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  1. #1
    Player Rambus's Avatar
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    Mar 2011
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    Windurst
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    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99

    [dev1010] Job Adjustments comments ( all of it, not just vit and thf)

    Is there going to me more job adjustments? because this is not enough. PLD, RDM, SCH, DRK, RNG off the top of my head need more. Also you have spell merits, most became useless at level 80 cap.

    What happened to this update that was ment for rng then taken away?:
    http://forum.square-enix.com/ffxi/th...nt-adjustments

    how does acc check effect barrage, and with gear you can get over 8 shot barrages now:

    http://forum.square-enix.com/ffxi/th...-cap-acc-issue

    Unlimited shot ammo/ issues with the share cast time as double shot:
    http://forum.square-enix.com/ffxi/th...ited-shot-ammo

    Thread about range attack formula:

    ????

    (can't find it, had a strange name)
    the adding critical hit damage is not enough fix to it

    Enilightenment:
    http://forum.square-enix.com/ffxi/th...-got-an-answer.

    There is other issues for SCH to adress, the merit job abilites are useless:
    http://forum.square-enix.com/ffxi/th...ut-SCH.?p=4535

    Quote Originally Posted by Rambus View Post

    Merit stratagems:
    First all merit stratagems need to be one charge. Making them cost 2 means you can only use them with tablua rasa.

    Altruism: This merit is useless because we have no light base nuke or critical light spell like a light based sleep spell that uses light arts/ addendum: white
    Focalization: useless right now because magic accuracy is a joke in the current state of the game
    Tranquility: nice concept would be useful with a 1 charge cost.
    Equanimity: nice concept would be useful with a 1 charge cost.
    lifting concpets ment for 75:
    http://forum.square-enix.com/ffxi/th...-at-or-removed

    get rid/change of useless merits:
    http://forum.square-enix.com/ffxi/th...ess-consderns/

    RDM:
    dia potency
    bio potency
    slow potency
    paralyze potency
    palanx potency ( you can aoe phalanx as /sch no reason for a weaker spell)
    blind pontecy

    This will allow to:
    freedom to give rdm slow III
    freedom to give rdm paralyze III
    freedom to give rdm blind III
    freedom to make phalanx II better then Phalax I and have phalax buff way better then SCH
    freedom to give rdm dia IV
    freedom to give rdm bio IV

    in the meantime you can allow WHM have paralze II, slow II, dia III. allow DRK and BLM to have bio III

    BLM:
    AM II merits changed to MB potency for a specific element, make all am II learnable at 75. ( it seemed the idea for BLM merits was to give a good MB spell correct? well AM II is worthless now so my concept keeps that intent of having stronger MBS)

    WHM:
    protectra and shellra merits changed to protect and shell potencies. this will aloow freedom to give a higher line of buff spells without hurting WHM's old merits. furthermore a WHM single target will have the same power as the AoE spells so this allows a full powered buff to be cast on a tank at a distance in case of dispel spammy mobs that whms may not want ot run up too all the time.

    also noted in that thread is trait changes to allow real upgrades ( thf needs duel wield IV for exmaple)

    The change to drk in the notes does not really help the job, they suffer in abyssea because of lack of a good crt ws ( war has raging rush natuerally)

    1. also noted in that thread is trait changes to allow real upgrades ( thf needs duel wield IV for example)

    The change to drk in the notes does not really help the job, they suffer in abyssea because of lack of a good crt ws ( war has raging rush naturally) Why should jobs need emp weapons to be “not gimp”?

    also RDM SCH PLD needs cure V, there is no reason to have a main cure job on the same level as sub. to compensate give whm a cure enmity down trait that works outside of enmity down caps.

    if you cannot do that then at lest make healing magic skill mean something so /whm or at 99 /rdm is not at the same cure power as main job cures ( BLU, RDM, PLD, SCH)

    not allowing AoE haste is pointless, allow AoE haste.
    nerf haste power off sub or make haste II
    make weather II spells or nerf /sch weather. (allow all SCH weather I spells subalbe if one of these changes are made)
    give SCH haste/haste II to counter the sub nerf.

    there is also lack of notes of giving PLD more damage ability so it is not loled at
    (1)
    Last edited by Rambus; 04-23-2011 at 01:06 AM.
    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.

