Another consideration, is nuking in the current metagame vs ws power. On average 2k+ ws (low end gear in some respects) still can be maintained longer and more efficiently than nukes of equal power. I just had a conversation in ls yesterday actually about the ineffectual state of attack magic damage in the game (outside of wildfire) currently. While its true nukes can hit really well currently, they havent appreciated so much as melee has, and beyond that, it lacks the ability to be sustained. Mp costs spiral out of control and under normal situations, my BLM and SCH are between 1000 and 1200 mp with mp merits. Its not so bad until you take into consideration fire V (not even the most costly single target spell) is 270MP. This means that you can reasonably get off 4-5 nukes before full depletion (before conserves, refreshes, etc).
Could you imagine the revolt if DD classes were told they could only gain tp via regain and /heal and could only ws 4-5 times or use weaker ones 8ish times before being stuck with just auto-attacks? There would be rioting, pitchforks and torches, tar and feathering. Looking at nukes, the cost needs to drop steeply, cast times could too to be brought more in line with the physical blu spells, while shortening their magical cast times and reducing costs. Would it make blu more variable and stronger? Prolly. But helps rdm, blm, sch, and geo, and even drk. Also, maybe some whitemage banish damage recalculations are in order! And if we gave a steeper multiplier to damage via magic burst (3x, 4x) then people might look to utilizing them at times. Course it just changes from melee to magic zerg tactics.
Last edited by Crimson_Slasher; 04-05-2013 at 12:07 AM.
SE released a chart that had them reducing the casting time / recasting time and MP cost of many Tier II / III / IV nukes. The tier III's especially look nice with stupid low cast / recasts. If that update goes through as planned then the nuking jobs (BLM,SCH,GEO,RDM) will be able to chain nuke tier III's to their hearts content. That will help greatly in evening up the damage balance, though haste still largely effects melees DPS output.Another consideration, is nuking in the current metagame vs ws power. On average 2k+ ws (low end gear in some respects) still can be maintained longer and more efficiently than nukes of equal power.
Doing damage is for WAR's, DRK is about soloing 75 content yo.....Originally Posted by Raelix
The nuking change will especially benefit GEO, which literally has nothing better to do (aside from stun) while being a totem.
funny when every new job comes out rdm whining about something.
blu pup cor sch dnc and now rune & geo.
Not exactly... I remember when Blu & Pup arrived, Blu was nowhere near what it is today and RDM were still very coveted. Rdm never cared about Pup, nor dnc and I don't see how RDM even cares for Run either. Rdm concerns primarily exist in the realm of other jobs essentially taking all of our innate abilities and making them better, thus rendering RDM useless. Especially considering that a /50 rdm sub has access to many good rdm spells. If SE is to make a new job, they should come up with some unique abilities that distinguish the new jobs from the old jobs.
It's a shame and maybe even a bit mess up. But in the end it's their game. And these forums are here for the purpose of idea's and feedback to make this game better. I for one am glad to see the idea's used. Even if not for the intended job.
Honestly it would have alter RDM a lot to get those abilities and would have rewritten it's role in a drastic way as far as the aura stuff goes. I still think there's room for the single target spells. But lets be honest, this job is never going to get to a point where every one is happy with it again.
I just want to point out a few things regarding RDM and Enfeebling Magic:
-SE removed the full immunity to most debuffs that has characterized content since, I don't know, 2008? This includes all of the current, relevant endgame content in the game (Legion, NNI, Salvage II, Odin II, WoE, etc.)
-SE added the Immunobreak feature to White/Black Enfeebling Magic, which allows you to counter severe resistance with repeated casts. Keep in mind that they did not add this feature to Ninjutsu, Songs, Blue Magic, Elemental Magic, Dark Magic, etc.
-They adjusted the monster types that use AoE regular attacks to be affected by Slow and Paralyze.
-They adjusted the Attack/Defense formulas drastically in favor of Enfeebling Magic, whether by reducing a monster's attack directly via Bio, or indirectly through standard Slow/Paralyze/Blind. On a related note, if you haven't re-merited Bio3 yet, it's useful again.
There is no need to act like SE is ignoring the playerbase, or RDM in particular. I'd say that the only job that received a larger boost from the structural changes to the game over the past year or so is PLD, and they're not even finished yet.
Lyltia: RDM SCH BLM WHM NIN SMN BLU PLD THF DRK
Aegis 95 Kannagi 90 Almace 90 Hvergelmir 90
Valkyri: BRD WHM COR THF RDM BLM SCH
Daurdabla 99 Gjallarhorn 99 Armageddon 90 Twashtar 90
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