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  1. #231
    Player Kiyara's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    40
    Character
    Kiyara
    World
    Siren
    Main Class
    PLD Lv 99
    Some suggestions for WKR as follows:

    1) Make it where NM will always drop a REM item 100% of the time as long as you contribute.

    2) Depending on the contribution, make it where it is guaranteed to drop X items. Examples:

    0k exp/bayld = starting point, 25k exp/bayld = maximum contribution

    1k-6k = guaranteed 1 REM item, 7k-12k = guaranteed 2 items (1 REM item), 13k-19k = guaranteed 3 items (1 REM item), 20k-25k = guaranteed 4 items (1 REM item)

    In addition, make it where you are guaranteed 100% on a REM single item but have a 15% chance of getting a case of REM items or 5% chance of getting a box of REM items instead of a single. This would be a good incentive to do improve participation.

    3) Make the pick your item quest repeatable from the Library. This should be doable once per real life day or even once per conquest. I don't see how this would harm anything.


    The WKR system itself is a good system. It just needs tweaking.
    (2)

  2. #232
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    So with WKRs dying/dead, does everyone still want magic damage to be nerfed? lol
    (0)

  3. #233
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Babekeke View Post
    So with WKRs dying/dead, does everyone still want magic damage to be nerfed? lol
    Isn't dying on Lakshmi, not yet anyway. As for magic damage, there needs to be a cap on base D prior to dINT being added. Currently +MDAM equipment makes the tier 1 nukes stupidly overpowered.

    http://wiki.bluegartr.com/bg/Magic_Damage#Calculating_D

    Stone should not be going from a 10 base damage to a 205 base damage by wearing a single staff. The Tier I and II nukes get insanely strong by using that staff due to the base value being uncapped which renders all other nukes utterly useless. Place a simple cap on the lower tiers, around ~100 and 200 depending on the specific nuke.
    (0)
    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.....

  4. #234
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by saevel View Post
    Isn't dying on Lakshmi, not yet anyway. As for magic damage, there needs to be a cap on base D prior to dINT being added. Currently +MDAM equipment makes the tier 1 nukes stupidly overpowered.

    http://wiki.bluegartr.com/bg/Magic_Damage#Calculating_D

    Stone should not be going from a 10 base damage to a 205 base damage by wearing a single staff. The Tier I and II nukes get insanely strong by using that staff due to the base value being uncapped which renders all other nukes utterly useless. Place a simple cap on the lower tiers, around ~100 and 200 depending on the specific nuke.
    Compared to a MNK's fists, this is perfectly fair. If anything requires adjusting, it's the higher tier nukes to make it worth expending so much MP.

    Bear in mind that I almost never play BLM or other nuking jobs, so I'm not just saying this because I want my favourite jobs to be over-powered. I play THF, RUN and DRG as a preference, SMN and BRD if needed. The rest of my jobs are 'meh', including BLM. Most are capped skill/merit wise, and even geared well, it's just lacking proper gear swap macros and augs could be better on skirmish gear.
    (4)

  5. #235
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Greetings,

    Below are a couple of comments from Akihiko Matsui in regards to wildskeeper reives.

    Quote Originally Posted by Akihiko_Matsui View Post
    Are there plans to add the items that were implemented in November for the original three Naakuals as items that can be exchanged via the Celennia Memorial Library achievement system?
    There are no plans to change the equipment that can be obtained through the Celennia Memorial Library when defeating Colkhab, Achuka, and Tchakka.

    However, there was maintenance last week to fix a bug where the additional rewards could not be obtained. You will be able to receive these items if you meet the below requirements:
    1. You received a reward when defeating Colkhab, Achuka, or Tchakka.
    2. You received a reward when defeating Yum Cax or Hurkan.
    3. You defeated Colkhab, Achuka, or Tchakka after the November 5th version update, and also defeated Kumhau.

    I apologize for the delay fixing this.

    Quote Originally Posted by Akihiko_Matsui View Post
    Currently ammo, back equipment, and accessories (not job specific capes, Pahtli Cape and Ocachi Gorget) are included in the drop slot for Naakual equipment for wildskeeper reives in Marjami Ravine and Yorcia Weald, and compared to other wildskeeper reives it is more difficult to obtain weapons and armor.

