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  1. #1
    Player Damane's Avatar
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    Mar 2011
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    Character
    Damane
    World
    Phoenix
    Main Class
    DNC Lv 99
    Quote Originally Posted by Martel View Post
    Before, When you proc'd a shield block on a counter, it would count as the counter missing. So the counter wouldn't fire at all and the PLD's hit would go through normally. This was very useful on mobs with high counter rates, or counter enhancing buffs.

    Then one update, it just changed. Without notice, nothing in update notes, nothing from dev team. Wasn't listed in the known or resolved issues.

    Currently, not only to you get hit by the counters, but you can't block the DMG from them. So MNK mobs get to completely bypass Ochain's defenses on counters. It's extremely annoying. Still pissed about it.

    Submitted bug reports, but as usual, nothing. -.-
    i wouldnt call this is a bug, this is how its suposed to work, your own attack is getting countered and caught you by surprise, hence you couldnt block it. Looks to me like intended and natural
    (0)

  2. #2
    Player Karbuncle's Avatar
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    It would be considerably overpowered, MNKs are in fact used as tanks these days. Exceptions being perhaps any of the new Hardmode fights like AA and the Super Zilart Bros. As is MNK is a wrecking house OP DD, adding any DD buff to it is in fact pushing them further ahead, which is just something the job does not need right now.

    But the reason would likely be balance, Retaliation gains TP Because you receive damage still, as a balance, Countering Nullifies damage completely and deals damage to the enemy, but generates no TP.
    (1)

  3. #3
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    While honestly it wouldn't break the game or imbalance things much more....it would giving the best (generally speaking) DD a buff it doesn't really need, why spend dev time on it when that could be spent on buffing a job that actually needs it?
    (2)

  4. #4
    Player Damane's Avatar
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    Mar 2011
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    Character
    Damane
    World
    Phoenix
    Main Class
    DNC Lv 99
    Quote Originally Posted by Selindrile View Post
    While honestly it wouldn't break the game or imbalance things much more....it would giving the best (generally speaking) DD a buff it doesn't really need, why spend dev time on it when that could be spent on buffing a job that actually needs it?
    unless you give every other DD mantra + the same HP pool as MNK + formless strikes and up the base damage of their ilvl weapons, other jobs arent gonna get close to monk, which indirectly means it needs a nerf (because its really THAT good)
    (0)

  5. #5
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    Quote Originally Posted by Damane View Post
    unless you give every other DD mantra + the same HP pool as MNK + formless strikes and up the base damage of their ilvl weapons, other jobs arent gonna get close to monk, which indirectly means it needs a nerf (because its really THAT good)
    This is not true at all, obviously, while they won't and shouldn't do this, lets say they gave Sam a job ability that quadruples their damage for the next 5 minutes. Suddenly, you'd see Sams everywhere, because they'd do insane amounts of damage compared to everything else. If you can admit that this is the truth, then it's only about finding where the actual balance is for the buff needed.

    There's plenty of other things they can do to even out job power levels without doing the things you listed, there are any number of solutions that could make less job disparity rather than nerfing monk. It's just a matter of balancing the result.

    In my opinion Monk would be in need of a nerf if it made content too easy to complete. It does not, therefore, it is the other jobs that are in need of a buff instead, because they are far less desirable than monk. Some job disparity from event to event is alright, even desired, but, the way it is currently is not a healthy distribution.
    (2)

  6. #6
    Player Damane's Avatar
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    Mar 2011
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    Character
    Damane
    World
    Phoenix
    Main Class
    DNC Lv 99
    Quote Originally Posted by Selindrile View Post
    This is not true at all, obviously, while they won't and shouldn't do this, lets say they gave Sam a job ability that quadruples their damage for the next 5 minutes. Suddenly, you'd see Sams everywhere, because they'd do insane amounts of damage compared to everything else. If you can admit that this is the truth, then it's only about finding where the actual balance is for the buff needed.

    There's plenty of other things they can do to even out job power levels without doing the things you listed, there are any number of solutions that could make less job disparity rather than nerfing monk. It's just a matter of balancing the result.

    In my opinion Monk would be in need of a nerf if it made content too easy to complete. It does not, therefore, it is the other jobs that are in need of a buff instead, because they are far less desirable than monk. Some job disparity from event to event is alright, even desired, but, the way it is currently is not a healthy distribution.
    my line was more meant aline with: MNK has excellent damage and excellent survivability and excellent flexibility among the DD jobs, unless you give other DDs the same amount of survivability, flexibility and damage output (this can occur via other means) there is no way they will touch monk at all.
    (1)

  7. #7
    Player Martel's Avatar
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    Mar 2011
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    Character
    Martel
    World
    Ragnarok
    Main Class
    DRG Lv 99
    Rather than making real life parallels, look at this from a game mechanics perspective. As this is, after all, a game.

    You can evade a counter and prevent it. You can parry a counter, an prevent it. You can counter, a counter( <,<; ), and prevent it. I honestly dunno about guard. But if it doesn't prevent it, I'd bet you can at least reduce the dmg taken.

    But all of a sudden, shield blocking is completely circumvented by counters. You can't prevent them, you can't reduce the dmg taken from them. This is now completely at odds with all other types of defensive skills. But working as intended? Really?

    In the end, it's up to SE to say what's intended. But the problem here, is that they haven't said. SE has been much more open in recent years. Typically when a game mechanic is changed, we get informed of it. If nothing else, we'd get a known/resolved issue note about it. This? There was nothing. It just changed.

    Interestingly, iirc, the issue made it's way to the main servers in the same update that introduced perfect counter... And the test server got it when they added PC there. Not that that's really much to go off of.

    But anyway. The rest of the defensive skills still interact with counter(sans, maybe guard. someone go test.) And now shield doesn't, at all. Sounds like a glitch to me. But then, I may be slightly biased.

    But hey, if SE doesn't consider Ochain broken in general I don't see what the problem is with letting counters be blockable again. It's really really niche.
    (3)

  8. #8
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    I don't know, it would definitely take some doing to bring other jobs onto par with monk, reducing universal delay would be the single easiest thing to implement that would improve balance I think (but admittedly it's not enough on it's own) But it would certainly help Blu/Dnc/Pup/Run/Drk/Thf/Nin/Drg/lolMeleeRdm.

    But I can definitely envision any number of things that would not imbalance other jobs but allow them to be more desired but not overpowered.
    (1)

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