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  1. #21
    Player Sasaraixx's Avatar
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    Mar 2011
    Posts
    276
    Character
    Sasaraixx
    World
    Carbuncle
    Main Class
    SMN Lv 99
    Camate,

    Thank you for the update. I do hope that you will pass on to the dev team the concerns people are raising in this thread. Further, it would be even better if we could have some sort of official response to these items. I am happy to hear that more is coming for pets, avatars and automations, but these 2 points also need to be addressed.
    1. Enmity control:
    This issue has yet to be properly addressed and now it seems as if the problem has gotten worse with the update. The spells added for the tank jobs appear not to be sufficient and there still has been no update to the SCH enmity spells. A large scale change needs to happen here and the jobs that currently have enmity tools need to have those abilities and spells enhanced.
    2. Magical damage:
    With this update magical damage has fallen even further behind melee damage. Any monster that required magic damage can now be handled by elemental weaponskills or skillchains. The potency of elemental magic needs to be increased again and MP efficiency improved or there has to be some other crucial benefit to bringing a mage for damage. At the very least, BLM (and SCH) should be able to fill a similar role to RNG - a ranged DD that is able to shed hate. Perhaps mages could also receive a trait that allows them to better exploit elemental weaknesses of monsters. It would not only effect resist rate but also increase damage. BLM (and avatars) would receive the highest tier of this trait followed by SCH, RDM and GEO. I'm grasping at straws I realize, but something needs to happen.
    (3)
    Last edited by Sasaraixx; 06-27-2014 at 06:50 PM. Reason: grammar

  2. #22
    Player Aeron's Avatar
    Join Date
    Oct 2011
    Posts
    137
    Character
    Lanselot
    World
    Asura
    Main Class
    PLD Lv 99
    I hate to sound ungrateful after an update and all. I know the dev team put in a lot of work to make these adjustments. Everyone who has brought up issues with the update cares about the current status of the game. I can go into old threads on most of the job forums and see most of the same major issues that we are bring up and that is very disheartening. Whether it be the enmity issue, magic dmg, or pet jobs not being competitive it really feels like the only jobs that work are the only ones that everyone keeps shouting for (Pld only works indirectly through the use of rngs).

    I have Excalibur and it has never been better to use Kor over Req or CDC.
    (1)

  3. #23
    Player Minikom's Avatar
    Join Date
    Mar 2011
    Posts
    93
    Character
    Minikomby
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    may DEV team explain us why insurgency and coronach didnt get boost? if you check stats modify, they arent great compareted to the post adjustment,
    insurgency is str and int 20% which is really low for this weapon skill, we know hiddent effect on coronach but is this the main reason why wasnt boosted?
    apocalypsis got a nice drain effect too and can be is adventagous if compareted to other ws
    (0)

  4. #24
    Player Malithar's Avatar
    Join Date
    Apr 2014
    Posts
    447
    Character
    Malothar
    World
    Bahamut
    Main Class
    GEO Lv 99
    Quote Originally Posted by Minikom View Post
    may DEV team explain us why insurgency...
    Insurgency actually got a rather massive boost. Copy/pasta from BG: Insurgency: 1000 TP: 0.5 > 2000: 3.5 > 3000: 6.5

    Credit to Indalecia for data, Motenten for figuring out the fTP values.
    (0)

  5. #25
    Player
    Join Date
    Aug 2011
    Posts
    198
    Quote Originally Posted by Camate View Post

    The main aim of the overall adjustments made to weapon skills was to increase the stats of the less powerful weapon skills so they could be on par with the weapon skills that were really powerful before the adjustments took place.

    Knights of Round has a high stat modifier before the adjustments took place and compared to other weapon skills is thought to be powerful so adjustments were not made to it.
    Sorry, Camate. Despite the fact that I do love my Excalibur (was a dream come true when I got it as a hardcore RDM) KotR is not powerful.

    So yeah, the word "thought" has the right use; because it does live in the world of ideas. Nothing compared with the sad reality.

