Quote Originally Posted by Camate View Post
Greetings,

I’m glad to see the excitement for these adjustments. How has everyone been finding the revamped weapon skills thus far?

I wanted to stop in here and point out some things about the weapon skill adjustments that were made yesterday in relation to NPCs.
  • Enemy NPCs
    Certain enemies that use abilities that have the same name as the weapon skills that players use (Maat, Atori-Tutori, etc.) will also receive the effects from these adjustments.

    However, when it comes to the Ark Angels and shadow-type monsters in Adoulin areas, even though the abilities may have the same name, data-wise it has been set differently and they will not receive any effects from these adjustments.

    We will, however, be making adjustments to the enemies that have been affected by these adjustments in the July version update, and will be restoring them back to their original strength level.

  • Adventuring fellows, alter egos, and other ally NPCs
    The weapon skills that adventuring fellows and Trust alter egos utilize will also receive the effects of these adjustments.

    Similarly, campaign ally NPCs are also affected at the moment; however, in the adjustments that are planned for the July version update we will be returning them to their original strength.

On another note, though I can’t get into too much detail at the moment, we are planning to make adjustments for the abilities that are performed by beastmaster pets, automatons, wyverns, and avatars.




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.
I'd like to ask how the DEV team plans to resolve the ongoing issues with enmity control for tanks and melee dds? With this update not only did melee dds get and increase in ws dmg but as an increase to tp/hit which will equate to and increase in ws frequency. The crusade spell is not sufficient enough at providing the necessary adjustment to enmity to be able to tank properly. While I like the increase in dmg potential the rate of enmity generation is even worst off now it seems then it ever was. What's the point in reducing the dmg/enmity ratio even to like 20% of normal if you have sams that can do 13k fudos it just doesn't make sense from a tanking perspective. Tanks and I mean all tanks need some form of hate lock mechanic to be able to perform its job without the use of rngs as well as the addition of hate control ja mechanics for all dds. The mechanic so should have so moderate form of cooldown such that its possible to reliably reduce a dds hate. I also suggest a enmity bar to asset players in this determination. I understand the problem of just increasing the hate cap for tanks, this is why I also suggest giving more dds the ability to innately control their own enmity lvls besides turning. Turning is one of the worst hate controlling mechanics in the game. To suggest that in the middle of a battle and you were to grab the attention of a powerful monster that you would turn your back to it just doesn't seem to make a lot of sense at least from my perspective.