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  1. #16
    Player
    Zyneste's Avatar
    Join Date
    Jan 2016
    Posts
    389
    Character
    Zyneste Azurox
    World
    Gilgamesh
    Main Class
    White Mage Lv 80
    Quote Originally Posted by BillyKaplan View Post
    Sophia's arena is pretty unique in structure because it's a rectangle where the party and the boss start off pretty close to each other, closer than in any encounter that comes to mind. It's an issue with the arena, and some bards not having the mental aptitude to realize they shouldn't use it in such close proximity to the boss. Yoshi apologized; still players' faults.
    Your example of Fluid Aura doesn't support it any, either. Knockback skills were and still are an absolute pain in the neck for tanks, and to melee dps who have to chase after the add. Those complaints were very valid and removing damage from knockback skills to discourage people using them all the time was welcome. I'm sure your parse won't suffer too much as a result.



    Pets and summons are managed in different way than player characters. If players walked into a boss arena where most MCHs place their turrets, should they not agro the boss, too, because the turret didn't?
    The answer is: that's a turret. This is a player character. Different management systems.
    All other pets generate aggro from their presence alone. So its not that cookie cutter. Saying "Its a pet. It has different rules." is not valid.

    What about in "open world" content like Pagos. A bard smashes their face into a wall to get foe requiem up and still manages to pull a sprite 19 yalms away from themselves while chaining dragons. Answering "Git gud" is essentially saying "Don't use the skill in this situation at all for the whole time you're in here" instead of asking "Why didn't SE design the skill to better perform its job" instead of bending over backwards to compensate for it. Same thing in fates/NM. Don't play Foe Req if there are any adds coming, because with your luck no tanks are going to keep the mobs off of you.

    Multiple skills were adjusted because they were negatively affecting gameplay causing players to make similar compensatory behaviors. Most skills that could stun or Silence were removed and the effects placed in role skills so that they weren't spammed causing early resistance gain. Was this a huge issue? No, but it was enough for the devs to address it.
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    Last edited by Zyneste; 09-02-2018 at 06:54 PM.