Nerfing is necessary what I meant in mine was instead of lowering the damage, why not increase everything else to balance it out, making it so those weaker jobs feel like they got stronger while the job that was already strong staying the same so they don't feel like they got nerfed. It's probably easier to program/adjust nerfing that one thing but I remember it demotivated some players I had in the linkshell back in the XI days.
Hopefully, however I still feel like they're missing the point about how it's us taking damage and the current enmity algoritim that's the issue, not our DPS. Since if you fail to cancel out an Inferno Drop (Not sure if it's based on luck, timing, amount of damaged while the Ogre "readies" it, or something else) you're as good as dead. Since if someone uses Curaga they'll more than likely get the attention of the Ogre, which will cause more complications.
Last edited by Corrderio; 08-04-2011 at 03:49 AM.
Yah, good point Corrderio.Hopefully, however I still feel like they're missing the point about how it's us taking damage and the current enmity algoritim that's the issue, not our DPS. Since if you fail to cancel out an Inferno Drop (Not sure if it's based on luck, timing, amount of damaged while the Ogre "readies" it) you're as good as dead. Since if someone uses Curaga they'll more than likely get the attention of the Ogre, which will cause more complications.
In the case of Ogre, looking at it from the perspective of a Lancer, Pugilist or Marauder (Melee DoW), it's really about potentially poor Boss Design mixed with unfinished Class Re-Design.
As that JP poster said, Melee are forced to fend for themselves sometimes. Inferno Drop being made into a multi-direction AOE attack is something that sounds cool in theory (i.e., a "classic Boss Move"), but seeing it in execution, Melee DoW get badly hurt by it.
Of course some methods to counter that are trying to cancel / stun the Inferno Drop, or Melee running out of the way and running back in, or Melee having cross-Class skills to help mitigate some of the damage. Those are all viable, and help, but as you and the JP poster said, it doesn't balance it out if they're not timed right / get hit by one: It causes someone to have to use more Cures pull away from the fight.
Hence, why Archer / Mages (Ranged Attacking) is more desirable.
I think if part of Matsui's response is making it so Melee DoW do increased damage / have more interesting skills to help counter that situation, then it could be better (e.g., say, Pugilist gets significantly enhanced Evasion skills (that work better than what they have now), that could make it so they can stay "close" to AOE'ing Bosses better and deal fast damage); or Lancers have a restored Twisting Vice to better reduce Boss TP, "stun locking" the Boss, etc.).
I've run through Dzemael with Melee DoW before, and it's possible, but it can be more inconveniet than using all Ranged. We'll see where 1.19, 1.20 go with this. I'm interested and hopeful.![]()
I'm also wondering why each boss encounter is just one big baddie, it sucks that you're pretty much encouraged to only have one tank even though a full party gives you 8 member slots.
Besides them just not finishing class balancing and just bringing out the nerf bat, another problem is there are no real ways to interrupt an enemy specials besides hoping your WS interrupts the attack. Marauder has an interruption skill... on a 2m recast, probably 3 mins when used cross class. It's totally useless. In WoW every class had an interrupt skill of some kind on decent cooldown of 20s or less. Even though I hate WoW, at least they balanced the classes out eventually. It did take them a good amount of time to do it (like... 3 years or more), and as they always do, they are constantly making changes to class skills and balancing. But I hope SE will get it down faster.
Nerfing one or two classes, by tweaking a few damage values or skills, is vastly easier and, therefore, less time-consuming than adjusting health values for every monster in the game in the correct proportions to a buff. It may make the players feel good but just delays more important things.
yep that is trueNerfing one or two classes, by tweaking a few damage values or skills, is vastly easier and, therefore, less time-consuming than adjusting health values for every monster in the game in the correct proportions to a buff. It may make the players feel good but just delays more important things.![]()
Not sure this issue will ever be addressed to the satisfaction of the gentlemen who left this post. Because, there will always be one 'best' way to do something and it is up to the players to learn how to manage their skills/abilities to fit the situation. That being said, there are some things the dev. team can take to promote a balanced approach. Assuming they know the 'best' approach in development (1 tank, ranged dps, and healers), they can make changes such as make the monster weak to axe attacks, or stunned by lancer attacks (trammel), etc to promote innovative approaches.
P.S. Anyone remember that JP LS that did a full Monk 'Divine Might' fight? Sure the video is still out there.
LOVE the fact that they aren't going to do anything about AOESo easy to avoid and people need to also learn to interrupt them as well (This is ridiculously easy on ogre lmao). Whiners will obvious still whine about this cause they actually gotta watch where they step(VERY simple) and do something as simple as interrupting a LONG cast time aoe like ogre's lol... Thanks for the translation ^^
~Rationality falls quite short for those living in their own world~
"See the world for what it is, not for what you want it to be!"
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.