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  1. #1
    Player Alerith's Avatar
    Join Date
    Aug 2011
    Posts
    282
    Character
    Alerith
    World
    Cerberus
    Main Class
    PLD Lv 99
    Quote Originally Posted by Camate View Post
    At the current time unfortunately I cannot make any promises of a specific implementation time period, but once we hear developments on this we will be sure to let you know.
    Probably around the time Cait Sith is released to Summoners.
    (1)

  2. #2
    Player Snprphnx's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    28
    Character
    Snprphnx
    World
    Bismarck
    Main Class
    RNG Lv 99
    Hey Camate,

    Whats with the new Ranger SP. It says it enhances both Double Shot AND Triple Shot. But Ranger does not have access to Triple Shot.
    (2)

  3. #3
    Player Fynlar's Avatar
    Join Date
    Aug 2012
    Location
    Windurst
    Posts
    352
    Character
    Fynlar
    World
    Lakshmi
    Main Class
    WHM Lv 99
    And yeah, DoT effects can still break Break.

    It just doesn't seem to break with a very small amount of damage, like how Sleep does. Like, you can probably still Break something that has Diaga on it. But something more substantial like a helix will ruin it, yep. I haven't really played around with the spell enough to note the exact amount of damage required.

    Whats with the new Ranger SP. It says it enhances both Double Shot AND Triple Shot. But Ranger does not have access to Triple Shot.
    Most likely it just means that it's going to give RNG the temporary ability to shoot 2-3x times (like how a piece of equipment with say, "enhances 'Double Attack' effect" actually gives you the ability to hit twice without already having the trait). It likely won't be any sort of modifier to the actual job abilities with those names.
    (1)

  4. #4
    Player dasva's Avatar
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    Jul 2012
    Posts
    1,542
    Character
    Dasva
    World
    Shiva
    Main Class
    SAM Lv 99
    Quote Originally Posted by Fynlar View Post
    And yeah, DoT effects can still break Break.

    It just doesn't seem to break with a very small amount of damage, like how Sleep does. Like, you can probably still Break something that has Diaga on it. But something more substantial like a helix will ruin it, yep. I haven't really played around with the spell enough to note the exact amount of damage required.
    Well all dmg breaks sleep. Just did some testing on it and you might be a certain amount. Like my 40 dmg helixes weren't breaking it but if I put bio and poison on first it would. Might be a glitch
    (0)
    Last edited by dasva; 11-01-2013 at 11:23 PM.

  5. #5
    Player Hammurabi_Jones's Avatar
    Join Date
    Jul 2012
    Posts
    5
    Character
    Ansel
    World
    Bahamut
    Main Class
    MNK Lv 99
    Quote Originally Posted by Matsui
    "Instead of one spell, please allow the ability to affect all enfeebling magic cast for a duration."

    Since the ability also affects Silence and Sleep which can completely stop the enemy from performing certain actions, if we were to give the ability a duration, it would be possible to continuously neutralize an enemy for a duration. If we had to consider such tactics when creating new monsters, we no longer be able to avoid placing immunities on certain monsters, which would then serve to narrow the available tactics to players in general. Because of this, the ability only affects the first spell.
    What the actual heck?! Do they even have half a clue what they are talking about? If I can use the ability to land 1 sleep that lasts 1 Minute and the duration of of the Abitlity is 30-45 seconds how are we locking out mobs more than the ability will already allow us?

    That is the worst, least-thought-out excuse I have ever heard. They are trying to justify a 1 time use by using spells that have a duration greater than the ability duration we are looking for as "locking out" mobs. Does Matsui read the excuses he posts before posting them. if he does he is so far out of touch that he really needs to start looking for a new job. I hear that the McDonald's down the street is looking for a new Fry Guy.

    (7)

  6. 11-02-2013 05:53 AM

  7. #7
    Community Rep Camate's Avatar
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    Mar 2011
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    1,712
    Hello,

    As we've received quite a lot of feedback already based on the new special abilities announced the other day, Producer Akihiko Matsui has some follow-up comments that I would like to share.

