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Thread: Skillchains

  1. #31
    Player Mightyg's Avatar
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    Fredrico
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    Carbuncle
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    PLD Lv 90
    1. Skillchain damage should not be resisted, It should be subject to a monsters overall magic mitigation, but it should not be reduced by an elemental resist.

    2. Further weaponskills should not affect the windows in which a magic burst can be done. If two skillchains happen in rapid succession, both burst windows should be available.

    3. The elemental damage from a skillchain should not be credited to the closing weaponskill user. Enmity free skillchains, Half Enmity Bursts. This would give incentive to skillchain/burst without causing additional damage.

    4. Weaponskills effectiveness varies greatly, which reduces the incentive to skillchain. Increase damage of all weaponskills (elemental or otherwise) to relatively comparable levels, and reduce the effect of modifiers. Ideally any job should be able to use multiple weaponskills without sacrificing large amounts of damage in order to make a skillchain.
    (1)

  2. #32
    Player Catsby's Avatar
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    A lot of really good points were brought up about skillchains that point out a lot of deeply seated problems in the game's fighting systems and UI;

    -Players cant see each other's TP unless they use the unofficial windower and its plugin. This is silly since not being able to see a party member's TP is counter productive to the system's intent to be used tactically. The time spent using a macro or typing out your TP to coordinate a skillchain is effectively "lost TP" and time.

    -Skillchain damage usually doesn't make up for the lost TP or time, moreso if aftermath effects are taken into account.

    -Damaging weaponskills aren't balanced enough to warrant producing a skillchain.

    -The difference between a weaponskill used at 100% TP and 200% TP is marginal both in damage and utility. Two weaponskills used at 100% will generally outperform a weaponskill used at 200%.

    -There aren't enough utility weaponskills and the currently existing ones aren't potent enough to warrant using when you have the option to simply use TP to damage your opponent.

    -Skillchains are a collaborative effort but results are driven almost entirely by the person closing it. A skillchain that opens with a 1 hit point damage weaponskill and closed with a 3000 hit point damage weaponskill will not be the same as a skillchain opened with a 3000 point hitter and closed with a 1 point hitter.

    All these points will unfold into even more deeply seated problems if you explore them. Fixing everything is of course costly and a bandaid fix is probably the path the development will take. If it were me I would have the skillchain not only increase the effectness/accuracy of magic following but damage the monster's script. For example, if the monster is weak to darkness and the party puts together a darkness skillchain it may result in a spell or ability being locked on the monster. This could be expanded upon but I don't feel like being creative at the moment.
    (1)
    Last edited by Catsby; 04-21-2011 at 04:23 AM. Reason: typo
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  3. #33
    Player Rambus's Avatar
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    Bismarck
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    Quote Originally Posted by Camate View Post
    We’ve got some tidbits regarding some future updates to skillchains and magic bursts I’m sure you’ll find interesting.

    As a future direction for skillchains, instead of adjusting them to be a simple source of damage, we’re planning to implement adjustments that will allow for more strategic usage options.

    I think it goes without saying that the current battle style has changed drastically since the time when skillchains were first introduced. As a result of this, skillchains have become nigh unsuitable as a means for dealing massive damage and often occur now as an unintended accident. With that in mind we made sure to avoid “upgrading” skillchains so much that they became required to earn exp.

    For this reason, we’re looking into reducing an enemy’s elemental resistance corresponding to the element of the skillchain used for the duration of the magic burst window. This change will make skillchains more versatile and usable during battles with notorious monsters.

    Below is a basic overview:
    Example 1: When executing a transfixion skillchain
    Transfixion is a light-elemental based, so the monster’s resistance to spells related to light is lowered.

