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  1. #1
    Player Minikom's Avatar
    Join Date
    Mar 2011
    Posts
    93
    Character
    Minikomby
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    Hello Dev team i have a couple suggestions or questions... dont know what catagory lol but here i go
    next update ppl will be able to unlock empyrean weapons skill but comparated to empyrean weapons users ... i think they are going to be un fair, let me explain why
    while ppl can use mythic weapons skills after doing a quest to unlock, comparated to mythic users, these weapons skills, have 30% less dmg then mythic user.
    what im going to ask is empyrean users going to be a boost about 30% similar to mythic users? i think that part is great, anf if not, so can you remove the 30% boost on mythics and make this just similar to both users?

    talk about REM always bring a lot of thoughts, make this fair is almost impossible, "fair" mean is subjetive.
    i know a lot of ppl can say empyrean weapons have AM after they use empyrean weapon skill but so mythic does too...
    after 1500 plates and 60 cinders or dross empyrean weapon skill should have a boost comparated to the 200k plasma weapon
    a mythic lv 119 ws will do more dmg than lv 119 plasma ws (if they use the mythic ws)
    why shouldnt empyrean weapon does more dmg comparated to a lv 119 weapon when they use empyrean weapon skill
    (0)

  2. #2
    Player Zumi's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    900
    Quote Originally Posted by Minikom View Post
    Hello Dev team i have a couple suggestions or questions... dont know what catagory lol but here i go
    next update ppl will be able to unlock empyrean weapons skill but comparated to empyrean weapons users ... i think they are going to be un fair, let me explain why
    while ppl can use mythic weapons skills after doing a quest to unlock, comparated to mythic users, these weapons skills, have 30% less dmg then mythic user.
    what im going to ask is empyrean users going to be a boost about 30% similar to mythic users? i think that part is great, anf if not, so can you remove the 30% boost on mythics and make this just similar to both users?

    talk about REM always bring a lot of thoughts, make this fair is almost impossible, "fair" mean is subjetive.
    i know a lot of ppl can say empyrean weapons have AM after they use empyrean weapon skill but so mythic does too...
    after 1500 plates and 60 cinders or dross empyrean weapon skill should have a boost comparated to the 200k plasma weapon
    a mythic lv 119 ws will do more dmg than lv 119 plasma ws (if they use the mythic ws)
    why shouldnt empyrean weapon does more dmg comparated to a lv 119 weapon when they use empyrean weapon skill
    Empyrean weapon will do more damage when you have ODD AM3. Which is why they want to put their damage rating lower then current 119 weapons.
    (0)

  3. #3
    Player Minikom's Avatar
    Join Date
    Mar 2011
    Posts
    93
    Character
    Minikomby
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    Quote Originally Posted by Zumi View Post
    Empyrean weapon will do more damage when you have ODD AM3. Which is why they want to put their damage rating lower then current 119 weapons.
    so mythics will do more dmg with AM3 and DA/TA effect

    dont think you got my point
    we are at point where ppl will get empyrean weapons skills and comparated to real empyrean users, they get fulluse for that ws with a weapon they can get in AH, or 1 day of doing delve when empyrean weapons take weeks maybe months depending on supply items, so why empy cant have dmg boost similar to mythic and relics?
    (0)

  4. #4
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Thank you for the reply, I am very happy to know the Skill will be remaining the same as other 119 weapons, it was my greatest fear about this update.

    If I may ask another question, while I understand the things like Critical Hit Rate on Ragnarok will not necessarily be enhanced, is there any chance some of the effects or Aftermaths which are rather weak, and unusable, will be revamped as well into more useful abilities? There are many of these through out Relics which are great, and equally as many which are so bad it just isn't possible to benefit from, such as Shock Spikes for the Polearm, which have a very low activation rate, or something like Regen from Excalibur's Knights of Round, which has been a static 10 Regen, which used to be helpful, but now days is hardly a dent in our high HP pools. I would love to see some of these changed, because while some effects such as the Critical Hit Rate bonus were boosted from 75 --> 99, Aftermaths stayed the same, many are rather underpowered for that reason, and the same goes for other bonus effects such as the Damage varies with HP effect of Excalibur which I think should have gotten stronger than 25% so that it would be better than En-spells, seeing as they do not stack.

