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  1. #21
    Player Triston's Avatar
    Join Date
    Oct 2014
    Posts
    1
    Character
    Tokara
    World
    Quetzalcoatl
    Main Class
    DNC Lv 99
    Quote Originally Posted by Metaking View Post
    getting more DW gear isnt really the issue all the dw jobs can get the 36% dw needed to cap delay (assuming gear and magic haste are caped), the problem is dw can hurt you. Sadly because its not possible for the server to figure out when you have to much DW it makes most other ideas short of converting part of Dw to jobability haste kinda not work
    My interpretation of Camate's post would be that the dev team would release gear with LESS DW on it, so as to give players more leeway before running into the delay cap. And by "adjustments to equipment with dual wield bonuses," I would assume that means taking existing equipment with DW on it, reducing that DW slightly and replacing that stat budget with... say, Store TP and Haste. They would of course have to leave DW on accessories or restrict these changes to light armor only, so as to not give the 2h jobs even more sources of Store TP to work with, but it should help the 1handers.
    (0)

  2. #22
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by Camate View Post
    Alrighty, I checked with the development team to see if they have anything else planned in terms of dual wield adjustments since they experienced technical difficulties with the previously announced idea.

    It seems like at the moment they are looking into making adjustments to equipment with dual wield bonuses, and moving forward they would like to set equipment stats while paying special attention to the issue at hand. Apologies that there isn’t much more information at the moment, but rest assured they are looking into it and once there is more information available I’ll be sure to share!
    Thanks!

    In order to properly compensate, we'll need a variety of equipment equipment with -20~30% Dual Wield.
    (3)

  3. #23
    Player Metaking's Avatar
    Join Date
    Dec 2011
    Posts
    253
    Character
    Metaking
    World
    Lakshmi
    Main Class
    BLU Lv 99
    well unless they do something like "converts DW to haste II" it wont help, cuz 99% of dw's are well over the 25.~% haste cap, and excluding blu with clubs or a job dwing hand axes most weapons are to low of tp gain a hit for stp (without bing obseanly high) to have much effect. I guess you do something like Dw+10 Delay +10% type things as well >.>;
    (0)

  4. #24
    Player Ulth's Avatar
    Join Date
    Dec 2013
    Posts
    578
    Character
    Andrewviii
    World
    Valefor
    Main Class
    THF Lv 99
    Quote Originally Posted by Metaking View Post
    well unless they do something like "converts DW to haste II" it wont help, cuz 99% of dw's are well over the 25.~% haste cap, and excluding blu with clubs or a job dwing hand axes most weapons are to low of tp gain a hit for stp (without bing obseanly high) to have much effect. I guess you do something like Dw+10 Delay +10% type things as well >.>;
    Dual Wield lowers delay which lowers the amount of tp you get per swing. That's why people switch their gear so they have the least amount of dual wield they need depending on how much haste they get. Something with dual wield +10 and delay +10% would cancel each other out.

    I do have an idea to deal with the tp problem of dual wield jobs that would be easy to write in if Camate wants to pass it along. All they would have to do is write in a minimum value that you can get from an attack, so after a point it doesn't matter how low your delay goes.
    (1)

  5. #25
    Player Atomic_Skull's Avatar
    Join Date
    Mar 2011
    Posts
    1,248
    Character
    Bjorne
    World
    Fenrir
    Main Class
    MNK Lv 5
    Bring back the TP floor. Removing it was an terrible idea from the time when SE's idea of "fixing" jobs that needed help was to nerf the jobs that were actually good. In fact I'd say that this is one of the crown jewels of awful ideas from that time.

    Quote Originally Posted by Ulth View Post
    I do have an idea to deal with the tp problem of dual wield jobs that would be easy to write in if Camate wants to pass it along. All they would have to do is write in a minimum value that you can get from an attack, so after a point it doesn't matter how low your delay goes.
    Interesting that you should say that because this is how it actually used to work before the TP floor nerf back in 2006. You always got 5TP per hit no matter how low your delay was. But then DRKs 2H jobs whined constantly about MNK and NIN 1H TP gain so SE decided to "solve" the issue by nerfing 1H TP gain instead of you know, actually fixing the problem.

    I think they need to ease back a little on the multi hit WS TP nerf as well. Getting full TP per hit was silly but nerfing it to 1TP per hit was typical SE overreaction. It should have been proportional to your delay with an upper ceiling to prevent MNK abuse of the relic knuckles (which was the original target of the nerf)
    (2)
    Last edited by Atomic_Skull; 10-12-2014 at 06:09 AM.

  6. #26
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    The knee-jerk reaction of every player that posts on the OF and kept demanding that they stop nerfing jobs and just constantly give players more power is exactly why years after Abyssea lots of things that should've been nerfed have not been, especially Ochain, Aegis and Daurdabla. When it came time early-Adoulin for them to try outdating RMEs (before the great RME butthurt of 2013) they actually recognized how stupidly broken Ochain/Aegis/Daurdabla were and decided that that would be the "cap" on how strong shields and instruments get. It's probably also the reason why Geomancer (and to a lesser extent RDM and COR) gets buff after buff so that it can actually hope to keep up with BRD.

