So what you're trying to say is...The mechanic/stat wasn't fun before, and it's still unfun...So we should all get over it?
No, if something sucks, you change it.



Its not from that interview, there was another one where yoshi said something about that coil damage was much higher than expected - not that from the interview you linked. in that other interview he clearly said the difference was because of healer DPS and that they will take it into considederation when designing alexander savage mode (it was an earlier interview longer ago). If they have or not we can not tell, but to clear things up (from current understanding and newer interviews):I believe that was confirmed as a mistranslation. See the direct quote here.
Append
No it really isn't more of the same because it doesn't say that savage is balanced around healer DPS. It actually specifically says it's not on this line:
Yes. Since all DPS jobs will be increasing up through level 60, it makes sense to have the white mage's DPS extend by a proportional amount as well. For development, such as with Bahamut's Coils, the development team assumes what the item level should be for general equipment on players when they clear a raid. They sum up the basic DPS for four DPS and tanks at that assumed item level and cut that by about 10-15% for the minimum clear DPS. Healer DPS is not taken into account when this is set.
And this line:
This is also one of the reasons we decided to implement both a normal and savage version of Alexander. Once again, healer DPS was not included in the development team's calculation as it was for other jobs, so you should just think of healer DPS as a last way to get your overall party's DPS up to where it needs to be.
They designed the savage mode for lets say ilvl 210 fullequip, but we can not gain it because weekly cap, so the server first players need to fill that with healer dps...
So to make a drama out of it they design hard content like this:
1st unbeatable phase for about 3 months because weekly cap and forced undergearing
2nd normal phase with expected gearlevel for advanced players (3 more months)
3rd new gear and echobuff for catching up and normal players (higher ilvl gear)
Edit: as we see -> They indeed balancing DPS around healer DPS because compared to coil even server first players are struggeling very hard...
Last edited by Yukiko; 08-09-2015 at 09:21 PM.



If accuracy goes away, won't you miss it?


Ah those were the days. Kids these days don't know how good they got it now sadly. :/
@renault no, you're saying it's not fun. I never said such a thing. What I did say is you whine about missing 1-2/3 abilities on a (tops) 2.5 sec gcd, and at one time I'd miss attacks on an ability that was on a 2hr gcd and still didn't whine about it on a forum calling for a fundamental stat to RPGs as a whole to be eliminated. #nicetrythough


"Unfun" isn't an argument. It's an opinion and subjective. It adds more depth to the system as opposed to mindlessly stacking gear and creates a balance on the verticality of sub stats. Just because you don't like something doesn't mean that there is something intrinisically wrong with it or that it is bad. Plan to stack accuracy to compensate for piece losses and it's a non issue.


The stat does not add depth to the system, in fact it takes away from it. All the stat does is force people to artifically hit a cap so they can properly do content and force it to be slower then it has to be. It isn't fun, nore enjoyable and it does not bring ANY depth to the game. Period, it is the exact same thing as the "hit" stat in RIFT and the Critical Mitigation stat in EQ2."Unfun" isn't an argument. It's an opinion and subjective. It adds more depth to the system as opposed to mindlessly stacking gear and creates a balance on the verticality of sub stats. Just because you don't like something doesn't mean that there is something intrinisically wrong with it or that it is bad. Plan to stack accuracy to compensate for piece losses and it's a non issue.
Want to know secondary stats that actually add "Depth" to the system?
Casting Speed:
Decreases the Speed of Casting.
In-combat Mana Regeneration:
Increases Mana restored.
In-combat TP Restoration:
Increases TP restored.
DPS Mod:
Increases the damage of Autoattacks.
Attack Speed:
Lowers the delay of Autoattacks.
AE Autoattack Chance:
Your autoattack has a chance to strikes multiple enemies in-front of you.
Spiked Armor
Deals damage to the enemy when struck.
Hate Gain
Increases Enmity Generated.
Hate Reduction
Lowers Enmity Generated.
Some people like to bang their head against stuff that's not supposed to be clearable immediately.
I'm going to guess at intended item level for clear is average 195 minimum, 200 ideal.
No, it means that they didn't intend for us to clear any of it for a number of weeks but tossed it at us for folks that like to bang their heads against things they shouldn't be able to complete.Edit: as we see -> They indeed balancing DPS around healer DPS because compared to coil even server first players are struggeling very hard...
When it's intended for i200 gear and you're trying to complete it at i185-190, of *course* it's going to be "very hard".
Last edited by Nadirah; 08-10-2015 at 03:03 AM.
There are always certain stats that are better for certain classes than others.
Nothin like being that fire mage that only wants crit, but none of the crit gear was dropping.
Or being the holy paladin that wanted crit but the plate didn't have it so I took the shaman gear.
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