    Quote Originally Posted by Akihiko_Matsui View Post
    Matsui here. Based on the questions we've been receiving I checked with the development team and will comment on some of them.
    • Beastmaster
      When using Unleash, TP and Charges will be increased to their maximum value, and while under the effect of the ability, neither of these will be consumed. This will allow you to use your pet’s abilities without any limitations.

      In regards to Charm having a short effect duration, we would like to make adjustments to this, but we are still looking into this at the moment and need a bit of time.

    • Monk
      When using the new special ability, it will double your max HP and will recover your HP for the amount your HP is increased.

      Also, on a side note here, while it won’t take place in the upcoming version update, we would like to unlock the new special abilities for Monstrosity in the future.

    • Ranger
      Our aim for Overkill was to in a completely different direction than Eagle Eye Shot. Eagle Eye Shot is an ability that allows you to deal steady damage without gaining enmity, but Overkill deals large damage in exchange for enmity, so we do not have plans to add an enmity reduction effect to it.

    • Thief
      In addition to the effects that can be stolen by Aura Steal, Larceny will allow you to steal monsters' special abilities as well. In the case where a monster has several enhancements active, the special ability will take the highest priority for stealing. When the effect is stolen, it will be removed from the monster, and the effect will be granted to the player that stole it. Even if you steal the ability from them after it has been used for a bit, the effect duration will be reset when stolen, so you will gain an effect duration that is the same as if you used it yourself.

      However, there are some exceptions. Astral Flow cannot be stolen. This is due to the fact that the specs for Astral Flow used by monsters is different than that of what players use, and it is a type of ability where the effect is elicited upon use.

      One more ability that is treated specially is Meikyo Shisui. While you will be able to steal and use Meikyo Shisui from monsters, it will not be possible to stop them from using their weapon skills. This is due to the fact that the behavior of monsters with this ability is different.

    • Corsair
      When using Cut Card, rolling a 5 will only reset the original special abilities. If you roll a 6 it will reset both the original and new special abilities.
      *Currently there is a bug and when using Wild Card in the November version update it will only reset new special abilities. We apologize for this inconvenience and will be fixing it as soon as possible.

    • Warrior
      When using Brazen Rush the effect will decrease over time, but there will still be a significant increase to your double attack rate even right before the effect wears off.

    • White mage
      Asylum will not only protect against magic based effects, but it will prevent various enfeebling effects and dispel effects used by monsters. However, it will not have an effect against certain abilities where there is a prolonged area of effect enfeeble.

      While there have been comments that the effect duration is too short, the effect itself is very strong, so we’d like to look into this very carefully for adjustments. With that said, we will be implementing it with the current effect duration; however, we will be looking into adjustments.

    • Dark knight
      There have not been any changes to the amount of TP absorbed while on the Test Server. The amount of TP absorbed will depend on the delay of the main weapon you have equipped.

    • Geomancer
      As Widened Compass extends the area of effect for geomancy spells, the animation effect will also expand.

    • Red mage
      • Make it possible to use for multiple spells while under the effect duration instead of just one
        As the magic effects that this ability apply to include those that completely incapacitate enemies’ such as Sleep and Silence, if we were to increase the effect duration, strategies that involve completely neutralizing enemies would become possible. Since we designed content giving consideration towards these type of strategies, we would have to implement complete resistances, and the range of strategies would become limited. Due to this, we will be making the ability apply to only a single spell.

      • I can’t visualize a way to use this
        Currently, the hardest content in the game is Delve, and in a lot of cases the use of enfeebling spells is somewhat limited to Paralyze and Silence, but with the new seal battlefields and higher tier mission battlefields that will be added in the November and December version updates, there will be a greater selection for enfeebling magic that can be used.

      • Boost both the enfeebling magic effect and the effect duration
        By enhancing your MND with the equipment that is currently available, we feel you are able to achieve a sufficient effect for enfeebling magic. Also, we designed this ability so you can choose to stack it with Saboteur, so we do not have any plans of making these additions at the moment.

    For these new special abilities, there are some aspects where the way they work might be a bit difficult to grasp until you actually encounter the situations where they can be used.

    With the new special abilities, we’ve designed them so there are attack based ones such as Brazen Rush, which is a straight damage source and Clarion Call that will give advantages in battle when used proactively, and also defense based abilities such as Larceny and Stymie that can be used to counter enemies depending on the situation.

