overwhelm it's AI and kill it as fast as possible.
    (6)
    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. #123
    Community Rep Camate's Avatar
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    Mar 2011
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    1,712
    Greetings everyone.

    The version update is right around the corner, and I have a couple more points to follow-up on.

    With the level correction adjustments for the monsters that are added in Seekers of Adoulin, I believe Flashy Shot will lose its meaning completely…
    We do believe that revamping Flashy Shot is necessary, and we will be making adjustments so that there is a good effect in line with the level correction adjustment; however, we will not be able to address it in the upcoming version update. We apologize, but please give us a bit of time for this.

    Whatever happened to the planned revamp to Recycle? Are you ever going to make adjustments so that ranged attacks?
    Shortly after the release of Seekers of Adoulin we plan to make Recycle a job trait. With this, we will be making it so the effect of Recycle is stronger than what it is currently.

    In addition to this, we also plan on changing the effect of Scavenge. Specifically, we will be making it and ability where you can recover ammo that has been consumed.

    We feel that with the above two adjustments the costs associated with ammo will be reduced.

    I’m thinking it would have been a good idea to make the elemental magic adjustments at the same time Geomancer is introduced to the game, so I would really like to see these changes implemented as soon as possible.

    Also, are any adjustments going to be made for cumulative magic resistance? With the current job balance I feel this is not necessary.
    We understand that this is being said in comparison to the current front-line job situation. However, the battles in Seeker of Adoulin will be quite different and the merits for being able to attack from long distance will be greater. While it’s true that the damage for elemental magic spells will be lower when they are resisted, one large benefit is that they do not miss due to evasion like melee attacks. With the elemental magic adjustments that will be made from here on out, as well as through the addition of new equipment, these variations and other things will be reduced, so we’d like to start out by doing this.

    Eliminating the cumulative magic resistance right away would only cause melee to be unnecessary, and would work against everything we are doing with the restructuring of the battles. With that said, we’d like to perform the adjustments we are working on first and then plan our next move based on the results. There is a possibility for adjustments to cumulative magic resistance if we determine that it is necessary.

    Please make sure that you make adjustments so that using a Cure V doesn’t make enemies instantly head for the white mage.
    While balancing content such as Skirmish, we noticed that when white mages used Cure V the frequency of enemies targeting them was high, so we are currently making adjustments.

    With the attack/defense ratio adjustments I’m worried that my automaton is going to become extremely weak.
    If no care is given to use earth maneuvers for boosting defense, then there is a possibility that the damage taken by the automaton will increase.

    With that said though, as stronger monsters are introduced, players will have to obtain stronger equipment to bridge the level gap, whereas pets do not have this option (since they cannot equip gear), so we feel that adjustments are necessary moving forward.
    (13)
    Devin "Camate" Casadey - Community Team

  4. #124
    Player Gaspee's Avatar
    Join Date
    Mar 2011
    Location
    Seraph
    Posts
    122
    Character
    Gaspee
    World
    Bismarck
    Main Class
    RNG Lv 99
    Quote Originally Posted by Camate View Post
    Greetings everyone.

    Sortly after the release of Seekers of Adoulin we plan to make Recycle a job trait. With this, we will be making it so the effect of Recycle is stronger than what it is currently.

    In addition to this, we also plan on changing the effect of Scavenge. Specifically, we will be making it and ability where you can recover ammo that has been consumed.

    We feel that with the above two adjustments the costs associated with ammo will be reduced.
    This totally made my day <3
    (4)

    A big thanks to Kingfury for my signature!

  5. #125
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    Well, that's disappointing about our pets receiving more damage due to this adjustment. Camate, any word on newer blu spells, if they are to come in the near future?
    (0)

  6. #126
    Player Asymptotic's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    656
    Character
    Sylow
    World
    Fenrir
    Main Class
    DNC Lv 99
    I don't understand. Why would Flashy Shot need revamping? I thought level correction (player-->monster) was not being removed, only level correction (monster-->player).
    (0)

  7. #127
    Player Dekar's Avatar
    Join Date
    Jan 2012
    Posts
    51
    Character
    Dekar
    World
    Cerberus
    Main Class
    BRD Lv 99
    Quote Originally Posted by Asymptotic View Post
    I don't understand. Why would Flashy Shot need revamping? I thought level correction (player-->monster) was not being removed, only level correction (monster-->player).
    Wasn't there also two attachments for PUP that addressed this? Attuner and something else. One was for attack and another for accuracy.
    (0)

  8. #128
    Player Oddwaffle's Avatar
    Join Date
    Jun 2011
    Posts
    69
    Character
    Yummypie
    World
    Leviathan
    Main Class
    WHM Lv 99
    Wouldn't reducing the demand for ammo turn craftsmen away from making ammo form sale and just increase the price anyway? I think its better to lower the requirements for making ammo
    (0)

  9. #129
    Player Cowardlybabooon's Avatar
    Join Date
    Mar 2011
    Posts
    184
    Character
    Cowardlybabooon
    World
    Ragnarok
    Main Class
    WAR Lv 99
    Quote Originally Posted by Oddwaffle View Post
    Wouldn't reducing the demand for ammo turn craftsmen away from making ammo form sale and just increase the price anyway? I think its better to lower the requirements for making ammo
    Initially, that would seem correct, but the reality is that there are tons of crafters that can make the ammo. Availability and price of ingredients would be a much more important factor, and if people are using less ammo, then more ingredients will sit on the AH longer, and the price of them will drop. This would imply the possibility that ammo could get so cheap that nobody wants to make it and it's just hard to find, but it's unlikely that it would get expensive because there will always be undercutters when the ingredients are cheap.
    (0)

  10. #130
    Player Kojo's Avatar
    Join Date
    Jul 2011
    Location
    Here
    Posts
    544
    Character
    Kojo
    World
    Phoenix
    Main Class
    DRK Lv 99
    Hey, Camate. I'm curious, will a zone in Adoulin completely replace Port Jeuno as everyone's hangout? We saw in the live feed it'll have Jeuno linked Auction Houses and Waypoints, but will it have Abyssea NPCs and VW content? Secondly, will the 3 starting nations and Aht Urghan Whitegate ever get Waypoints of their own?
    (1)
    Quote Originally Posted by SpankWustler View Post
    Can you imagine waking up each morning knowing that you would have to wrestle a man-sized radish to death in order to eat?
    Sorry, had to.

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