    A response to this would be greatly appreciated.
    (7)

  5. #5
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    I'm sure after spending 6 months rigorously testing Gungnir, they decided that doing 15 damage for a few seconds every time you get hit after you strategically fire off Gierskogul (that did so much damage you pulled aggro) in your hybrid DRG STR/AGI build that you always carry with you (doubling as an evasion set of course), that they decided that leaving it as is would be the best choice lest Dragoons suddenly become the most powerful class in the game.

    Well that, or they spent 5 and a half months not doing anything about it and decided to throw all the weapons into the Official FFXI Weapon Damage Calculator™, gave it lv119 skill and then called it a day.
    (6)

  6. #6
    Player Minikom's Avatar
    Join Date
    Mar 2011
    Posts
    93
    Character
    Minikomby
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    While you fixing mythics requirements, please increase drop rates for cottons/linens specially, old bosses on salvage2 should be able to drop linens, they used to drop them on old salvage just dont see why they not drop on new salvage, if not make 100% cottons there, NQ Boss should ahve 50% drop rate on linens, 7-15% is too low, being 1/15 runs on linen, i know others can have better luck etc but we arent talking about that here, Cottons should have more alex 5-20 is what usually they have make it more standard to 10-20 and linens to 80-100
    (0)

  7. #7
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    I have no problem with them getting a boost, but they also need to fix Relic and Mythic WSs or give them a bonus even larger than they already have. Part of why Empyrean WSs were not given a boost when Relic and Mythic WSs were is because Relic and Mythic WSs, well... suck. Most of them are nothing compared to Empyrean WSs because they were made for level 75s, even with the 30~35% bonus most of them still suck, my Knights of Round never would beat a CDC or Req because KoR simply sucks. The same goes for some others. So if they give them a boost, they need to fix Relic and Mythic WSs so they are on par, or they need to raise the boost accordingly, so if Empyreans get 30%, Relics should get probably around 70% and Mythics around 60%, doubling the bonus, maybe then they would work out.
    (1)

  8. #8
    Player Kincard's Avatar
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    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    They would need to look at each WS individually, which is something they have never done, because that would require more than 5 minutes of effort (seriously...even if someone didn't understand the mechanics of the game I'd guess it'd take them at most a day of screwing around to figure out how bad some of them are, especially if you had debugging powers like "Give me 999 STR"). If you increase Mercy Stroke by 80% or whatever it'd be stupidly strong, increasing Geirskogul by 80% would still be awful. If you increased Drakesbane by 80% it would be ridiculous, if you increase Blade: Kamu by 80% it would still suck, etc. It's pretty crazy that after years and years of feedback from the playerbase, with detailed mathing out of the game for them, and 6 months to work on these weapons with constant "we're working on it guys" messages, and the result is still "input bigger DMG number into code, spend 5 months smoking weed".

    I'm not really surprised by this sort of thing anymore, it's just kind of sad. I really wish they'd be more transparent about their process so maybe there's some kind of actual explanation for why it takes them 6 months to do something any knowledgeable player would take maybe a day to do.
    (5)
    Last edited by Kincard; 10-30-2013 at 02:11 PM.

  9. #9
    Player Tptn937's Avatar
    Join Date
    Mar 2011
    Posts
    42
    Character
    Warusha
    World
    Asura
    Main Class
    BLM Lv 99
    I'm not really sure why I've had an active subscription for so long. I kept holding out expecting magical damage to be on par with MNK WAR DRK if properly supported but it never came. I'm almost positive if REM staves for BLM SCH SMN don't get properly fixed; I'm just done. I won't be wasting any more money on a company heading towards financial collapse, either. It's silly to think that such imbalance occurs for the jobs I've always tried playing most. I'd rather just spend free time on a more enjoyable game.

    Create fair relic, empyrean, mythic weapons for magical damage dealers or I'm out. Crafted items hold almost no appeal for me. I don't want to use an Atinian staff over REM weapons, much like how a DRK doesn't want to use a senbaak.
    (5)

  10. #10
    Player Helldemon's Avatar
    Join Date
    Mar 2011
    Posts
    133
    Character
    Helldemon
    World
    Siren
    Main Class
    DRG Lv 99
    This was part of one of the translations about why they were making the dmg lower: "because they have special available weapon skills and other abilities specific to the weapons" Gungnir has a bad weaponskill and the aftermath is a 10 damage shock spikes that can't stun mobs 50 levels below the characters level let alone anything important.
    (3)

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