I think most people would disagree with you, you could make the argument that trust is "not solo" but by that logic you could say that Beastmasters, Pups and Smns aren't soloing unless they don't have a pet out, by and large when people refer to soloing in this game, they mean, "one player character", and some go further as to call dual boxing and the like soloing because it's controlled by one person, but very few go the other way, and classify trusts or other NPC characters as not solo.
At the end of the day, the meaning of solo in FFXI is up for discussion, but I doubt too many would use it in the way you just did.
Player
Who are these people who do not utilze haste and support spells? I have never met one.
LMAO this is not good news at all for ONe-Handed users. I've read the translations of this conversation. All this means is that the Dev team do not balance jobs damage dealing capabilites around endgame events....with support
WOW. But that makes sense when you consider the landscape of DD jobs in current endgame events.
On one side, you have an EXTREMELY OVERPOWERED job like SAM and on the other, you have a lot job's that can't possibly hope to compete with SAM. It's not even close. They aren't even playing the same game.
Why?
Did you seriously not consider SUPPORT BUFFS or the (trivial to reach) DELAY REDUCTION CAP during your job balancing? Why in the world would you balance job damage capabilites around low level and solo scenarios and not endgame....WITHOUT haste....guys, you can already cap delay reduction with just trusts....solo.
Here's a THF consideration for you. When playing in endgame events as a THF (with capped delay reduction and support buffs) => 60 second job abilities timers and diffucult to fulfill positional requirements are MUCH too unreasonable to attach to any kind of respectable Weapon Skill. Considering haste and support, every other DD job is building tp lightning fast, firing off immensely powerful Weapon Skills non-stop, without concern for position, aren't encumbered by excessive job ability delay spam, nor restricted by bottleneck job ability timers.
This situation creates many difficulties with utilizing sneak attack and Trick Attack in parties and offers no incentive for groups to accomodate THF's positional play style.
Last edited by Nebo; 10-30-2014 at 06:29 PM.
I can relate to this developer's post because this is the main reason I usually almost always solo on my RDM instead of my PLD. My Red Mage has Haste 2 and my Paladin doesn't.
So if they were to make some of the weapon skills my Paladin has more powerful - such as boosting the power of sanguine blade etc. - it would encourage me to solo as my Paladin more often instead of always opting for my Red Mage since he has haste 2. So I might be one of the people the developer is referring to.
Last edited by Dale; 10-31-2014 at 08:37 AM.
If I subbed WAR or RUN to my Red Mage though when I solo I wouldn't have access to paralyna, erase etc. Spells like that which help me out a lot when I solo.
So I don't think it would have that effect on me. At least not generally, and would probably just make my PLD/SCH more appealing for solo play instead of me usually opting for my RDM/SCH instead. Because I doubt I would be willing to give up my counter magic just for the sake of a higher damage weapon skill.
Last edited by Dale; 10-31-2014 at 09:06 AM.
Imo, This is all ENTIRELY beside the point. You don't balance the damage dealing capabilities of a job only based around solo content without buffs. This is an MMO. 90% of meaningful endgame content is group oriented. You are almost never not gonig to have a job with haste or support buffs of some kind (even solo with trusts...where you can very easily CAP delay reduction).
To balance WS damage while not taking into consideration such a vast amount of content is mind boggling. To say that 1 handed WS's are fine and they plan make up the difference with autoattack damage (their first response) shows a distinct lack of insight into the game itself. It wasn't until several JP players pointed out that most content takes place with capped delay reduction that they said "Oh sh*t, that's right, haste and buffs are a thing. I guess 1 handers really can't compete at endgame support levels...we'll look into that"
It would not suprise me at all to learn that they think THF is totally fine as a DD becuase they test all this garbage without haste and buffs. Of course then dagger guaranteed crit WS and SATA timers seem competetive. But haste and buffs don't do for THF what they do for other DDs and its things like this they don't seem to consider (assuming it's not just that they want THF to be sh*t tier...it's entirely possible that they do).
Last edited by Nebo; 11-01-2014 at 09:18 AM.
I think I understand what you are saying. But I don't see the harm in giving soloist some consideration now and then, even if it is an MMORRPG. So I believe this is just meant more as a nice little change for people like me who would like to solo more effectively on our one-handed jobs that don't have haste. It's not intended to be a grander scheme to try and balance the damage capabilities of one-handed jobs while in a group-context. At least that's not the impression I get when I read the developer's post anyway.
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