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  1. #21
    Player
    AceofRains's Avatar
    Join Date
    Jun 2011
    Posts
    832
    Character
    Raidrien Ascher
    World
    Hyperion
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Razen_Arghast View Post

    Edit: Do I need to mention Steel Cyclone's 30 sec cd and chance to stun when used in Combo? And skull sunder is 30 sec CD too. Proper arrangement.
    Warriors are meant to tank by offensive presence. These abilities make sense.

    We bards are meant to sings and support. We are not made for that kind of damage. Wait for RNG on that one.

    (On the subject of RNG, I question the validity of the musketeer job, I mean I know it can be made unique but is another ranged class... Hmm... I think RNG belongs with archer and barrage ya know? Just food for thought.)
    (0)

  2. #22
    Player

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    Mar 2011
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    61
    Quote Originally Posted by Coglin View Post
    Thats because, unlike yourself, were are not so greedy to "want more power" for one job or another to a point to throw off balance. Pally ability Spirit Within is on par with RoD, and the other 3 DoW jobs abilities cost 2k tp but have a 60 sec recast, which is 2x that of RoD. Thus making all the similar job added combo ability, damage only outside of combo. I will take 3k TP and 30 sec recast over 2k TP and 60 sec recast, anyday.
    And where exactly did I say I only want more power to 1 Job to unbalance the rest? I mentioned "More Power" through properly arranging the cooldowns and the skill order, not by having Rain deal Flare-level aoe damage on a 30 sec cd as a solo skill. The goal here is to have the skills properly arranged.

    What exactly would be so bad about having Rain combo off a starter or a mid-chain WS? You didn't comment on that part of my post. Do you deem it "too powerful" or something? Makes the class too DD oriented in your point of view?

    Argue please, don't just go around calling people greedy when you don't even support that "greedy" comment of yours.

    By the way, Spirits Within set at 2 min cooldown along with 3k TP cost is stupid too. I have voiced concerns about that before. Does that also make me "Greedy" for wanting to see it better tuned? Paladin will probably be in line for buffs soon by the way. I'm hoping for adjustments on Spirits.

    Dragoon's and Monk's Ring of Talons and Dragon Kick are on a 60 sec cd but they are also branching off from a mid-chain WS each. And they both have 1 more finisher in each of those chains so they can alternate the combo: Vorpal-Impulse-Talons and then Vorpal-Impulse-Chaos and then Talons is ready again to combo. Same with Monk and Pounce-Demolish-Howling and Pounce-Sucker-Dragon. So you don't actually have to blow that 2k TP to use them solo. You will almost always have their combo available for performing.

    Bard is actually the only Job along with Paladin to have their new WS "borked" CD and cost wise, and the ONLY Job to have a new finisher WS (Rain) Comboing off from another finisher (yes Quick Nock is a finisher. Being a second step only WS doesn't matter).

    Additionally, Heavy-Quick Nock is a straight-up DD combo. Rain is DD of course but also AoE and utility (stun). Support Job means you have utility to offer along with buffs, only your utility in this case is restricted by a 3min CD pure DD ability. Doesn't that strike you as odd?

    No matter how I look at it, Rain's combo spot seems misplaced and an oversight. My suggestions still hold:

    .Solo skill with a proper cd - AoE and chance to stun. Preferably no more than 2 min CD. May or may not have TP cost depending on CD and damage.
    .Have it combo after Leaden and keep it with 3k TP as it is now. Possibly adjusting its' CD to 60 sec?

    Gives you more options available than having to wait on Quick Nock's CD every time. You don't want more options?
    (0)
    Last edited by Razen_Arghast; 03-26-2012 at 04:41 AM.

  3. #23
    Player

    Join Date
    May 2011
    Location
    Gridania
    Posts
    1,302
    You said you want "more power" in specific reference to a bard ability, on a bard thread, and mentioned not a single word about how other jobs equavalent abilities need to be adjusted for more power. How else is that to be taken??

    As far as the weapons skill chain location of the ability itself, to me, it seems fitting that it is at the end of the chain, otherwise the next ability in line would negate the stun.

