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  1. #71
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    Mar 2011
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    Ru'Lude Gardens!
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    4,310
    While that may be how you meant your post, the way it came across was that you were saying Embrava is perfectly fine and balanced as it is. The entire basis of my post was based on the idea that you were saying they should not adjust Embrava, and instead should leave it as it is. I am sorry if I misunderstood, but your post seemed fairly misleading.
    (0)

  2. #72
    Player Horadrim's Avatar
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    Jul 2011
    Location
    Windurst
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    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99
    Quote Originally Posted by Pebe View Post
    This is nice start with the enmity. Now give PLD a subbable job trat(like lvl 49) that increases the enmity gained per damaging action back to its original value. That way RUN/PLD would be very viable, as long as RUN gets its own provoke type action.
    I want RUN/PLD and PLD/RUN to be the new tank standards.

    So:

    RUN needs Provoke ability for Lv. 30, and to have all Spikes by level 49 (Blaze 10, Ice 20, Shock 30, and Drain 40) -- additionally they should get a trait that increases the damage of Spikes (same levels as below)
    PLD needs Enmity Bonus for lv 10 (+5% enmity), 30 (%+15), 50 (+25%), 70(+35%), and 90(+45%). (then an "Enhances" piece from Adoulin that adds +5% for 50% cap)
    (0)
    Last edited by Horadrim; 03-25-2013 at 11:42 PM.
    Somewhere in space... this could be happening right now.

  3. #73
    Player Ziyyigo-Tipyigo's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    1,305
    Character
    Ziyyigotipyigo
    World
    Sylph
    Main Class
    PUP Lv 1
    Quote Originally Posted by Horadrim View Post
    I want RUN/PLD and PLD/RUN to be the new tank standards.
    Heresy. Clearly the new tank standard must be RUN/DNC
    (3)
    Nothing in the above post is intended to disparage Square Enix or FINAL FANTASY XI, or to criticize Square Enix staff; such behavior would be a violation of the FINAL FANTASY XI User Agreement. Any such violations of the FINAL FANTASY XI User Agreement should be reported to Square Enix immediately, by using the "Report Post" icon in the bottom-left of forum posts.

    No Moogles were harmed in the making in this post. Stars save the Sibyl!

  4. #74
    Player
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    126
    I also don't understand why Twilight Scythe's getting an adjustment that major when there's hardly anything overpowered about it to justify such a drastic change. Thanks for making it useless, SE, mine will be tossed the instant I log in the game post-version update. No one is going to ever touch it to use an enchantment. It is now the laughing stock drop from Shinryu, easily; it's literally useless. Alas, that's what happens when the JP players complain about it. I can definitely say Murasamemaru will never be touched, cause SAM & Samurai Fantasy XI, this has always been the case and always will be. Even if it were a very common weapon, I doubt it'd ever be changed.

    Could've easily changed it from:
    Twilight Scythe
    DMG:128 Delay:513 STR+8
    Hidden: Non-elemental magic damage
    Additional effect: "Death"
    Lv.90 DRK


    To:
    Twilight Scythe
    DMG:128 Delay:513 STR+8
    Occasionally deals non-elemental damage
    Lv.90 DRK


    And it'd still be more useful than using a weapon for an enchantment. Death is not worth using up an inventory slot for that effect to begin with - what made me carry Twilight Scythe despite having a DMG:167 scythe was the special non-elemental damage effect, and even then, it was only handy for certain things.

    As a SCH, I agree Embrava's overpowered as it is, but I don't agree with the massive nerf of the duration OR the Regain changed to Refresh, and I say that as a career mage. People are going to continue using scholars, but in events where Stun is almost mandatory, that's all they're going to be used for. Nobody honestly cares about Scholar's ability to check enmity at least for now, just to abuse Stuns and heal in certain events with nuking as a side goal regardless (ie: Uncharted, Salvage). I can definitely rest easy knowing I don't have to worry about 500 enhancing skill anymore though. I never reached it, but I did waste several million gil on genbu scraps all to no avail, but alas, that's the R.N.G. system at its finest. That's not an attempt to complain, that's just the nature of the system.

