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  1. #1
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Kojo View Post
    It is....it is so beautiful...
    I'm preparing to be disappointed, I'm still skeptical of SE's ability to make GEO and RUN relevant for endgame of course.

    With all of my love for GEO, if we can't expand our enhancing Geomancy beyond two spells as well as a single party, i'm not sure where else it would even be useful other than a mage party buffer and as an occasional debuffer. We're not really seeing a trend in All-Mage Parties anytime soon, and all the complaining about the Sphere animations already giving GEO enough scorn.

    RUN is kind of a lost cause for stuff like Delve, since just about all the NMs deal mostly physical damage with tons of TP moves to go on. Maybe defense against debuffs, but that's kind of a stretch to allow them a spot at all. They would need a stance like Issekigan that parries like crazy, or an Empyrean Great Sword on par with Ochain's block rate to make RUN sufficient. Which is why I fear the only way RUN would be useful at all is if they have to build their Mythic Weapon to even qualify for endgame. I thought those days were over :\

    For Geomancer I'd like to post a thread on suggestions to improve GEO for endgame use, but I also want to be able to translate it into Japanese for the JP forums so that it reaches out further.
    (2)
    Last edited by Quetzacoatl; 05-10-2013 at 06:39 AM.

  2. #2
    Player Prothscar's Avatar
    Join Date
    Apr 2011
    Location
    San d'Oria
    Posts
    634
    Character
    Prothescar
    World
    Valefor
    Main Class
    BLU Lv 99
    Are there any plans to address the fact that blue magic is so anemic that it now has the same or less base damage than a Dagger while simultaneously not being able to go above 1.0 ratio on most targets?

    Not even going to mention magical ones, those are just a joke from the Dev Team I feel.
    (14)

  3. #3
    Player Zuidar's Avatar
    Join Date
    Mar 2011
    Posts
    312
    Character
    Zuidar
    World
    Bismarck
    Main Class
    BLU Lv 99
    Quote Originally Posted by Prothscar View Post
    Are there any plans to address the fact that blue magic is so anemic that it now has the same or less base damage than a Dagger while simultaneously not being able to go above 1.0 ratio on most targets?

    Not even going to mention magical ones, those are just a joke from the Dev Team I feel.
    I've also wanted to ask in addition that for the Dev team regarding if will we be learning any new blue magic spells soon?
    (7)

  4. #4
    Player HimuraKenshyn's Avatar
    Join Date
    Sep 2011
    Posts
    181
    Character
    Starskyy
    World
    Shiva
    Main Class
    BLU Lv 99
    Quote Originally Posted by Prothscar View Post
    Are there any plans to address the fact that blue magic is so anemic that it now has the same or less base damage than a Dagger while simultaneously not being able to go above 1.0 ratio on most targets?

    Not even going to mention magical ones, those are just a joke from the Dev Team I feel.
    If they keep adding these sick 1 hnd weapons any spell casting is just a huge dps loss at this rate. Welcome to the drks world....
    (1)

  5. #5
    Player Trisscar's Avatar
    Join Date
    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    Quote Originally Posted by HimuraKenshyn View Post
    If they keep adding these sick 1 hnd weapons any spell casting is just a huge dps loss at this rate. Welcome to the drks world....
    There is no comparison between Blue Mage and Dark Knight in my honest opinion. Most of a Dark Knight's DPS is melee and their spells merely expose a temporary weakness. And while a Blue Mage's sword skill is nothing to sneer at, most of their damage are from the spells. Without a significant revamp of Blue Magic (both magical and physical) there is no reason to take a Blue Mage to any event, they would just be taking up space better used by a garden variety DD.
    (3)

  6. #6
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Trisscar View Post
    There is no comparison between Blue Mage and Dark Knight in my honest opinion. Most of a Dark Knight's DPS is melee and their spells merely expose a temporary weakness. And while a Blue Mage's sword skill is nothing to sneer at, most of their damage are from the spells. Without a significant revamp of Blue Magic (both magical and physical) there is no reason to take a Blue Mage to any event, they would just be taking up space better used by a garden variety DD.
    People saying sh!t like this is why people don't invite BLUs.
    (4)
    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.....

  7. #7
    Player Merton9999's Avatar
    Join Date
    Mar 2011
    Posts
    528
    Character
    Mordru
    World
    Quetzalcoatl
    Main Class
    SCH Lv 99
    Quote Originally Posted by Camate View Post
    Geomancer and rune fencer adjustments
    Addition of artifact equipment, merit points, and limit break quests.
    Excellent, thanks! This is what I hoping for the most.
    (1)

  8. #8
    Player Emitremmus's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    104
    Character
    Dinah
    World
    Phoenix
    Main Class
    BLU Lv 99
    I think polearms for buffing/enhancing the wyvern is alright, but I have a better suggestion.

    Suppose there is a way to create "Collars" for wyverns that can be equipped in the DRG ammo or ranged slots. These collars could have different effects to use on the wyvern, while keeping DRG from having to give up DPS in the weapon slot.

    ...or depending on difficulty implementing it...how about making the Wyvern function similar to an Automaton so that you can equip items to him much like attachments? Say up to 3-4 "attachments" for the wyvern would grant the boost to wyvern power that DRG has always requested.

    I've always felt the lack of interactivity with your wyvern is a drawback. It doesn't have to be gamebreaking stuff to enhance them, but maybe just cure potency + items or items to make Haste Breath? I dunno. Anything other than require polearms.
    (24)
    *Dinah logs in to the official forums. Dinah's faith in hume-anity declines by .9*

  9. #9
    Player Sargent's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    281
    Character
    Sargent
    World
    Leviathan
    Main Class
    SMN Lv 99
    Summoner
    Addition of grips that have stats to increase the parameters of avatars.
    Will it compare to this? If not, go back to the drawing board.

    Seriously, Equipment is not the thing holding Summoner back. They are, in a nutshell;
    • Global Blood Pact timer that caps at 45 seconds
    • Pathetic melee damage, which we can hardly enhance (only though Pet:Haste and Pet:Critical hit gear)

    I hardly see the grips they mention having Blood Pact delay that bypasses the cap.
    (20)
    SMN99/SAM99/DNC99/PLD99/THF99
    Summoning magic skill: 545
    Hvergelmir 90

  10. #10
    Player Absinthe's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    27
    Character
    Absinthe
    World
    Leviathan
    Main Class
    WHM Lv 99
    I definitely appreciate the attention that PUPs are getting... but I'm curious as to what the devs have planned for animators in general. I don't really want to get the new Alternator if it's just going to become junk within a month ^^;

    Quote Originally Posted by Camate View Post
    • Puppetmaster
    Addition of animators that have stats to increase the parameters of automatons.
    (Also... please improve the User Interface for attachments...)
    (2)
    Last edited by Absinthe; 05-15-2013 at 01:11 PM.

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