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  1. #1
    Player Mefuki's Avatar
    Join Date
    Aug 2011
    Posts
    224
    Character
    Mefuki
    World
    Fenrir
    Main Class
    BLU Lv 99
    Actually it wasn't even Stoneskin.

    Absorbs the pet and recovers both HP and removes status ailments. Also, the player will receive a Reraise effect.
    (0)

  2. #2
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Okay, so the first batch of SP abilities was a mixed bag. Some of them suck (Mijin Gakure, Perfect Dodge, Azure Lore, etc.) and some of them are awesome (like Mighty Strikes). A few of them have even been adjusted (Tabula Rasa, Eagle Eye Shot, etc.) However, I'm not really expecting this second batch of SP abilities to be any better on average despite the fact that we've given feedback directly related to them. They did try to incorporate some suggestions, which got a major rework of the original abilities (some for the better and some for the worse) and that got us a new mixed bag. Some of the new ones are terrible (like RDM's, even the old 1.5x enhancing potency one was better) and some are good (Brazen Rush is just another thing for WARs to stack during a zerg). I'll be looking forward to using Grand Pas on DNC once every hour, as it's infinitely better than my original SP ability, Trance.


    The real question I have is: Why did it take so many months to walk them from the test server to the real server? You're implementing essentially the same SP2s that were on the test server months and months ago. Why the heck did it take so long if you weren't cooking up a third mixed bag?

    Don't get me wrong. I don't think that making a third set of SP2s would be any more successful than your first two attempts. This isn't because I think it is impossible to design good SP2s, but after ~60 tries you've got about a 50% success rate and seem somewhat unable to identify which SPs need to be changed. I just feel that the sane position with the available evidence is acceptance rather than demanding the unlikely, which is probably the conclusion that you reached as well (hence the release), so why did it take so long?
    (11)

  3. #3
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Well hell, even if it doubled the potency of the enfeeble, then its just Elemental Seal fused with Saboteur.

    Like I said before. Even if it was 1.5x multiplier on potency, 3 minute duration, and that was it, it would have been at least decent. Double potency with 3min duration would have been really nice. I can understand why duration was not included, and that's because of Composure and our gear which enhances duration. I mean, if you think about it, say for instance I use that then Haste myself, I just got a 30% Haste Effect which lasts about 25 minutes, admittedly, that is a bit overpowered. On the other hand, without the duration bonus. This could have been great for buffing parties as well as giving RDM melee a great boost. 40% Double Attack, 30% Haste, 50STR, so on, but the thing is that all but Haste is basically self cast, about the only other things which could possibly be overpowered would be Protect, Shell, and Phalanx. Phalanx would become 70 Damage Reduction, not overpowered, but quite powerful all the same, fair in my book, however Protect for 350 DEF could be a bit overboard, and Shell with near capped MDT alone, yeah, bit OP. The thing is, they can limit this kind of stuff, the effects with certain things, I mean Composure doesn't work with Protect/Shell, why would this have to? They could balance it easy.
    (4)

  4. #4
    Player dasva's Avatar
    Join Date
    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Demon6324236 View Post
    Well hell, even if it doubled the potency of the enfeeble, then its just Elemental Seal fused with Saboteur.

    Like I said before. Even if it was 1.5x multiplier on potency, 3 minute duration, and that was it, it would have been at least decent. Double potency with 3min duration would have been really nice. I can understand why duration was not included, and that's because of Composure and our gear which enhances duration. I mean, if you think about it, say for instance I use that then Haste myself, I just got a 30% Haste Effect which lasts about 25 minutes, admittedly, that is a bit overpowered. On the other hand, without the duration bonus. This could have been great for buffing parties as well as giving RDM melee a great boost. 40% Double Attack, 30% Haste, 50STR, so on, but the thing is that all but Haste is basically self cast, about the only other things which could possibly be overpowered would be Protect, Shell, and Phalanx. Phalanx would become 70 Damage Reduction, not overpowered, but quite powerful all the same, fair in my book, however Protect for 350 DEF could be a bit overboard, and Shell with near capped MDT alone, yeah, bit OP. The thing is, they can limit this kind of stuff, the effects with certain things, I mean Composure doesn't work with Protect/Shell, why would this have to? They could balance it easy.
    Oh no I meant rdm debuffs need a serious reworking period. Not with some ja but have their strength increased alot. I mean it's about time we rectified the fact that a lvl 59 naked brd can outslow a fully merited and geared 99 rdm.

    And it's also about time we made it so saboteur worked on all enfeebles and that it wasn't gimped against nms.

