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  1. #41
    Player Futan's Avatar
    Join Date
    Mar 2011
    Posts
    53
    Character
    Creativename
    World
    Sylph
    Main Class
    RDM Lv 1
    Quote Originally Posted by OmnysValefor View Post
    Swapping accuracy for evasion, enmity, and ninja tool expertise is no different than Berserk/Defender or Hasso/Seigan. It's quite sensible. The hate multiplier of yonin simply needs a solid buff.
    I understand where you're coming from, but the difference is that w/ Berserk/Defender, you're swapping your attack power for defense or vice versa. In theory, you're doing the same w/ Yonin. However in practice, you're swapping the only way for you to build Enmity(damage) for more Enmity. It'd be like Berserk lowering accuracy instead of Defense. The debuff basically counteracts the buff. And actually in the case of Yonin, the debuff outweighs the buff in regards to building hate.

    The result is the ability is useless on anything where that accuracy is required. So it's basically just for soloing/duoing weaker mobs. If they actually want us to be a tank, we're going to need more than just a solo ability.
    (4)

  2. #42
    Player Tsukino_Kaji's Avatar
    Join Date
    Mar 2011
    Posts
    4,028
    Character
    Tsukinokaji
    World
    Siren
    Main Class
    WHM Lv 99
    Quote Originally Posted by Futan View Post
    What they need to do is decide on what NIN actually is(DD, tank, etc.) and build upon it.
    No decision needed, it's a rng. It just lacks the ammo to do so.
    (0)

  3. #43
    Player
    Join Date
    Nov 2012
    Location
    United states
    Posts
    588
    Quote Originally Posted by Louispv View Post
    It's especially retarded for BST and DRG. Their pets levels are base don item level of their weapons, and change dynamically and drastically as the weapon changes. (Literally dropping from level 114 to 99 if you take your weapon off) Now take for example, Velk, which fill 3 whole zones of the expansion. They have a move that removes your Weapons and keep you from equipping them again. So BST and DRG just can't fucking fight those enemies at all because you will never be above level 99 when encountering them...
    they can actualy miss with that move and I hardly see them spamm that often, and I hunt velks for the most part... haven't tried an IT one yet I'll let you know sometime in the next week if i ever decide to step into marjami ravine
    (0)

  4. #44
    Player OniHavoc's Avatar
    Join Date
    Jan 2012
    Location
    Pittsburgh, Pa
    Posts
    11
    Character
    Onihavoc
    World
    Sylph
    Main Class
    BLU Lv 99
    Quote Originally Posted by Camate View Post
    Greetings,

    The development team is aware of the magic accuracy problems that jobs such as ninja, blue mage, and dark knight can encounter when battling the high-level monsters in Adoulin content. They are currently looking to see if they are able to boost magical accuracy through “combat skill+” values. Once we have some more information we will be sure to let you all know.
    The question is are they aware that the blu macc issue's with barbed crescent and turboillion have been around long before adoulin came out?
    (4)

  5. #45
    Player Rekin's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    128
    Quote Originally Posted by OmnysValefor View Post
    I think, in provoke's case, it couldn't keep up with with the numbers anymore. I think provoke just lost its edge.

    Since the enmity update (right before the new weapons), provoke actually has considerably more relative enmity (vs. dmg/healing) than it did, it seems. It's just that it's not enough.

    Tanking isn't going to matter until they address the problem that enmity cap exists and is obtainable withing a single 1hr.

    Obviously, since this is something they have got to be aware of, they just don't care. The enmity update only made that more apparent.

    Swapping accuracy for evasion, enmity, and ninja tool expertise is no different than Berserk/Defender or Hasso/Seigan. It's quite sensible. The hate multiplier of yonin simply needs a solid buff.
    Honestly Omnys I think a good adjustment to how enmity abilities work in regards to enmity of others would be a good fix. Such as in XIV your main enmity ability on glad doesn't actually raise your enmity as much as it actually lowers the enmity of everyone else in your party.

    This change in enmity abilities like flash and provoke would be a large step into making PLD/NIN/RUN real tanks again and would finally put some of enmity's glaring problems to rest.
    (2)
    It doesn't take much to know when someone is special. After 5 minutes if the person is alive and well you have a keeper, if they are dead and obnoxious then toss em like two day old leftovers.

  6. #46
    Player Pootersmash's Avatar
    Join Date
    Sep 2011
    Posts
    10
    Character
    Pootersmash
    World
    Shiva
    Main Class
    SAM Lv 95
    Honestly, I feel they are trying to compensate for the missing player levels by adding skill, and stats to weapons and gear. However, it is an imperfect system in multiple ways. They seem to be basing the stat/skill gains on an average of all the jobs that can use that gear, and only certain stats and skills are raised, leaving others behind(using evasion instead of evasion skill, and macc instead of magic skills).