    Argue please, don't just go around calling people greedy when you don't even support that "greedy" comment of yours.
    If you do not wish to be deemed "greedy" don't be so specific in where you demand more power as you berate the rest of us for not demanding it.
    Additionally, Heavy-Quick Nock is a straight-up DD combo. Rain is DD of course but also AoE and utility (stun). Support Job means you have utility to offer along with buffs, only your utility in this case is restricted by a 3min CD pure DD ability. Doesn't that strike you as odd?
    Not really. We already have Leaden Arrow, Shadowbind, Gloom arrow in a quick combo that all provide utility in attacks. I appreciate having an solid AoE damage ability at my disposal when I need it.
    No matter how I look at it, Rain's combo spot seems misplaced and an oversight.
    No, you mean no matter how "YOU" look at it. Just because someone does not see it your way, does not mean they are looking at it incorrectly. Perhaps the devs feel having access to a decent size AoE stun that does solid damage as well is a little to OP for the ability. Particularly so, if you figure in the fact that where you would have it placed in the combo chain would give us full access to both the overall damage component and the AoE stun upon CD every time, while negating any TP to the ability at all. At that point somethings got to give. They will balance out by taking something else where, and I, personally do not want that.

    We cannot be a top DD, have a healthy utility HP buff for those incomming big primal attacks, buff TP and MP regen, give everyone acelerated movement rates, and increase everyones accuracy, all the while allowing use to do AoE damage and AoE stunn TP free every 30 seconds. Thats a little of a ridiculos expectation, and yes, down right greedy.

    Do I want more options? Certainly I do, I just don't want the options you appear to blueprint for use that will cost an evantual balancing issue, which in turn may cost me to lose a valued utility benefit later.
    (1)

  4. #24
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    Join Date
    Mar 2011
    Posts
    61
    Quote Originally Posted by Coglin View Post
    You said you want "more power" in specific reference to a bard ability, on a bard thread, and mentioned not a single word about how other jobs equavalent abilities need to be adjusted for more power. How else is that to be taken??

    As I mentioned in my next post I have a few gripes with other Jobs and some of their abilities too. This is a Rain of Death thread though, so I kept my post relevant to that. Other Jobs' abilities should be discussed in a different thread. I'm not trying to compare Jobs and abilities at the moment. Just keeping the discussion on Rain.

    As far as the weapons skill chain location of the ability itself, to me, it seems fitting that it is at the end of the chain, otherwise the next ability in line would negate the stun.

    My point/suggestion was to have it on a separate chain end altogether. As a finisher. Stun won't be negated that way. Also mentioned that CD/Damage/TP cost may or may not be adjusted depending on testing.

    If you do not wish to be deemed "greedy" don't be so specific in where you demand more power as you berate the rest of us for not demanding it.

    I'm neither "demanding" more power nor berate anyone for not "demanding" it. I'm not demanding anything for that matter. I'm simply in agreement with OPs' point of view about RoD. I'm not berating you or anyone else for not "demanding" power either. I do not agree though with downright shooting the thread and it's suggestions down without even providing counter-arguments. "I like how it is now" is fine but it doesn't provide any discussion ground or convincing anyone why it should be kept like it is now. You merely say you like it as it is.

    Not really. We already have Leaden Arrow, Shadowbind, Gloom arrow in a quick combo that all provide utility in attacks. I appreciate having an solid AoE damage ability at my disposal when I need it.

    Yes but the "problem" is you don't have that solid AoE damage (and possible stun utility) at your disposal "always when you need it" because it is more or less "bound" by a 3 min DD ability which is more or less used on CD, given it's high damage output. Again, see my second suggestion about having RoD not combo off from Quick Nock.

    No, you mean no matter how "YOU" look at it. Just because someone does not see it your way, does not mean they are looking at it incorrectly. Perhaps the devs feel having access to a decent size AoE stun that does solid damage as well is a little to OP for the ability. Particularly so, if you figure in the fact that where you would have it placed in the combo chain would give us full access to both the overall damage component and the AoE stun upon CD every time, while negating any TP to the ability at all. At that point somethings got to give. They will balance out by taking something else where, and I, personally do not want that.