    Example 2: When executing a light skillchain
    Light is fire/wind/thunder/light-elemental based, so the monster’s resistance to spells related to fire, wind, thunder, and light are lowered.
    uh can you be more clear? in general BLMs accepted that MBs tend to be more " acurate" then non mb. In other words elemental resist is already lowered for mbs correct? are you talking about making the window longer? I am confused.

    when we look at pre abyssea blms where not used for damage because mp damage was inefficient, so holding tp for SC made it more inefficient for damage. in abyssea you are ether oneshoting mobs on ws, or making blm only purpose for yellow as you let one dd do damage and tank.

    my point is saying this manaic already exists. Also this change does not change the want of MBs or SCs. I SC with other people if the moment permits, but no one really cares. Tell the DEV not to waist their time with this please, other stuff needs more fixing then a maniac that will go unused for the most part.
    (0)
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  4. #34
    Player Teakwood's Avatar
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    By 'maniac' do you perhaps mean 'mechanic'?
    (0)

  5. #35
    Player Randwolf's Avatar
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    Quote Originally Posted by Rambus View Post
    when we look at pre abyssea blms where not used for damage because mp damage was inefficient, so holding tp for SC made it more inefficient for damage.
    Are you talking pre-Abyssea back to the start of the game. MB's went away when DD's became over-powered. But, there used to be a time when MB'ing mobs was a faster way to get experience. Parties actually used to be created around what skill-chains the DD's could do so the BLM could MB. It used to control pt invites and handicapped some jobs. With the advent of the very powerful DD, BLM's then found themselves in that same boat.
    (1)
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  6. #36
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    Back in the day, it was neccesary for 2 DDs or the tank and a DD to SC for the BLM or exping was slow. I like them revamping SCs but whoever thinks they are worthless, tell that to my Masamune Samurai who can do 3-5k Light off it, including 5-6k Fudos x 2.
    (1)

  7. #37
    Player Randwolf's Avatar
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    Quote Originally Posted by Trollinthedungeon View Post
    Back in the day, it was neccesary for 2 DDs or the tank and a DD to SC for the BLM or exping was slow. I like them revamping SCs but whoever thinks they are worthless, tell that to my Masamune Samurai who can do 3-5k Light off it, including 5-6k Fudos x 2.
    I remember getting to light sc's and the WHM's begging to Holy MB off of it. Not like they needed more hate. But, it helped with the monotony of their jobs. Perhaps, BLM's will again find a little more interest in people giving them invites. However, I'm not sure how that will work with Abyssea since the exp is so easy as it is.
    (0)
    All Jobs 99
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  8. #38
    Player Rambus's Avatar
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    Quote Originally Posted by Randwolf View Post
    Are you talking pre-Abyssea back to the start of the game. MB's went away when DD's became over-powered. But, there used to be a time when MB'ing mobs was a faster way to get experience. Parties actually used to be created around what skill-chains the DD's could do so the BLM could MB. It used to control pt invites and handicapped some jobs. With the advent of the very powerful DD, BLM's then found themselves in that same boat.
    sorry past ATU- pre abyssea, point is even if contant is taking outside abyssea ATU mindset still sets it

    point is I want to see this game fixed like menus or job balances before crap like this is looked into. I really do not care for it , SE tried a frew times to try get SCs back in play and failed. ( made sc damage less resisted)

    leave it alone for now, other stuff needs more fixing
    (0)
    Last edited by Rambus; 04-21-2011 at 01:20 PM.
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  9. #39
    Player Randwolf's Avatar
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    Quote Originally Posted by Rambus View Post
    leave it alone for now, other stuff needs more fixing
    Priority of what needs fixing probably depends on your primary job. I'm sure anyone who primarily plays BLM would see something like this as medium to high priority. I saw a lot of QQ'ing by BLM's when DD"s kept getting buff after buff.
    (0)
    All Jobs 99
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  10. #40
    Player Rambus's Avatar
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    Quote Originally Posted by Randwolf View Post
    Priority of what needs fixing probably depends on your primary job. I'm sure anyone who primarily plays BLM would see something like this as medium to high priority. I saw a lot of QQ'ing by BLM's when DD"s kept getting buff after buff.
    what the rep said ALREADY EXISTS though.

    it is a waste of time.

    fixing broke stuff > fixing stuff that is not broke
    (0)
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

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