  2. #2
    Player Swords's Avatar
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    Mar 2011
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    354
    RDM needs more than just a spell adjustment too. Alot of their power and unique versatility was taken away by the level increase where anyone can sub /RDM and get 80% of their useful spells, and abyssea where using debuffs on non NM's aside from sleepga is impractical or useless where mobs die in 30 seconds. You could throw on a sword and be a reduced damage dealer, problem is with that RDM has been highly shafted on most real-decent melee oriented gear since the introduction of VNM and seemingly lost our ability to wear newer mid-heavy type armours we could normally use.

    Tier II enspells damage are still beaten by any multi-hit weapon with Tier I enspells, and are impractical and confusing when trying to utilize the resistance down effects.

    Example: Having to use Enwater II on a crab to reduce it's lightning resistance. Enfire II on Suzaku to reduce it's water resistance. Enaero II on Gamayun to reduce it's ice resistance. See where I'm going with this?

    I like your idea on changing spells to potencies with the Group II merits, it gives a wider range of uses and make's them more suited to the new level cap now that the face of the game has changed so drastically in the past 6 months. I just with SE would take it a bit more seriously, when coming up with concepts for job adjustments. They seem to look at it as "everything will stay the same, we'll just give them more" instead of "lets go back and tweak whats already there and make it more viable and practical now, then give them more based on that"
    (0)

  3. #3
    Player Cream_Soda's Avatar
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    Mar 2011
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    942
    Character
    Tigerwoods
    World
    Sylph
    Main Class
    MNK Lv 99
    C'mon Rambus. Are you serious?

    When have they ever given every job adjustment in one announcement. How long have you been playing? I can't believe you even asked that quesiton.
    (2)

  4. #4
    Player Rambus's Avatar
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    Mar 2011
    Location
    Windurst
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    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    Quote Originally Posted by Swords View Post
    RDM needs more than just a spell adjustment too. Alot of their power and unique versatility was taken away by the level increase where anyone can sub /RDM and get 80% of their useful spells, and abyssea where using debuffs on non NM's aside from sleepga is impractical or useless where mobs die in 30 seconds. You could throw on a sword and be a reduced damage dealer, problem is with that RDM has been highly shafted on most real-decent melee oriented gear since the introduction of VNM and seemingly lost our ability to wear newer mid-heavy type armours we could normally use.

    Tier II enspells damage are still beaten by any multi-hit weapon with Tier I enspells, and are impractical and confusing when trying to utilize the resistance down effects.

    Example: Having to use Enwater II on a crab to reduce it's lightning resistance. Enfire II on Suzaku to reduce it's water resistance. Enaero II on Gamayun to reduce it's ice resistance. See where I'm going with this?

    I like your idea on changing spells to potencies with the Group II merits, it gives a wider range of uses and make's them more suited to the new level cap now that the face of the game has changed so drastically in the past 6 months. I just with SE would take it a bit more seriously, when coming up with concepts for job adjustments. They seem to look at it as "everything will stay the same, we'll just give them more" instead of "lets go back and tweak whats already there and make it more viable and practical now, then give them more based on that"
    that is how some other weaken spells work though, well the reverse anyway, like thunder to weaken water, would you prefer they change it to minic bard and am /AMII? NIN works like en spells though water lowers lightning and so on.

    TY for the potency comment, I really think ill help upgrade the game to 90/99
    (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.

  5. #5
    Player wish12oz's Avatar
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    Mar 2011
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    @marnie
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    1,254
    ZOMG GUIZ!
    DRK nows gets +60% attack and 25% JA haste for 3 minutes of every 4 min 10 sec, IT NEEDZ MOAR BUFFS PRZ.

    wait.. what? The DRK buff is pretty amazing unless they gimp desperate blows. Without a bard I'd say DRK is easily towards the top of the melee world now. W/ a bard I guess it would still not be super amazing, but this is a giant step in the right direction.
    (2)

    http://www.twitch.tv/wish12oz
    http://www.youtube.com/user/r5n/videos

  6. #6
    Player Tamoa's Avatar
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    Mar 2011
    Location
    Norway
    Posts
    1,061
    Character
    Tamoa
    World
    Asura
    Main Class
    SAM Lv 99
    This makes me happy I took my drk to 90 less than a week ago
    (0)
    Quote Originally Posted by SpankWustler
    In the FFXI universe, the down of Phoenix is so fine that it quickly broke down into a sort of dust. Smaller than dust, actually. A barely visible particle.

    This down was carried by the winds of Vana'diel. Some people breathed it in and contracted Phoenix Downs Syndrome. Some of those people post on this very board.