    I feel a more solidified solution would be to use the average iLvl of your gear, to determine a boost to player level, and that boost then raises all stats and skills according to how much you would gain from gaining that many levels. This would also encourage players to use higher iLvl gear, to help raise that boost up. This also would allow the boost to be specific to each job, and not just be generic stats designed to cover all jobs.

    Single wielding/2handed jobs would have the one weapon determine the weapon level, while dual wield/weapon+shield users would use the average of the two slots to determine the weapon level. The weapon level, then can be averaged with the gear levels as one number to determine all skill/stat boosts. Alternatively you can use weapon number to determine offensive skill boosts(including magic skills), while gear level determines defensive skills, and stat boosts.

    An example would be a bst using a lvl 115 and 113 axe, averaged to 114 wLvl.
    119 helm, 110 body, 110 hands, 99 legs, and 119 feet. averaged to 111 aLvl.(floored)

    In that example, you would gain 15 levels worth of offensive skills, and 12 levels worth of defensive skills and stats, based on your current job(bst). or if you averaged them all together, iLvl 112, gaining 13 levels to all stats/skills.

    There are many other ways it can be done, such as each armor peice giving 1/5'th of skill/stat boost for the iLvl(119 head giving 20 levels worth of skill/stats, divided by 5). This is basicly what you are trying to emulate right now, but this way it would not have to be placed directly on the gear, and will vary the boost based on your job.

    Other options are always there as well, I just feel that the current method is sloppy and doesn't cover all the bases, leaving certain skills/stats behind for certain jobs.
    (0)

  7. #47
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    No, a better idea would be to scrap itemlevel and use a new merit-like system for innate character growth.
    (7)

  8. #48
    Player Jeryhn's Avatar
    Join Date
    Mar 2011
    Posts
    9
    Character
    Jeryhn
    World
    Cerberus
    Main Class
    SMN Lv 99
    I don't really understand the complains about item levels. This game has always been extremely dependent on gear in order to make particular strategies work. Examples:

    - Gear haste for TP, WS sets for WS.
    - Idle sets that include refresh, DT-%, etc.
    - SCH/BLM stun sets.

    Yes, I get how Encumbrance could completely neuter the effective vertical performance of players in various levels of content, but that was a thing long before item level even existed. Encumbrance has always effectively cut melee performance in battle - this is why jobs like Monk were so great for events like Salvage. If the devs thought that this status could be too debilitating for whatever content they have planned, they could just make mobs with encumbrance moves that don't effect your top row of equipment, and therefore no one would lose their effective level in the middle of doing level 150+ level content (particularly a boon for pet jobs).

    The side effect of increasing character growth (e.g. increasing the experience level cap) in a similar exponential manner over controlling growth through item availability is that it gives little incentive for players to complete the content that the devs are releasing. Moreover, it removes the effective difference between different levels of players (casual, hardcore, what-have-you) and everyone starts becoming more of the same... very similar to the gear stagnation we were encountering for a long time when people wouldn't take anything less than a relic or empyrean weapon melee job to lol-worthy content like Voidwatch.

    Item levels are a good thing, and while it seems implemented from weirdly to poorly at the moment, they are here to stay.
    (0)
    Jeryhn • Medjai
    JOBS 99: MNK • WHM • BLM • RDM • PLD • DRK • BRD • SMN • BLU • SCH • GEO • RUN
    Missions Complete: San d'Oria 10, Bastok 10, Windurst 10, RoZ, CoP, ToAU, WotG, ACP, AMK, ASA
    Captain • Runic Key • Medal of Altana ∮∮∮∮ • Abyssite of the Cosmos

  9. #49
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    THe problem is that all character growth now comes from equipment, instead of how it was earlier where you had some of your power come from gear and some of your power come from levels/merits. It makes everything extremely dependent on gear, gear that people don't have when they get there.

    When your power level was a combination of both, you could get a bit closer to the rest of the people by gaining exp/merits, which is a process that is not very gear dependent. Now, you have to have close to the best gear to get anywhere, and you can't get close to the best gear by just grinding trash mobs.

    Having all growth come from items put people without the items at an extreme disadvantage. If the split between "natural" stat growth and item stat growth was split more evenly, it would be easier for people to catch up by playing the game in a way that was the most efficient for their playstyle and amount of playtime available.

    Also, having item levels in themselves is not a problem. Items have always had "levels" after all. There has always been new items that were better than old items, and this would naturally not stop happening even if they stopped with writing the item levels on the items. If they stopped using them, it's not like delve gear would suddenly drop down to the strength of Abyssea/voidwatch gear. Splitting character growth between items and job stats just means you get 75% of your power from the gear you wear, rather than 99.2%
    (4)

  10. #50
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    It has also taken the game from:
    "You can get exp. solo, but if you team up with 5 other people it will go faster" to
    -> "You can get exp. in a six man party, but if you form an alliance it will go faster" to
    --> "You can't do this limit break quest without 18 of the best geared players on your server".
    (4)

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