    Last time I checked "The way I see it" means exactly that. The way I see it. Kinda stating the obvious here? Of course it's my opinion and "the way I see it" and I never stated different opinions are wrong. I did support my opinion with a reasoning behind it though. And about its' combo placement, that would be the point of having the ability in the first place. When its' CD is over you use it "properly" to have its' full effect (Still have to combo it after 2 other skills, TP is not negated totally). If you think its' effects are a little too OP then that means the ability itself was not adjusted properly in the first place. Placing an external limiter to it through the cooldown of another ability is a pretty poor way to design it.

    We cannot be a top DD, have a healthy utility HP buff for those incomming big primal attacks, buff TP and MP regen, give everyone acelerated movement rates, and increase everyones accuracy, all the while allowing use to do AoE damage and AoE stunn TP free every 30 seconds. Thats a little of a ridiculos expectation, and yes, down right greedy.

    I don't think being able to use RoD in combo sooner than it can be used at the moment would make Bard OP/a top DD/make it outshine other DDs. It just frees up/separates your damaging and utility combos leaving you free to choose whether you wanna push single target damage or AoE/Stun a group down. If you still deem it too powerful CD could be easily adjusted to 60 sec. Even with a 1 min CD it still will be more readily available than it is in its' current state with that 3k TP cost and 30 sec CD.

    Do I want more options? Certainly I do, I just don't want the options you appear to blueprint for use that will cost an evantual balancing issue, which in turn may cost me to lose a valued utility benefit later.
    I'm not trying to blueprint anything. I'm suggesting tweaks to the ability and give my reasoning behind them. If you'd like more options give us your suggestions so we can discuss them too. Lastly, you can't claim to be sure my tweaks will cause a balance issue since 1. They would be tested by the devs first 2. We would have to test the changed ability ourselves to see if it actually does unbalance Bards' power levels. Which I doubt it would by the way. And you wouldn't have to lose any valued utility later on because if the changes do not work it's simple enough to revert them and leave RoD as is or go about it a totally different way.
    (1)
    Last edited by Razen_Arghast; 03-26-2012 at 04:37 AM.

  5. #25
    Player
    Peptaru's Avatar
    Join Date
    Mar 2012
    Posts
    897
    Character
    Tarragon Lai
    World
    Ragnarok
    Main Class
    Fisher Lv 50
    Cuz if it makes bard overpowered everyone would line up to say "change it back, its too OP!".... yaright. AoE stun every three minutes suits a support role fine. Wanna cut the timer? make it single target, then people complain that it should still be AoE. I can see no valid reason to change RoD or QN timers.
    (0)

  6. #26
    Player

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    Mar 2011
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    61
    Quote Originally Posted by Peptaru View Post
    Cuz if it makes bard overpowered everyone would line up to say "change it back, its too OP!".... yaright. AoE stun every three minutes suits a support role fine. Wanna cut the timer? make it single target, then people complain that it should still be AoE. I can see no valid reason to change RoD or QN timers.
    Of course the devs would change it on their own. Not wait for people to actually ask for it to be toned down.
    (0)

  7. #27
    Player Riv's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    1,107
    Character
    N'aivir Alexaire
    World
    Hyperion
    Main Class
    Lancer Lv 70
    It's a powerful move. Leave it the way it is.
    (0)

  8. #28
    Player
    GinTama's Avatar
    Join Date
    Mar 2011
    Posts
    722
    Character
    Strawberry Dragon
    World
    Phoenix
    Main Class
    Arcanist Lv 61
    looooooooooooooool rain of death is not meant to be repeatedly used, the combo option is nice, and the 30 sec recast is good for solo use
    (0)

  9. #29
    Player
    Riffy's Avatar
    Join Date
    Dec 2011
    Posts
    93
    Character
    Gil Witten
    World
    Exodus
    Main Class
    Marauder Lv 50
    No, none of you know what you're talking about.

    I need RoD on :30 timer and 1000 TP cause it just rocks, thanks.
    (0)
    Last edited by Riffy; 04-16-2012 at 11:13 PM.

  10. #30
    Player
    StateAlchemist's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    359
    Character
    State Alchemist
    World
    Excalibur
    Main Class
    Goldsmith Lv 55
    They are adding in Store TP + Acc materia for hands in 1.22. I can see a lot of BRDs using this. With a good double/triple meld this will probably increase your TP gain enough to where you can use this more often (even with the 3k TP cost).
    (0)

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