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  1. #1
    Player
    Val_Rhys's Avatar
    Join Date
    Mar 2011
    Posts
    59
    Character
    Val Rhys
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    I think people are bringing up a lot of good points but it seems the extreme opinions are screaming the loudest.

    The bottom line is, balancing is still required. I don't think that's arguable. Though, despite the rabid response of the player base, I actually think the game/classes are in better balance after this update in comparison to what it was beforehand. THMs were so senselessly overpowered, it was absurd. And ARC mechanics were similar but not only was ranged attack favoured, it was more powerful.

    Currently, my major concern for battle is the ranged attack situation. SE has seemed to fundamentally missed the point that as long as ARC does similar damage to the other dps classes, they will always be favoured so long as they design fights with no penalty for standing at range and avoiding all the AoE attacks that melee classes are susceptible to. It's actually amazing they don't see this.

    EDIT: For all the people who are telling players to equip cure/sacrifice to preserve themselves, is that what we really want in a game? That's a serious question. I personally don't like the idea. I would rather have classes play a characteristic role (heal, dps, tank, etc.) than have everyone with the ability to cure a bit, dps a bit, tank a bit, etc. I know it's not quite that simple, but the point stands.
    (3)
    Last edited by Val_Rhys; 07-24-2011 at 08:32 AM.

  2. #2
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    865
    Quote Originally Posted by Val_Rhys View Post
    I think people are bringing up a lot of good points but it seems the extreme opinions are screaming the loudest.

    The bottom line is, balancing is still required. I don't think that's arguable. Though, despite the rabid response of the player base, I actually think the game/classes are in better balance after this update in comparison to what it was beforehand. THMs were so senselessly overpowered, it was absurd. And ARC mechanics were similar but not only was ranged attack favoured, it was more powerful.

    Currently, my major concern for battle is the ranged attack situation. SE has seemed to fundamentally missed the point that as long as ARC does similar damage to the other dps classes, they will always be favoured so long as they design fights with no penalty for standing at range and avoiding all the AoE attacks that melee classes are susceptible to. It's actually amazing they don't see this.

    EDIT: For all the people who are telling players to equip cure/sacrifice to preserve themselves, is that what we really want in a game? That's a serious question. I personally don't like the idea. I would rather have classes play a characteristic role (heal, dps, tank, etc.) than have everyone with the ability to cure a bit, dps a bit, tank a bit, etc. I know it's not quite that simple, but the point stands.
    In a small party without a healer, my friends would often use Cure/Sacrifice to heal each other and themselves. This was a very useful tool.

    In regards to Archers, they aren't a major problem. The real problem is how the mobs behave in response to being attacked by a squad of archers, versus the melee players. As it is now in Dzemael Darkhold, there are no targeted attacks intended to discourage ARC kiting, but the major problem is in how difficult it is to produce results as melee combatants, versus Archers.

    In that sense, it would be more prudent to simply retool the Ogre's bestiary - change their skillsets, alter them, and rebalance them so that they consider all classes fair game, rather than just punishing the crap out of melees.
    (0)

  3. #3
    Player
    Val_Rhys's Avatar
    Join Date
    Mar 2011
    Posts
    59
    Character
    Val Rhys
    World
    Sargatanas
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by SilvertearRen View Post
    In a small party without a healer, my friends would often use Cure/Sacrifice to heal each other and themselves. This was a very useful tool.
    I understand that and I understand it's a very powerful tool. That's what bothers me. I dislike having every class with the ability to cure themselves via MP and cure spells that make little sense in the context of the class role.

    The rest I agree with you on in regards to ARC. There are a lot of ways around the problem. Whether that's adjusting ranged potency or retooling monster attacks to punish them equally with other melee, something needs to change though.
    (1)

  4. #4
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    865
    Quote Originally Posted by Val_Rhys View Post
    I understand that and I understand it's a very powerful tool. That's what bothers me. I dislike having every class with the ability to cure themselves via MP and cure spells that make little sense in the context of the class role.

    The rest I agree with you on in regards to ARC. There are a lot of ways around the problem. Whether that's adjusting ranged potency or retooling monster attacks to punish them equally with other melee, something needs to change though.
    If something is going to change, I'd prefer to see Twisting Vice's original potency restored, and some of the Ogre's abilities reduced slightly. The way Twisting Vice used to be, it was able to nuke an enemy's accumulated TP completely and without discrimination.

    If Twisting Vice had remained intact, it would have meant Lancers would be an absolute-must in Dzemael Darkhold, because of their TP-nullification/suppression capability. And THAT would have opened the door to allowing other classes to participate.

    Pre 1.18, Lancers were perfectly balanced as support classes. Now? They're just derplancers, incapable of taking on endbosses and failing so hard at what they were supposed to do best: suppress the enemy.
    (2)
    Last edited by SilvertearRen; 07-24-2011 at 08:50 AM.