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  1. #1
    Player Hayward's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    325

    Define Overpowered

    OK, there are far too many people loosely screaming "overpowered" at the slightest suggestions to improve beleaguered jobs that are being almost deliberately ignored by S-E and the playerbase alike.

    What I'd like to see is some unbiased definition of "overpowered". Not some professional endgamer "I don't want my bandwagon job to be overshadowed" definition. Not some developer apologist "Balance" definition. Just a straight up definition.
    (6)
    Hayward: Cerberus-San d'Oria

    5/5 +1: Cirque [4/5], Tantra [4/5], Ferine [4/5], Estoqueur's [1/5], Sylvan, Navarch's [1/5], Savant's, Orison [1/5], Charis [2/5]

    5/5 +2: Creed, Caller's, Unkai, Iga, Raider's, Lancer's, Mavi, Ravager's, Goetia, Bale, Aoidos'

  2. #2
    Player Ryce's Avatar
    Join Date
    Mar 2011
    Location
    Sandy
    Posts
    143
    Character
    Ryce
    World
    Odin
    Main Class
    PLD Lv 99
    Overpowered = So effective at a particular role (tanking, melee DD, curing, pet tanking, etc) that no other job or job combination can compete at filling that role for a given group/activity.

    OR

    Able to effectively fill multiple roles for a given group/activity, enabling the group to add more to roles (more DD, more curing, etc) than the content would otherwise allow.

    For the record, I'm all for fixing broken jobs, and find most "overpowered" arguments ridiculous.
    (4)

  3. #3
    Player Calatilla's Avatar
    Join Date
    Aug 2011
    Posts
    271
    Character
    Calatilla
    World
    Asura
    Main Class
    DRK Lv 99
    Quote Originally Posted by Ryce View Post
    Overpowered = So effective at a particular role (tanking, melee DD, curing, pet tanking, etc) that no other job or job combination can compete at filling that role for a given group/activity.

    OR

    Able to effectively fill multiple roles for a given group/activity, enabling the group to add more to roles (more DD, more curing, etc) than the content would otherwise allow.

    For the record, I'm all for fixing broken jobs, and find most "overpowered" arguments ridiculous.
    Quote Originally Posted by Nebo View Post
    Aurasteal.
    Going by your example, SE`s suggestion that making Steal/aurasteal seperate JA`s on 5mins timers being Overpowered makes even less sense, since rdm can spam dispel, and drk`s can recast absorb-attri faster than once every 5mins.
    (2)

  4. #4
    Player Ryce's Avatar
    Join Date
    Mar 2011
    Location
    Sandy
    Posts
    143
    Character
    Ryce
    World
    Odin
    Main Class
    PLD Lv 99
    Quote Originally Posted by Calatilla View Post
    Going by your example, SE`s suggestion that making Steal/aurasteal seperate JA`s on 5mins timers being Overpowered makes even less sense, since rdm can spam dispel, and drk`s can recast absorb-attri faster than once every 5mins.
    Agreed. That's a ridiculous statement by SE.
    (4)

  5. #5
    Player Nebo's Avatar
    Join Date
    Apr 2011
    Location
    Thief
    Posts
    475
    Character
    Nebo
    World
    Lakshmi
    Main Class
    THF Lv 99
    Quote Originally Posted by Calatilla View Post
    Going by your example, SE`s suggestion that making Steal/aurasteal seperate JA`s on 5mins timers being Overpowered makes even less sense, since rdm can spam dispel, and drk`s can recast absorb-attri faster than once every 5mins.
    And Sagasinger, and BLU, and BRD, and SCH, any mage /rdm, literally every job /SCH....blah blah blah.

    It doesn't make sense when you try to apply that "rational person logic" to it, but it does make perfect sense if your goal is to keep THF in its current pathetic state...which I suspect is the case.

    Like how all of us rejoiced when Bully was changed to allow Sneak attack from anywhere....once every three minutes...even though this really isn't much of an increase to anything.

    It's 1 in 6 JA's you get some help with easing those positional restrictions. And assuming you weren't missing 100% of your sneak attacks before, your % increase to DPS is actually quite small.

    BUT....we LOVE IT!!!! Why? Not because its super good, but because everything else we have sucks rotten, decaying ballsack!
    (2)
    Last edited by Nebo; 05-25-2013 at 12:24 AM.

  6. #6
    Player Hawklaser's Avatar
    Join Date
    Mar 2013
    Posts
    243
    Character
    Loftythoughts
    World
    Siren
    Main Class
    DRG Lv 99
    Quote Originally Posted by Ryce View Post
    Overpowered = So effective at a particular role (tanking, melee DD, curing, pet tanking, etc) that no other job or job combination can compete at filling that role for a given group/activity.

    OR

    Able to effectively fill multiple roles for a given group/activity, enabling the group to add more to roles (more DD, more curing, etc) than the content would otherwise allow.

    For the record, I'm all for fixing broken jobs, and find most "overpowered" arguments ridiculous.
    I agree with this for the most part. The part I don't quite agree on is fulfilling multiple roles effectively. That can be rather a rather tricky balance to maintain without trade offs similar to SCH's Light arts and Dark arts. When it can do it all at once like on RDM, is where it gets very easy to become overpowered. Not saying RDM is a overpowered, just that the basis of how it is set up can get to the over powered state easier. The more roles a job can simultaneously fill at one time, the easier it is to become overpowered.
    (0)

  7. #7
    Player Vold's Avatar
    Join Date
    Mar 2011
    Posts
    908
    Character
    Voldermolt
    World
    Quetzalcoatl
    Main Class
    THF Lv 99
    The truest definition for overpowered is essentially being invincible, unable to lose whether by a great defense or great offense or both. When you have zero chance to fail, even after basic human error play their part, you're overpowered.

    This works the other way too, AV back then, PW, ADL, to name a few, are overpowered. The price we paid for the FFXI end game style. Without a long term tier system of upgrades, SE often fell back on overpowered monsters to create challenge since players did not have a continuously upgraded gear system in place to be able to defeat the next big bad, like EQ.
    (2)


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  8. #8
    Player OmnysValefor's Avatar
    Join Date
    Oct 2012
    Posts
    1,186
    This is an attempt by his, again, to get them to buff rdm's melee.

    RDM is a good healer, good nuker, great enfeebler, has a great native selection of enhancing spells that accomodate /sch well.

    RDM doesn't the melee bump you keep talking about. For it to melee well enough that it would be worthwhile in a dd's spot, it would have to outdd dnc, nin, thf, bst, blu, etc, and in comparison to many jobs that don't do two aspects well, that is overpowered.
    (0)

  9. #9
    Player Hayward's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    325
    Sorry, but I made no mention of any one specific job. But feel free to post ignorance if you like. You'll only serve to prove my point.
    (4)
    Hayward: Cerberus-San d'Oria

    5/5 +1: Cirque [4/5], Tantra [4/5], Ferine [4/5], Estoqueur's [1/5], Sylvan, Navarch's [1/5], Savant's, Orison [1/5], Charis [2/5]

    5/5 +2: Creed, Caller's, Unkai, Iga, Raider's, Lancer's, Mavi, Ravager's, Goetia, Bale, Aoidos'

  10. #10
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    10,994
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    OK, there are far too many people loosely screaming "overpowered" at the slightest suggestions to improve beleaguered jobs that are being almost deliberately ignored by S-E and the playerbase alike.
    Where are people screaming this? I don't see it.
    (0)

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