    Due to this, we will be making adjustments to the drop rate for weapons and armor in the December version update.

    Quote Originally Posted by Akihiko_Matsui View Post
    The Yumcax battle takes a very long time to finish. Can you do something about this?
    The reason why the Yumcax battle takes such a long time is not because of the potent regen he possesses, it’s due to the fact that it’s difficult to increase the colonization rate of Yorcia Weald, which in turn makes it difficult to weaken Yumcax.

    With the current system, there is a difference in efficiency for making the rounds to participate in colonization and lair reives for each area, however; for Yorcia Weald and other areas it’s difficult to increase the colonization rate and as a result the wildskeeper reives for these areas have become more difficult. Due to this, we are considering eliminating the colonization rate difference on the system side.

    While this is still in the planning phase, I’m not able to go into too much detail, but as example we are looking into equalizing the difficulty of wildskeeper reives by making adjustments to make it easier to increase the colonization rate and ease up the colonization rate decay when it reaches a certain rate.

    However, we would like to carefully look into adjustments to Yumcax.

    Yumcax’s regen is one mechanic for the battle, and while the regen effect is extremely strong, it is possible to remove the effect by fulfilling certain requirements. Also, there have been request to change the monsters that spawn during the fight, but these were chosen based on the lore that Yumcax is the plant king.

    We will of course be making adjustments to the aspects where adjustment is necessary, but simply eliminating or switching out mechanics or lore-related aspects would lead to a loss of content individuality, so we would like to make adjustments while leaving the unique aspects of Yumcax.

    First we will be making adjustments to the colonization rate system, and after you try fighting Yumcax with the same colonization rate as other wildskeeper reives we will then look into overall balance adjustments.
    (9)
    Devin "Camate" Casadey - Community Team

  6. #236
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    Maybe alter his crazily overpowered AoE doom/death TP move that it's unavoidable and does massive damage would be a good start; same for Hurkan.That 4-7k AoE Static Prison is unnecessarily powerful. Most players have 1.5-2k HP unless they're monks, does it need to be a "Ha-ha, you die" move with such a long range? If it did 1000-2000 damage it would still be devastating but to do 4k damage through shell and buffs is a little ridiculous.
    (10)

  7. #237
    Player Edyth's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    520
    Character
    Edyth
    World
    Asura
    Main Class
    SMN Lv 99
    Yumcax ain't no thang. He dies way faster than Hurkan, Kumhau, or Tchakka if things are done right.

    It's those #$^@$^@ MPKers who are pulling panopts to the party, and the brilliant strategists who insist on everyone standing in a space the perfect size for everyone in the reive to be wiped in a few seconds....

    But then again, that small space is the only spot not ruled by the all-powerful Yumcax's Watchman.
    (6)

  8. #238
    Player Rwolf's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    410
    Character
    Rwolf
    World
    Bismarck
    Main Class
    RDM Lv 99
    A lot of times it's not even someone actively running adds to the entrance. Every alliance has shared hate so if you have people who are killing adds and you're killing Yumcax. If it kills them and no one grabs it, it will dart for you and anyone else in the alliance. Players go back there to recover and end up dying again when another of their party dies. Would be nice just to removed the shared enmity, would remove a lot of frustration. I've had to remove myself from LS members going as a group to Yumcax, simply because as soon as they start dying then I end up getting their leftovers.

    Quote Originally Posted by Akihiko Matsui
    Also, there have been request to change the monsters that spawn during the fight, but these were chosen based on the lore that Yumcax is the plant king.

    We will of course be making adjustments to the aspects where adjustment is necessary, but simply eliminating or switching out mechanics or lore-related aspects would lead to a loss of content individuality, so we would like to make adjustments while leaving the unique aspects of Yumcax.
    No offense here, but isn't that a bit melodramatic? There are a ton of species in the "plantoid" category. Switching panopts to another plant would not disturb lore. The reason Yumcax is so painful is the amount of devastating aoes and little place to hide from danger. No other Naakaul's arena is this naturally dangerous. In all the other areas there is plenty of space to recover if necessary without fear of being immediately trampled with multiple AoE.

