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  1. #1
    Community Rep
    Join Date
    Apr 2011
    Posts
    509
    The "Enhanced Enfeebling Magic" trait will indeed affect the enfeebling effects associated with debuffs caused by the newly adjusted spells such as the "Heavy" effect from Blizzard, "Bleed" effect from Aero, and so on.

    The enfeebling effects will be affected in the following ways:
    • Enfeebling effect resistance
    • "Bleed" effect potency
    In regards to the actions (like weapon skills) that have enfeebling-related effects, there is a "resist" check against your enhanced enfeebling magic, but since you receive a bonus from this, we made adjustments that allow you to land enfeebling effects even if your base enhanced enfeebling magic is low.

    We'll continue to look into adjustments for the fact that there is a resist check with enhanced enfeebling magic and not magical accuracy, and its influences on effect potency and effect duration on things other than Bleed.
    (21)
    Bethany "Rukkirii" Stout - Community Team

  2. #2
    Player
    MugenMugetsu's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    334
    Character
    Mugen Mugetsu
    World
    Mateus
    Main Class
    Bard Lv 60
    Since I have the opportunity to reply to a Community Rep I would like to ask that SE please give us back our enfeebling spells (Slow, Blind, Paralyze, Silence, etc.). In critical situations and important, time consuming battles such as primal fights, stronghold raids/NM kills, etc., it is imperative that we have the ability to cast our enfeebling spells exactly as we were able to do so before Patch 1.20. It is very important that we have the ability to cast these spells and toggle AoE on or off just as we were able to do so before 1.20. Please give us back Slow, Paralyze, Blind, Bind, Silence and AoE sleep. Having to worry about whether or not an enfeebling spell is going to proc when I cast an attack spell on a mob is a worry I shouldn't have to have. As players we need to have the ability to directly cast these enfeebling spells with the ability to toggle AoE on or off. For example, if my LS is raiding/farming a stronghold and we have upwards of 8 mobs on us it is very important that the mages be able to enfeeble those mobs as much as possible to reduce the damage and threat they cause the members of my LS that are fighting them. If necessary, in some situations, it is imperative that we are able to AoE sleep the mobs to give us time to kill the mobs we are able to deal with and then move on to the sleeping mobs. I don't have to explain this to you if you also play the game. I'm sure you understand my concern here. If sleep has been cast on a mob, it is not wise to only allow players the ability to enfeeble that mob, to reduce it's threat to other players when it wakes, by having to cast attack magic on the mob which will wake the mob. I'm HIGHLY disappointed that SE did away with Silence, Slow, Paralyze, Bind, and Blind as direct enfeebling spells in and of themselves. Enfeebling is one of my favorite things to do as a mage but this new system of enfeebling through attack spells, or weaponskills, shows no sign of improvement to the game, or gameplay, whatsoever. If there is any way that this information can be relayed to the development team it would be greatly appreciated as I've heard that they welcome player feedback. Thank you for your time. I hope you can make a difference because if you can it will be GREATLY appreciated!!
    (2)
    Quote Originally Posted by 314159265358979323846264338327 View Post
    Oh boy, I can't wait for the update where Ramuh drops out of the sky like "sup dawg, we gon fight up in dis tree to see who da most swoll in da woods".
    "Be excellent to each other."