    As for bringing back the TP floor, I don't really think that'll help a lot considering how they upped one hander TP gain by quite a bit, and one handers don't necessarily reach for the low delay weapons like they did in the past sometimes. Dual Wield- gear is probably a good option at this point since that gives more power of customization to the player, and hell, isn't that a big reason why we play XI instead of some other MMO anyway? The only problem with that is that it would make inventory bloat even worse for Dancers especially, so personally I think they should still go with the whole "make dual wield not reduce TP" thing if they can solve whatever technical issue they ran into, it's not like that would suddenly break Ninjas or something, and also it makes it more intuitive for players that can't be bothered to constantly check how much buff haste they have.
    (0)

  7. #27
    Player Atomic_Skull's Avatar
    Join Date
    Mar 2011
    Posts
    1,248
    Character
    Bjorne
    World
    Fenrir
    Main Class
    MNK Lv 5
    Quote Originally Posted by Kincard View Post
    The knee-jerk reaction of every player that posts on the OF and kept demanding that they stop nerfing jobs and just constantly give players more power is exactly why years after Abyssea lots of things that should've been nerfed have not been
    Giving 2H jobs parity with 1H would have been the correct response not nerfing MNK and NIN while simultaneously catching other less powerful 1H jobs in the crossfire. There was probably a better way to fix RNG being overpowered than by turning it into a literally useless job too.


    Quote Originally Posted by Kincard View Post
    When it came time early-Adoulin for them to try outdating RMEs (before the great RME butthurt of 2013)
    The fact is people poured years of their life into those weapons with the assurance from SE that they would never be outdated. Obsoleting them would have caused people to ragequit and with the subscriber base as small as it is SE can't afford to loose any more players. SE should never have made items like that in the first place but they did and now we are stuck with them. Like it or not SE has to do what the players want now because the players pay the subscriptions. They simply can't afford to say "don't let the door hit you on the way out" anymore.

    Quote Originally Posted by Kincard View Post
    As for bringing back the TP floor, I don't really think that'll help a lot considering how they upped one hander TP gain by quite a bit
    I don't recall that when did this happen and what did they do?
    (0)
    Last edited by Atomic_Skull; 10-12-2014 at 02:15 PM.

  8. #28
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    I'm not saying some of their nerfs in the past weren't bad, I'm saying players have mistakenly taken this stance that you should never nerf anything, and that is what has led to a lot of problems in the game today. I get the feeling that the team has a better grasp of the way the FFXI metagame works now and if they were given free reign to nerf things as they liked, you wouldn't have just one useful tank and as lopsided DPS classes and screwed up enmity. The best symbol of this "no-nerf" policy is the RME shields and instruments.

    I'm all too familiar with the RME thing because I was one of those upset players, but if we were going to look at the game's design as a whole, its clear that items that make the player nearly invincible to damage (Ochain/Aegis) and an item that doubles a job's effectiveness (Daurdabla) are things that would be nerfed in just about any other game. Keep in mind this really has nothing to do with outdating RMEs, because the shields and harps were singled out as things that weren't going to be updated even before the whole ilevel thing was in full swing. The timeline looked something like this:

    1. Skirmish comes out, some weapons better than RME, people get nervous and ask about it on the forums
    2. They respond and say that we'll get betterer RMEs in time, except for shields and instruments
    3. Ninja patch for Achuka's Tapioca-Polo-Anime Fists adds skill, amazing ilevel stuff starts to show up on Marjami/Yorcia, actual nerdrage happens
    4. They quickly start making plans to make RMEs goodlier again
    5. ??????
    6. Rem's Tales are released, chronicling the folly of the invasion of King Totally-Not-Matsui

    So even before they got the whole "oh wait, we better make RME useful again because people are mad" message, they already recognized how broken the shields/harp were. Although at least they have dealt with the bard problem by continuously buffing other support classes, especially GEO. I have no idea how they plan on making NIN and RUN as invincible as PLDs are, and when they do, I'm sure they're still perplexed as to how to fix enmity because if you make it too easy to hold hate, every single battle in the game would become a tank and spank with an invincible PLD just standing there while everyone else chips its HP away.

    As for the TP thing, I guess I made a mistake. They actually increased the TP gain of all weapons. This happened alongside the Weapon Skill updates a few months ago. Point is that the TP floor wouldn't really be nearly as useful nowadays since there really isn't stuff like Hornetneedle anymore to abuse with anyway.
    (0)

  9. #29
    Player Atomic_Skull's Avatar
    Join Date
    Mar 2011
    Posts
    1,248
    Character
    Bjorne
    World
    Fenrir
    Main Class
    MNK Lv 5
    Quote Originally Posted by Kincard View Post
    4. They quickly start making plans to make RMEs goodlier again
    Their original plan was to allow you to unlock the WS and then /drop the original weapon and that's when the nerd rage happened. They clearly wanted people to just toss their RME and move on and only relented when they realized they'd actually loose subscriptions over that.

    Quote Originally Posted by Kincard View Post

    As for the TP thing, I guess I made a mistake. They actually increased the TP gain of all weapons. This happened alongside the Weapon Skill updates a few months ago.
    What exactly did they do, because I don't recall that.
    (0)
    Last edited by Atomic_Skull; 10-12-2014 at 03:53 PM.

  10. #30
    Player Kincard's Avatar
    Join Date
    May 2011
    Posts
    648
    Character
    Kincard
    World
    Leviathan
    Main Class
    NIN Lv 99
    I'm feeling a bit too lazy to actually look this stuff up, but while they did say they were going to unlock the weapon skills (and they did anyway, for Empyreans), they also had proposed RME upgrades that lacked the ilevel skill before ilevel skill became a thing (They gave examples with one-handed swords).

    The TP thing is just that, its just a simple increase in the amount of TP you get per swing.
    (0)

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