    Suggestions would be:
    • Remove alliance hate as I really don't see the purpose in my face being ripped off from across the arena if I did nothing to provoke it.
    • Make the wandering space for Yumcax and his adds small enough that you can recover on the outer edge.
    • Remove that moogle that no one is talking to and put an impassible bush in front of the roots people keep getting stuck in.
    • Replace some of the panopts and snapweeds with a 3rd plantoid species that doesn't have AoE. Devs get to keep their precious annoying panopts and we can get some reprieve with a less likelihood of area of effect damage spam.
    (9)

  9. #239
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Quote Originally Posted by Babekeke View Post
    Compared to a MNK's fists, this is perfectly fair. If anything requires adjusting, it's the higher tier nukes to make it worth expending so much MP.

    Bear in mind that I almost never play BLM or other nuking jobs, so I'm not just saying this because I want my favourite jobs to be over-powered. I play THF, RUN and DRG as a preference, SMN and BRD if needed. The rest of my jobs are 'meh', including BLM. Most are capped skill/merit wise, and even geared well, it's just lacking proper gear swap macros and augs could be better on skirmish gear.
    Actually your doing WAY more damage then any melee can on their own. The difference between you and that MNK is we can throw two BRDs, 2 COR's and a haste spell onto him to triple if not quadruple his damage output while simultaneously jacking the NM's defense. There's not much you can do to BLMs to increase their damage, some MAB and M.Acc buffs at best but when your packing that much MAB already the bonus isn't gonna do much. Also melee's are expected to tank, they keep the NM's attention centered on them at point blank range. BLM's on the other hand are glass cannons, you'll cap enmity pretty quickly and when that happens you'll have the NM running over to the mages and wiping everyone with aoe's.

    So a BLM or SCH is much stronger then an unsupported Melee DD while a supported Melee DD is much stronger then a support BLM or SCH. A Melee DD has much better defense gear and HP to withstand the fury of the NM's overpowered attacks.

    That's the reason you see army's of BLM's and SCH's at solo events but never inside alliance events.
    (0)
    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.....

  10. #240
    Player Sabishii's Avatar
    Join Date
    Sep 2011
    Location
    NY
    Posts
    25
    Character
    Sabishii
    World
    Asura
    Main Class
    BLU Lv 99
    Quote Originally Posted by saevel View Post
    Actually your doing WAY more damage then any melee can on their own. The difference between you and that MNK is we can throw two BRDs, 2 COR's and a haste spell onto him to triple if not quadruple his damage output while simultaneously jacking the NM's defense. There's not much you can do to BLMs to increase their damage, some MAB and M.Acc buffs at best but when your packing that much MAB already the bonus isn't gonna do much. Also melee's are expected to tank, they keep the NM's attention centered on them at point blank range. BLM's on the other hand are glass cannons, you'll cap enmity pretty quickly and when that happens you'll have the NM running over to the mages and wiping everyone with aoe's.

    So a BLM or SCH is much stronger then an unsupported Melee DD while a supported Melee DD is much stronger then a support BLM or SCH. A Melee DD has much better defense gear and HP to withstand the fury of the NM's overpowered attacks.

    That's the reason you see army's of BLM's and SCH's at solo events but never inside alliance events.
    This is what happens when you don't have actual tanks in this game. You have paladins that can't keep hate due to damage being the biggest generator of enmity, and Rune Fencers who can't keep hate or take physical damage because they lack something like an ochain/aegis. In FF14, paladins and warriors are expected to keep hate off of everyone, and they can do it, because their weaponskills are specifically tailored to generating enmity. 11 doesn't have that. You got flash, provoke, lunge, etc. that don't draw enough hate compared to weaponskills/spells the DD jobs have. If a paladin can keep the hate off of everyone else fighting a mob, the DDs can actually focus on killing what they're fighting. The 'holy trinity' (heal/support, tank, and dps) in this game is broken, tanks are the third wheel and are broken.
    (7)

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