    The only enhancing spell worth even building that for on Scholar was Embrava, and with that essentially gone (everyone I've talked to doesn't feel it's worth using with such a massively nerfed duration, not even past 4 minutes with Perpetuance; but I could see people using it for certain enemies), 500+ enhancing is only really useful to White Mages and Red Mages, both which can obtain 500+ without that (plus WHM has Beneficus).

    As far as the adjustments to attack/defense go, it'll be interesting to see how it plays out. If anything, it'll encourage me to use my Apocalypse more than my Ragnarok since Resolution is incredibly attack hungry. In my point of view, Berserk/Last Resort should have a risk to them and it'll be interesting to see how it plays out in reality. I honestly view it as an indirect Resolution nerf, but that's just me, given how much attack it has to have.

    Other than all of that, I do approve of the changes incoming, because it does have potential. That's my two gil on the matter.
    (2)
    WAR, WHM, BLM, RDM, DRK, BRD, SMN, BLU, SCH, GEO, RUN 99

  5. #75
    Player Concerned4FFxi's Avatar
    Join Date
    May 2011
    Location
    borg
    Posts
    605
    Character
    Amaday
    World
    Bismarck
    Main Class
    WHM Lv 99
    Quote Originally Posted by Camate View Post
    Greetings everyone!....[*]Attack/Defense Ratio Adjustments
    This is in regards to the post I made previously about future battle system adjustments.
    We will be making adjustments based on the content described under the "Regarding Defense" header. After the adjustment, in the case that a player's defense is significantly lower compared to a monster’s attack power, the amount of damage received will be higher than what it is currently.

    Example:

    For the below values:
    Monster attack damage value = 100
    Monster attack power = 1000
    Your defense = 250

    The damage received will be as follows:
    Pre-adjustment amount of damage received = 200
    Post-adjustment amount of damage received = 400
    ---
    Dam... I mean, I understand the idea, I'm not opposed to it. But, 100% increase, nobody plays this game and if changes like this keep rolling in nobody's gonna play.

    Berserker is 25% increase attack, decrease defense. That's one of warrior's top job ability. When I use berserker I notice the damage taken difference.

    To have a 100% increase in damage is absolutely overkill! Change this to 25-50%, max. My goodness, you are incredible Devs...

    Conclusion: 25% is very noticeable. If you play game, you too, would understand. 100%, is utterly stupid, shows no understanding of game play. With just 25% increase in damage taken, people will care about their defense. At 100%, there just won't be any kind of game play to care about.
    (0)
    Last edited by Concerned4FFxi; 03-19-2013 at 11:26 AM.
    Quote Originally Posted by Kincard
    The reason I keep coming back to XI as opposed to other MMOs is because of the content's lastability. While it is true that many pieces are outdated with each patch, to this day there are many old pieces of gear that are still near top-tier if not the top-tier. It encourages you to explore the whole breadth of content rather than asking you to bumrush and bypass all the old content just so you can grind the newer content. This is a model used by other MMOs such as WoW, and while I don't have anything against people that enjoy this model, if I wanted to play an MMO with that model there are many, many games vast superior to XI in terms of mechanics and especially customer service that offer such a model.

  6. #76
    Player Concerned4FFxi's Avatar
    Join Date
    May 2011
    Location
    borg
    Posts
    605
    Character
    Amaday
    World
    Bismarck
    Main Class
    WHM Lv 99
    I would have prefered 3tic regain/3 refresh. Cor roll can get 3tic regain, so I don't see the problem there. Also, i understood that smn and sch at the time had uber 2hrs, but instead of watering down the two best 2hrs and giving everyone a 1hr, i would have prefered an increase to less sparkly other 2hrs and keep the 2hrs as 2hrs.

