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  1. #1
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by Volsungr View Post
    all in all, it doesn't change that they still need to change the number whichever skills they are planning to bring in when blue mage gets implemented to real job. it's just a matter of how much should they change? i'll stand by my opinion that insta kills/hp% reduction is a no no. as for mobility, rdm has some gap closer/gap maker so it's still make sense blu will have some.
    Theres nothing inherently wrong with the idea of instant kill/ percentage kills in a multiplayer setting they just need to adhere to certain balance aspects. They already only work on some adds and dungeon bosses, so they wouldnt be too overpowered overall, but their main balance point is they are spammable, give them a cooldown or a rescource cost and theyre suddenly a lot less effective, especially if their success rates scale with enemy health.
    (2)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
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  2. #2
    Player
    JiSH's Avatar
    Join Date
    Jun 2019
    Posts
    48
    Character
    Camouix Nidhogandr
    World
    Kujata
    Main Class
    Lancer Lv 80
    Quote Originally Posted by ReiMakoto View Post
    Theres nothing inherently wrong with the idea of instant kill/ percentage kills in a multiplayer setting they just need to adhere to certain balance aspects. They already only work on some adds and dungeon bosses, so they wouldnt be too overpowered overall, but their main balance point is they are spammable, give them a cooldown or a rescource cost and theyre suddenly a lot less effective, especially if their success rates scale with enemy health.
    i think they meant in a normal job situation, of course instakill/percentage skills are a no no, to be fair instakill was already a bit of a problem with FATE farming, but then again as they are now i don't think they can do anything about it
    (1)

  3. #3
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by JiSH View Post
    i think they meant in a normal job situation, of course instakill/percentage skills are a no no, to be fair instakill was already a bit of a problem with FATE farming, but then again as they are now i don't think they can do anything about it
    No, Im arguing that in a normal job situation instant kills can be balanced.

    As a breakdown, current doom only works on trash, adds, ARR fates (doesnt work on HW fate bosses) and some dungeon bosses. Looking at adds and raid bosscategories as they are the most important to balance:

    Adds: Adds which instant death works on are adds which being generous are only alive for 30s. Now there is a few ways that this can be balanced working in tandem, cost and success rate. Giving these spells a cost in the form of a rescource meter or a cooldown will severly curb their "OP"-ness as not being spammable means if they miss on their cast then its essentially wasted time and you've actively detrimented yourself and your team by casting it. Following this is success rate, currently the success rate of doom and tailscrew are around 10%, meaning it would take about 25s of the add being alive on average for either of these to land, on an add that only lasts 30s if bursted down, the outliers here are missile and level 5 death which have much higher success rates. How do you make skills like this more reasonable? Scaling hit chance, which is already implemented in the eureka/bozja version of these spells, where their success rate scales with how much health the enemy has remaining. Making these skills work like this even robust enough that its not considered OP when used in a fighting game like smash its not considered cheap/unbalanced, because most of the time you had taken enough damage already that dying like that seems fair, and the times it works when the enemies health is higher are such ouliers that it would be fun if it happened, but not something you can rely on. Dungeon bosses by extension would be mostly fine under this system, as its usually only 1 boss per dungeon (if that) that can be doomed, and if the boss had to be low anyway for your spell to work, you're only going to shave a few mins tops off your run on average.

    I wrote about something similar to this in this thread: https://forum.square-enix.com/ffxiv/...job-writeup%29
    (1)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

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