Here are some examples of how I see proper balance can be made.
1.) If balance was an issue then creating new 2 hour abilities for level 99 with the condition that power of those abilities depend on the power of the gear being used.
2.) Upon changing jobs, merit points should be reset to a fresh page for the job being played.
3.) Enmity reduction or removed using Chainspell. It doesn't make sense to use spells like Stun at the sacrifice of your life when the point of using 1 hour to begin with is to save yourself and your team. Especially when using specific Subjob is enough sacrifice. On top of the recast timer of the 1 hour ability.
4.) Bring back the old Embrava, reduce amount of TP Regain per tick or make this unstackable with other jobs that can regain. If Embrava is still considered overpowered, raise the cost of the spell or make Penury unusable to Embrava. Why? Lack of people on every server will use Scholar to bring people together and do events more effectively. I'm sure no party will sacrifice slots to bring more than 2 to an 18 man alliance. Clearly 1-2 is enough to provide the max result. Having more than that would only be pointless and wasting slots in the Alliance. If you worry that people will show up to big events spamming Embrava then set a system where Embrava loses its duration and power after casting it on the same person more than once. So if this spell is casted 3 times then Embrava would become weak until a set amount of time.
I just don't understand how Regain on Embrava is overpowered compared to Corsair rolls that can be recasted with less limits compared to 1 hour recast time. Especially now that regain was completely removed and the duration only lasts 90 seconds.
5.) 1 Hours need longer durations since SoA provides longer fights.
6.) Spells like Arise should have lower recast time if the cost of the spell is expensive. It doesn't make sense to consider this spell over powered if the cost of MP will render WHM useless after spamming the spell especially at end game where too many people are involved in events with no temp items. If anything more mages will buy more MP items such as elixers. Which would only encourage people to farm more Gil and spend more Gil. If Vile Elixers were sold at NPC, this would provide an excellent way to deflate the economy.
7. Remove RARE off meds. It doesn't make sense to allow only 1 person to carry 1 item that after use renders all meds unusable for 1-2 hours. If Gil farming RMT is an issue, providing more ways to obtain these items only drops the value.
8. Summoners struggle because the amount of time they spend to summon a pet renders them unfavorable to events. They should have their 1 hours enhanced, and all skills and abilities should have longer duration. This is why many people don't bother inviting summoners. The job lacks performing a result in a decent time frame.
As players reach higher level and obtain higher power, adjustments require more power and more focus. I'm only speaking from the view that I've played several jobs throughout 11 years to see and know that conditions are different between small and big groups. The problem is that Mr. Matsui all of your events are encouraging players to join big groups than small ones yet it seems like you are trying to balance the two so the difference in gap does not provide issues.
In this case its hard because in a small group these adjustments might seem overpowered and in large groups these adjustments will seem right according to the moment. However most end game players who have abilities like Embrava obtaining 500 enhancing and AF3 hands to create a longer duration. I'm sure the power of the player will stay among those on the same level doing the same events along with others within that range. And because other content has become irrelevant, this in my opinion shouldn't matter if the power is overpowered in low man events. It's at this point in time that server does not have a thriving community therefore having such power would only promote low man parties to get things done easier. This is how lower levels can catch up faster and by the time they reach the current content, everyone's power should be evened out according to balance.
It may provide more power to do things easier, however your time limits such as Dyna once per day is the reason people cannot speed through the content faster. Which is why I can see balance can be made possible.
And it's gear progression that separated the power between each player contributing a part in achieving balance.
In my opinion, this is only a few examples of a good start to bringing back interest in the community that's left.

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