    After all, I rather a 2hr that is useful, than 2 one hour job abilities that are meh.
    (0)
    Quote Originally Posted by Kincard
    The reason I keep coming back to XI as opposed to other MMOs is because of the content's lastability. While it is true that many pieces are outdated with each patch, to this day there are many old pieces of gear that are still near top-tier if not the top-tier. It encourages you to explore the whole breadth of content rather than asking you to bumrush and bypass all the old content just so you can grind the newer content. This is a model used by other MMOs such as WoW, and while I don't have anything against people that enjoy this model, if I wanted to play an MMO with that model there are many, many games vast superior to XI in terms of mechanics and especially customer service that offer such a model.

  7. #77
    Player ManaKing's Avatar
    Join Date
    Mar 2011
    Posts
    940
    Character
    Iocus
    World
    Phoenix
    Main Class
    RDM Lv 99
    The change to enmity is probably the most important, broad scale adjustment that they have done in a long time. I'm looking forward to it and the rest of this update. People complained enough that the game was stagnant and boring and that things were obviously over powered. At least they listened to suggestions for once.

    If nothing else, it will probably shake things up. It's just funny to see how much some of you are kicking and screaming at the possibility of change.
    (1)
    I'm a RequieSCAT-MAN!

  8. #78
    Player Washburn's Avatar
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    Mar 2011
    Posts
    139
    Character
    Truckie
    World
    Sylph
    Main Class
    THF Lv 99
    Will the attack / defense ratio work the same way that monsters do damage to players also?

    How will this affect Ranged Attack damage since a ranger's actual attack value reads low, and ranged attack is not shown?
    (0)

  9. #79
    Player
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    Mar 2011
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    Quote Originally Posted by Concerned4FFxi View Post
    I would have prefered 3tic regain/3 refresh. Cor roll can get 3tic regain, so I don't see the problem there. Also, i understood that smn and sch at the time had uber 2hrs, but instead of watering down the two best 2hrs and giving everyone a 1hr, i would have prefered an increase to less sparkly other 2hrs and keep the 2hrs as 2hrs.

    After all, I rather a 2hr that is useful, than 2 one hour job abilities that are meh.
    Two hours are not two hours anyways. Two hours are really just "once an event" abilities, we have many different ways to reset them prematurely that we never really wait the two hours if we actually need it again before hand. Take for example, parties for NNI, they use CORs for their 2hour via either shouts or DDs changing jobs, if thats not available, they use MMM or Revits from Besieged or Abyssea. People in Dyna doing ADL use CORs, people in Prov use CORs in the event of a wipe. These are things people do to avoid that problem and circumvent it.
    (1)

  10. 03-19-2013 02:02 PM
    Reason
    meh

  11. #80
    Player Kincard's Avatar
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    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    Quote Originally Posted by saevel View Post
    SE has been incredibly careful with SAM lately. Whatever buff they give them they can never take away. Samurai, as a job, is kind of fan service from SE to their Japanese player base. Nerfing it or otherwise taking something from it would be met with an extremely hostile reaction from the JP community. Many of the complains over there are about WAR's and DRK's being chose as DD jobs over SAMs which is a big no-no for them.
    Do you actually have a source for this or are you just making some sort of wild assumption, because Ninja being a utterly crap-tier job would contradict the only conceivable reason I can see to believe this is the case.

    The playerbase has aways exaggerated how powerful SAM is and that hasn't changed in years. I don't see anything here that's going to push SAM far beyond the other jobs that are DPSing just fine.

    Quote Originally Posted by Concerned4FFxi View Post
    To have a 100% increase in damage is absolutely overkill! Change this to 25-50%, max. My goodness, you are incredible Devs...
    ...
    100%, is utterly stupid, shows no understanding of game play. With just 25% increase in damage taken, people will care about their defense. At 100%, there just won't be any kind of game play to care about.
    Accusations of them not knowing how the game works isn't going to be treated with any credibility if you post in a way that makes it seem like you don't understand how ratio works. This isn't a "you will always take 100% more damage from here on" adjustment.
    (5)
    Last edited by Kincard; 03-19-2013 at 02:09 PM.

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