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  1. #1
    Player Neela's Avatar
    Join Date
    Apr 2015
    Location
    Bevelle, Besaid Island
    Posts
    1,710
    Character
    Flower Girl
    World
    Zodiark
    Main Class
    Dancer Lv 90
    ya i thought that at least ruin 3 mp cost would have been adjusted with 4.06... there is absolute no reason and no other skill ingame with that huge amount of mp cost compared to its laughable pot – ruin 3 cost isn't justified anymore. so why can't they just reduce it? Blm & Rdm both "can't get oom"... even if they try hard... smn on the other hand is still struggling with ruin 3 spam... just why?
    (1)

  2. #2
    Player
    KarstenS's Avatar
    Join Date
    Aug 2013
    Posts
    6,246
    Character
    Lilli Karani
    World
    Odin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Neela View Post
    ya i thought that at least ruin 3 mp cost would have been adjusted with 4.06... there is absolute no reason and no other skill ingame with that huge amount of mp cost compared to its laughable pot – ruin 3 cost isn't justified anymore. so why can't they just reduce it? Blm & Rdm both "can't get oom"... even if they try hard... smn on the other hand is still struggling with ruin 3 spam... just why?
    More than this remove Ruin and lower the cost of Ruin 2 to the level of Ruin. For Ruin 3 I do understand why the mana cost are like this.
    (0)

    Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100

  3. #3
    Player Neela's Avatar
    Join Date
    Apr 2015
    Location
    Bevelle, Besaid Island
    Posts
    1,710
    Character
    Flower Girl
    World
    Zodiark
    Main Class
    Dancer Lv 90
    Quote Originally Posted by KarstenS View Post
    For Ruin 3 I do understand why the mana cost are like this.
    okay how so? its not our prime burst skill anymore - the pot was decreased and we still spam it as "filler" skill. so why exactly is the mana cost still that high? even a ruin proc 4 is way cheaper with higher pot so whats the deal with the current ruin 3? o.o A way to improve ruin at all would be making a r4 proc overwrite r2 giving it the instant character without swiftcast - that would make r4 at least interesting for bahamut trance. but it wouldn't solve the state of r3 in any manner...

    @Revan
    Sustain matters because it's a lore problem from the scratch if a tank egi can't tank. Pot issues are "just"endgame problems - that's the difference. Sustain is not needed for savage but what most player forget is there is way more content u can spent your time on than just savage.
    (0)
    Last edited by Neela; 08-09-2017 at 01:21 AM.

  4. #4
    Player
    NovaBismarck's Avatar
    Join Date
    Jul 2017
    Location
    Limsa Lominsa
    Posts
    71
    Character
    Li'l Shtola
    World
    Malboro
    Main Class
    Arcanist Lv 100
    I am personally glad for the dot changes, but the first thing I said is why not fix the Bahamut death penalty issue first? Though it's likely not an easy fix. I think it's a matter of the changes needed to be implemented are larger than the job allows. They've stuck a band-aid on a wound that much larger. So, now we wait on the main patch.

    I honestly hope the changes will be significant and significantly better. (Still playing RDM in static, because no one wants my beloved SMN).
    (0)

  5. #5
    Player
    Remedi's Avatar
    Join Date
    Feb 2014
    Posts
    2,556
    Character
    Remedi Maxwell
    World
    Cerberus
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by Neela View Post
    ya i thought that at least ruin 3 mp cost would have been adjusted with 4.06... there is absolute no reason and no other skill ingame with that huge amount of mp cost compared to its laughable pot – ruin 3 cost isn't justified anymore. so why can't they just reduce it? Blm & Rdm both "can't get oom"... even if they try hard... smn on the other hand is still struggling with ruin 3 spam... just why?
    because it was not meant for you to spam that, the idea for it is to be used during DWT as a filler, the mana dump gameplay was derived by the fact that you could pump excess of MP into dmg and it should remain at that imho
    (0)

  6. #6
    Player
    Tsumdere's Avatar
    Join Date
    Jan 2017
    Location
    Ishgard
    Posts
    1,103
    Character
    Fia Mortivault
    World
    Balmung
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Remedi View Post
    because it was not meant for you to spam that, the idea for it is to be used during DWT as a filler, the mana dump gameplay was derived by the fact that you could pump excess of MP into dmg and it should remain at that imho
    So... what exactly are you supposed to do between DWTs? Stand there?
    (3)

  7. #7
    Player
    SeriousxSarcasm's Avatar
    Join Date
    Mar 2016
    Location
    Ul'dah
    Posts
    427
    Character
    Mandar Magoo
    World
    Cactuar
    Main Class
    Botanist Lv 80
    Quote Originally Posted by Tsumdere View Post
    So... what exactly are you supposed to do between DWTs? Stand there?
    Use Ruin III, but pay attention to your mana, obviously. If it starts to get too low switch to Ruin I or II. I completely agree when you compare other classes' potency, it doesn't make sense for ruin III to be so limited, but it's not a complete gimp if you know what you're doing.
    (0)

  8. #8
    Player
    Tsumdere's Avatar
    Join Date
    Jan 2017
    Location
    Ishgard
    Posts
    1,103
    Character
    Fia Mortivault
    World
    Balmung
    Main Class
    Samurai Lv 90
    Quote Originally Posted by SeriousxSarcasm View Post
    Use Ruin III, but pay attention to your mana, obviously. If it starts to get too low switch to Ruin I or II. I completely agree when you compare other classes' potency, it doesn't make sense for ruin III to be so limited, but it's not a complete gimp if you know what you're doing.
    I know that lol. I was more poking fun at the fact they said you're not really supposed to use it outside of DWT, unless I'm reading it wrong (and looking back at it, I think I did - English pls). The potency to cost ratio for Ruin III is wonky, at least they could increase the potency if they want to keep the mana cost.
    (2)

  9. #9
    Player
    SeriousxSarcasm's Avatar
    Join Date
    Mar 2016
    Location
    Ul'dah
    Posts
    427
    Character
    Mandar Magoo
    World
    Cactuar
    Main Class
    Botanist Lv 80
    Quote Originally Posted by Tsumdere View Post
    I know that lol. I was more poking fun at the fact they said you're not really supposed to use it outside of DWT, unless I'm reading it wrong (and looking back at it, I think I did - English pls). The potency to cost ratio for Ruin III is wonky, at least they could increase the potency if they want to keep the mana cost.
    Oh haha. Sorry for misunderstanding. ^^; It could be they're just newer to the Job? Most starter rotations advise people about using Ruin III in trance, etc etc. (that's the rotation I ended up finding when I had turned 60). The spam outside of it I had to learn from fellow SMNs in the game because all the darn rotations were outdated. D:

    Right?? I wish at the very least they'd put Ruin III back up to 200 potency and then buff Ruin IV to 300 or even 250. I died in my 1st run of O4 and my DPS tanked to something pre-60 because you can't touch Ruin III (or anything else useful) until your mana recovers and Aetherflow comes back. >_< Ideally I think potency would be fine though if they just halfed the mana cost of it.
    (0)

  10. 08-09-2017 02:48 AM

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