    In regards to the latter type of abilities, we feel that you’ll be able to understand their usefulness once you encounter the situations they can be used, and while there may be differences in opinion before implementation between the developers who stand in the position of the monsters and adjust these abilities and the players who form strategies and use them, they are by no means bad abilities.

    The development team will be making adjustments in the event that after implementation the effects are not achieved as planned, and we will be looking at your feedback to base these adjustments off of. However, as I have said in the past, we’d like you all to try them out in a variety of situations and try to find scenarios where they are most useful.
    (9)
    Devin "Camate" Casadey - Community Team

  8. #8
    Player Ascadia's Avatar
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    Apr 2013
    Posts
    6
    Character
    Ascadia
    World
    Bahamut
    Main Class
    RDM Lv 99
    Make it possible to use for multiple spells while under the effect duration instead of just one

    As the magic effects that this ability apply to include those that completely incapacitate enemies’ such as Sleep and Silence, if we were to increase the effect duration, strategies that involve completely neutralizing enemies would become possible. Since we designed content giving consideration towards these type of strategies, we would have to implement complete resistances, and the range of strategies would become limited. Due to this, we will be making the ability apply to only a single spell.
    The base unresisted duration of Sleep is one minute; Sleep II is ninety seconds. Silence has a duration of two minutes. Unless the effect duration for Stymie were to be extended for longer than 60 seconds, this excuse is invalid.

    I can’t visualize a way to use this

    Currently, the hardest content in the game is Delve, and in a lot of cases the use of enfeebling spells is somewhat limited to Paralyze and Silence, but with the new seal battlefields and higher tier mission battlefields that will be added in the November and December version updates, there will be a greater selection for enfeebling magic that can be used.
    I use every enfeeble at my disposal on Delve (except for Poison because it sucks) and rarely have trouble landing anything on Rdm/blm. If for some reason I experience a resist, I can use Elemental Seal to force the enfeeble to stick. We're using the full range of enfeebling magic at our disposal now. To nip this in the bud before it blooms, not having to sub blm for an additional burst of magic accuracy is not a valid reason for Stymie's existence/current form.

    Boost both the enfeebling magic effect and the effect duration

    By enhancing your MND with the equipment that is currently available, we feel you are able to achieve a sufficient effect for enfeebling magic. Also, we designed this ability so you can choose to stack it with Saboteur, so we do not have any plans of making these additions at the moment.
    I actually agree with this one in the sense that potency/duration doesn't need to be increased with this JA due to Saboteur. However, there needs to be some bonus to Stymie. Currently, it's a watered-down Elemental Seal on a much higher recast timer. You're giving us an inferior version of something that we already have and telling us to give it a chance because we haven't used it yet. The problem with that is is that every time we use Elemental Seal, we're using Stymie +1.

    This is the most important part: you're telling us to wait until we encounter a situation where we would use Stymie before we dismiss it as useless. If I encounter a situation wherein I need more magic accuracy, I'll use Elemental Seal because it'll be ready 10 minutes from its time of activation as opposed to an hour. How do you guys (SE) not see how poor of a JA Stymie is?
    (16)
    Last edited by Ascadia; 11-02-2013 at 12:19 PM.

  9. #9
    Player Bntyhuntrx's Avatar
    Join Date
    Oct 2011
    Posts
    11
    Character
    Bntyhuntrx
    World
    Odin
    Main Class
    NIN Lv 99
    A little off topic, is there any chance that twilight scythe will be reverted back to the way it was originally. Based on the lower dmg compared to level 100+ weapons, giving the twilight scythe the full time ability to deal non-elemental magic damage would not over power the weapon.

    But based on the current 10 seconds that is available with the enchantment, the weapon is all but useless.

    I think the twilight scythe would be very beneficial in current content very similar to the usefulness of the ws effect of Murasamemaru against certain damage resistant nms.
    (2)

  10. #10
    Player Byrth's Avatar
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    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    I believe there may be a translation error in the Corsair addendum. Wild Card is glitches in such a way that it does not reset SP2s, not that it exclusively resets them.
    (2)

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