    Please, please, do adjust it like you folks did with empy weapons skills.
    (2)
    Last edited by Belmonts; 06-19-2014 at 05:11 PM.

  6. #26
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,129
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    I really don't get why they said "is thought to be powerful."

    How about actually testing and seeing if it IS powerful rather than "thought to be" ?

    edit - fixed to be actually readable lol
    (6)
    Last edited by Alhanelem; 06-20-2014 at 12:57 AM.

  7. #27
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Makes me laugh how they say that a 40% STR mod is a 'high stat modifier' compared to the other options, which are all at least 80% of 1 stat or another, or a combination of 2 stats.

    Something that I haven't seen mentioned in here yet in regards to the new WS mods is that for RUN, Dimidiation seems to generally wipe the floor with Resolution. Spinning Slash and Ground Strike can put out even bigger numbers, but I assume that it's only on a multi-hit proc since they're 1-hit WS. Also Power Slash is comparable to resolution when it crits, though it's terrible still when it doesn't (this was vs the reive blockades in cirdas caverns, not in abyssea!). It needs a lot more testing, as my sample size was tiny for all ws apart from dimidiation vs resolution. Also I was RUN/BLU with no food and no att buffs from my brd trusts who always seem to favour march/madrigal. So maybe resolution will be better with higher att? idk.
    (1)

  8. #28
    Player
    Join Date
    Dec 2013
    Posts
    1,098
    With most WSs it seems they were aiming at an 80% total for mods when it comes to RME WSs. This isn't a bad idea, but not all WSs are equal in other fields which is why this is a total failure in a balance perspective. An 80% DEX 3-hit crit WS will completely destroy a 40% STR 40% MND 1-hit non-crit WS in all situations, that's also ignoring fTP which the 3-hit has 2.25 and the 1-hit has 3.0, a difference which is more than made up for by the multihit & crit factors.

    Death Blossom has 50% MND and 30% STR but only 1.125 fTP so far as BG says but I doubt that's since the update, either way it's a 3-hit same as CDC and even has an additional effect. Perhaps if the KoR Aftermath wasn't trash it wouldn't be such an issue since we'd have a reason to use it then, but it's a laughable 10 Regen which is a whole .5% or less HP and is completely pathetic by compare to other Regens of today like SCH's or WHM's where you're looking at 50~80 Regen... The point of this update after all was to have more WSs that are good to use in different situations, making Regen worth while at least would facilitate some use that's apart from simply more DMG.
    (1)

  9. #29
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by Demonjustin View Post
    With most WSs it seems they were aiming at an 80% total for mods when it comes to RME WSs. This isn't a bad idea, but not all WSs are equal in other fields which is why this is a total failure in a balance perspective. An 80% DEX 3-hit crit WS will completely destroy a 40% STR 40% MND 1-hit non-crit WS in all situations, that's also ignoring fTP which the 3-hit has 2.25 and the 1-hit has 3.0, a difference which is more than made up for by the multihit & crit factors.

    Death Blossom has 50% MND and 30% STR but only 1.125 fTP so far as BG says but I doubt that's since the update, either way it's a 3-hit same as CDC and even has an additional effect. Perhaps if the KoR Aftermath wasn't trash it wouldn't be such an issue since we'd have a reason to use it then, but it's a laughable 10 Regen which is a whole .5% or less HP and is completely pathetic by compare to other Regens of today like SCH's or WHM's where you're looking at 50~80 Regen... The point of this update after all was to have more WSs that are good to use in different situations, making Regen worth while at least would facilitate some use that's apart from simply more DMG.
    Is it like the invigorate regen from Chakra, that can't be over-written by more powerful ones as well? That was particularly annoying.
    (0)

  10. #30
    Player
    Join Date
    Dec 2013
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    1,098
    Quote Originally Posted by Babekeke View Post
    Is it like the invigorate regen from Chakra, that can't be over-written by more powerful ones as well? That was particularly annoying.
    Since it's Aftermath it's able to stack with all other forms of Regen, that said it's so weak that it's just flat out not worth wasting TP on since 10 HP/Tick is never THAT appealing.
    (0)

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