    Anyways still thinking at least some duration increase would've been fine at least when the original one was being discussed. I mean the haste for example at the time could only go to just under 6 minutes for others while this was back when embrava was much much more haste and other goodies at 12.5 minutes. I mean I was hoping they would make it on par with other 2hrs not just decent. But at least decent was way better than the garbage we got now
    (1)

  5. #5
    Player Minikom's Avatar
    Join Date
    Mar 2011
    Posts
    93
    Character
    Minikomby
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    perosnally i dont see use for some SP abilities but im just thinking on our current content and not about future.
    Beastmaster
    Unleash
    Increase Charm rate and reduces the recast time for Sic and Ready.
    Charm WTF who still use that and recast for sick and ready, no real use when pets get tp so slow...this is definetly the worst SP, i know a lot of ppl think rdm is but rdm SP could be useful if is possible to break the inmuno no break on all Mobs, example, let RDM sleep ADL CLONES lol?

    Monk
    Inner Strength
    Increases your max HP.
    what happened to the counter ability, i remember they used to talk acount countering everything for MNK ability

    Corsair
    Cut Card
    Reduces the recast time for party members' special abilities.
    I just dont undertand this SP... we have wild card already, 3rd roll idea was something nice, let all rolls to be 11s or lucky numbers is another great idea but intead of that they giving us this, just dont undertand :/

    Geomancer
    Widened Compass
    Expands the range of geomancy spell effects.
    well with this ja, i wonder what is going to be the new range for indi spell and geo spells, if range is huge, geomace wont need to be too close of Monsters and can avoid take dmg, also all depend on if mobs have 20 range tp moves with death effect lol
    (0)

  6. #6
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Quote Originally Posted by Minikom View Post
    Monk
    Inner Strength
    Increases your max HP.
    what happened to the counter ability, i remember they used to talk acount countering everything for MNK ability

    Corsair
    Cut Card
    Reduces the recast time for party members' special abilities.
    I just dont undertand this SP... we have wild card already, 3rd roll idea was something nice, let all rolls to be 11s or lucky numbers is another great idea but intead of that they giving us this, just dont undertand :/

    Geomancer
    COR one actually doesn't suck, but not with the idea of using the 2H on a single fight of course. For instance ppl use 2H a lot in delve, well just have a COR SP2 and you don't have to wait 15 minutes for it to be ready on time. I know that when I do ADL, I'm also often waiting on recast so it's rather good.

    For MNK, the SP2 is a chakra that doesn't suck basically with additionnal effect of being invicible for a few seconds. Thy did say it auto caps HP.
    (0)

    Ultimate DPS simulator
    https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit

  7. #7
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    MNK SP2 is Mantra, what are you looking at? And so far as it giving you full HP, are you sure? That's what they said in the old thread, not this one, they said many things in the old thread which are seemingly absent here. If I remember right, a few abilities were changed from then to now, such as BST, which if I remember right used to be unlimited pet TP, unlimited use of Ready/Sic moves, and unlimited charm/call beast, for the duration of the effect.
    (0)

  8. #8
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Quote Originally Posted by Demon6324236 View Post
    MNK SP2 is Mantra, what are you looking at? And so far as it giving you full HP, are you sure?
    Mantra doesn't cap HP so no. This SP2 is an oshit macro. Also I remember them saying it would cap HP, let's just hope it's not just HP up.
    (0)

    Ultimate DPS simulator
    https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit

  9. #9
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    2,350
    Red mage
    Stymie
    Greatly increase the accuracy of your next enfeebling magic spell.

    We've received feedback that the effect is too small for this to be a special ability, but the development team feels that it has a lot of potential, and will be implementing it with the current specifications.

    Regardless if they are boss-grade monster or not, the monsters introduced after Adoulin have been created to not have complete resistances as much as possible except those that have cumulative resistance to petrify and terror. Depending on the monster, they may have high resistances and despite using Elemental Seal spells may be resisted at a high rate; however, by using Stymie it will be possible to enfeeble these kinds of monsters, this can lend itself to opening up different strategies depending on how it is used.

    However, we feel it's problematic that "Slow" is ineffective against monsters such as Matamata and Harpeia whose regular attacks are treated as special abilities, so we will be making adjustments to the system and make it so that "Slow" becomes effective.
    DO NOT WANT.

    Seriously SE the effect is horrible. You already created an ability better then this in every way possible that has been available since game launch.

    Level 15 Black Mage
    Elemental Seal
    Duration: Next spell cast of any
    Recast: 10:00 Minutes

    Seriously what the f*ck will we do with an ability that only effects Enfeebling Magic and has a 60:00 recast. The only enfeeble worth using it for would be Impact but that's Elemental Magic and wouldn't work with this. This ability is a 5 ~ 10 min JA at best not a 60 min one.

    Really GET RID OF IT.
    (15)
    Last edited by saevel; 10-31-2013 at 08:06 PM.
    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. #10
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Like I said though, they changed some things, and the capped HP isn't mentioned in this thread. If they have more effects and that's one of them then yeah, its basically a max HP Chakra and a more powerful Mantra in 1. I am just disappointed with many of these to the point I don't doubt they would take that out, same with SMNs getting full MP, and so on.
    (0)

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