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  1. #31
    Player
    Frein's Avatar
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    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Demacia View Post
    15 minutes is two uses per primal fight. Let's assume here that PLD "2 hour" generates mass enmity and DD's deals insane damage. Bam you just abused low CDs on your absolute strongest move to get a ridiculous early advantage AND have it ready halfway through the fight. 4 uses per dungeon? HOW CAN YOU LOSE? Let's just take the DDs with the strongest 2 hours and spam those.

    Don't think about the way FFXIV is currently set up. Think about the future.
    Encounter difficulty is a function of both player strength and enemy strength. You can't assume that simply because players have access to ability X, all PVE encounters must be easy. What if Ifrit had an ability that he uses twice per fight that is guaranteed to one-shot the tank unless he has Invincible on? What if he also regularly wiped his hate list? Suddenly the FFXI Invincible on a 15 min cooldown doesn't sound that backbreaking, now does it?

    Quote Originally Posted by AdvancedWind View Post
    Here's the catch, we're assuming things at this point. Yes, if the skills are incredibly powerful, their cooldown and / or costs should be increased accordingly, I agree with that.
    I think you're looking at this from an irrelevant perspective. It doesn't really matter how strong they are in relation to their cooldowns. Long cooldowns on useful abilities are always detrimental to game balance simply because they create very infrequent spikes of player power. The encounter designers have to then decide if they want to balance the encounter around people having the cooldowns ready or not. It should be obvious why this is bad. Additionally, PVP content is coming and people aren't going to like fights always being decided by who has more super abilities ready.
    (0)

  2. #32
    Player
    syntaxlies's Avatar
    Join Date
    Jun 2011
    Location
    uldah
    Posts
    4,043
    Character
    Syntax Lies
    World
    Hyperion
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by SnickleWhiskers View Post
    2 hours would be such a terrible idea. I agree that they should be roughly 15 minutes at most. Love if it convert was more like 5 minutes or so.
    i think convert shuold be 1 min or 90 sec beings that con already has a nice ability get get mp back.
    (1)

  3. #33
    Player
    AdvancedWind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Rutelor View Post
    I don't agree with the once-per-instance-run timer. That is like playing poker with 6 jokers per pack. To that request I would answer: "Learn how to play; die many times and progress." For the rest of the reasoning go to this thread.

    R
    Except this is more like people (incluiding you) thinking Solitaire will abide to the same rules as poker just because the cards used are mostly the same.
    (1)
    Last edited by AdvancedWind; 01-04-2012 at 02:49 AM.

  4. #34
    Player
    NoctisUmbra's Avatar
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    Mar 2011
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    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by syntaxlies View Post
    i think convert shuold be 1 min or 90 sec beings that con already has a nice ability get get mp back.
    I agree. Considering current MP costs, Max MP values, regen rate as well as tools available to THM to regain MP - I honestly expect Convert to have a CD no longer than 120s. That being said, it depends greatly on the potency of the MP regen effect the BRDs will be dishing out. If the refresh effect is very potent, then I could understand a higher Convert CD as it would become more of a clutch-ability. If the refresh effect is not amazing, then a lower Convert CD is to be expected.

    I would be fine in both scenarios, however I sincerely hope they keep that balance in mind. Considering the obvious party-focus of the design on Jobs, I expect it to be the former case with a considerably high CD on Convert. Probably something like 5-10 minutes.
    (0)

  5. #35
    Player
    nasomi's Avatar
    Join Date
    Aug 2011
    Location
    Limsa
    Posts
    644
    Character
    Pocket Hockey
    World
    Gungnir
    Main Class
    Marauder Lv 50
    It was a 2hr to indicate that it was a last chance effort, 2hr to try not to die(or in nin's case, 2hr and die). It wasn't meant to be used on a regular basis, as they were generally very over-powered. Look at smn and astral flow. that ability was widely abused and was the difference between a fight being easy and a fight being difficult. tough bcnm/ksnm? hell bring 2 smn, it will be easy. I'm ok with 2hr.
    (0)
    http://www.pocket-hockey.com <-My ffxiv adventure!

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  6. #36
    Player
    AdvancedWind's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,651
    Character
    Ashley Zeibel
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Frein View Post
    I think you're looking at this from an irrelevant perspective. It doesn't really matter how strong they are in relation to their cooldowns. Long cooldowns on useful abilities are always detrimental to game balance simply because they create very infrequent spikes of player power. The encounter designers have to then decide if they want to balance the encounter around people having the cooldowns ready or not. It should be obvious why this is bad. Additionally, PVP content is coming and people aren't going to like fights always being decided by who has more super abilities ready.
    I completely agree with you. However, if they ever implement very powerful abilties, there has to be some kind of limit on how and when said ability can be used. Long cooldowns are one way, Limit Break-like is other, requiring a quest to unlock a single use before being able to do it again is other, etc, etc.

    Just mentioned that because most people complaining about these skills are, in fact, assuming we're gonna have abilities equivalent to the XI 2-hour abilities in both power, effectiveness, strategic importance and overal I-win-buttonness but on a much lower cooldown, which would indeed be very unbalanced unless they completely tune encounters around them.

    The point is, we do not know if that's gonna the case. It sure could be and I will be against that if it is, but QQing about the timer without the proper knowledge of how they work is simply "wrong"
    (1)
    Last edited by AdvancedWind; 01-04-2012 at 03:14 AM.

  7. #37
    Player
    NoctisUmbra's Avatar
    Join Date
    Mar 2011
    Posts
    2,546
    Character
    Noctis Umbra
    World
    Excalibur
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by nasomi View Post
    It was a 2hr to indicate that it was a last chance effort, 2hr to try not to die(or in nin's case, 2hr and die). It wasn't meant to be used on a regular basis, as they were generally very over-powered. Look at smn and astral flow. that ability was widely abused and was the difference between a fight being easy and a fight being difficult. tough bcnm/ksnm? hell bring 2 smn, it will be easy. I'm ok with 2hr.
    I'm completely against something like that. Any skill that trivializes otherwise challenging and engaging content is a big no in my book. I'd rather have relatively weaker skills coupled with relatively lower cooldowns. A skill with a 2hr cooldown is just ridiculous.
    (1)

  8. #38
    Player
    Zantetsuken's Avatar
    Join Date
    Mar 2011
    Posts
    1,979
    Character
    Siorai Aduaidh
    World
    Leviathan
    Main Class
    Conjurer Lv 50
    Most people never used their 2hrs except in BC or other big fights - I'd rather have abilities that are slightly toned down from the power of the old 2hrs, but have a ~30min cooldown and are more practical for normal play.

    Although, if the Primal summoning happens the way Yoshi has hinted at, it will be the ultimate "2hr" (more like 2 week) ability for this game.
    (2)

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