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  1. #61
    Player
    Preypacer's Avatar
    Join Date
    May 2011
    Location
    Gridania of course!
    Posts
    1,163
    Character
    Perrina Avolara
    World
    Coeurl
    Main Class
    Archer Lv 21
    Quote Originally Posted by Verecund View Post
    They need to either design fights to counter over-stacking or have something unique and valuable that class or role can bring to the fight (they should probably do this through traits). Or they can go the easy route and add an enrage timer to balance for (which I don't particularly favor :P )

    Sadly, if their future designs have these flaws it will no doubt end up in more exploitation and trivialization.
    I was thinking of this earlier... What are ways that a fight can be created so as every type of role is helpful/useful and none need be left out in favor of "an optimal build", because having each role present - whatever the specific classes/jobs - *would* be the optimal approach.

    Give every class/job a role to play in a given fight, and no one will have to be arbitrarily left out.

    One example could be the necessity of close-up DD'ers to do some kind of specific damage to the mob which then weakens its defense against ranged DD... Or ranged (archers) using specific attacks to blind it temporarily so its accuracy is greatly reduced for a time; mob can't hit you if it can't see you. Or, perhaps have mages use certain spells at certain points in the fight to lower its resistance to certain types of attacks by all DD, ranged or otherwise,,etc. etc.

    There could be a phase where the direct DD'ers aren't even really doing any damage to the boss themself, but are inflicting some kind of status or interrupt on it through their attacks which enable the mages to do their job more effectively... This way, they're still important in the fight, and it really doesn't matter if you're a PGL a LNC or even a RNG character... you can fulfill that role.

    And to keep it from getting repetitive and boring, have the fight change up through different stages where each role is given a different task to fulfill in helping to bring it down. Instead of it following the same phases in sequential order, fight after fight, have it randomly phase from one to another and so the players have to be on their toes and pay attention when it happens.

    There could be more strategy in terms of weakening the boss's defense/offense in order to decrease its damage and increase the damage it takes (besides debuff spells), instead of it being about "using the optimal party setup to do the most DD in order to kill it as quickly as possible". Devise ways that the fight is handled indirectly, instead of always through straight, direct damage dealing.

    Remember how in Promyvions in XI, you had the different Animas that could be used at different points int he fight to help influence the boss's behavior? Something along those lines... but not exactly in that way.

    This way, every role is important and every class has a use.
    (1)
    Last edited by Preypacer; 08-05-2011 at 08:23 AM.

  2. #62
    Player
    Cichy's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    515
    Character
    Lucy Lestat
    World
    Hyperion
    Main Class
    Goldsmith Lv 50
    His response needs more "crystal tools limitations"
    (1)

  3. #63
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Rydin View Post
    A good point was raised though... do we think Musketeer will be as powerful and useful as archer?
    I'm hoping for a more element based War class. Traditionally there have been gunner classes from FF games have relied heavily on elemental damage. It would at least make them unique and potentially require more skillful play.
    (1)

  4. #64
    Player
    Spectre's Avatar
    Join Date
    Mar 2011
    Posts
    84
    Character
    Krystan Windspirit
    World
    Excalibur
    Main Class
    Miner Lv 50
    Quote Originally Posted by Neptune View Post
    I'm having fun with the game actually.. I'm trying to do what I can and make suggestions to improve the game so that it can be enjoyed beyond a narrow niche.
    I had to laugh... kept refraining from posting the whole thread until this.

    So just to understand, you start the "suggestion" thread with a huge insult, followed by a half hearted thank you.

    Then you continue to post an unofficial translation from which you paraphrase into a different context instead of the official translation posted by a community rep which states the response from the dev team in a manner that you can't manipulate as easy http://forum.square-enix.com/ffxiv/t...l=1#post274028.

    Then you single out one statement and assume that it can only mean one thing, and then berate the guy based off your assumption about class balance and battle systems that they have stated haven't been finished yet.

    Then you throw in your real concern, (high mp cost of cures) which you could have just stated in the first place instead of trying to belittle the first pass efforts of the dev team for five paragraphs.

    And this is your tactic for posting a "suggestion"?

    Good luck with that, I'm sure it will be well recieved.

    Strategy works two ways, players might need to adjust to class mechanics, class damage might need to be tweaked, or the mechanics of the fight might need to be changed to increase risk to ranged classes. It' doesn't nessecarily mean "you need to learn to play", and your implication that they ment that is fairly rude, considering right after that statement they say they are monitoring it and will address it, saying again afterwards that more changes are inbound.

    Quite simply, you are mad about the mp cost, and see it as the root of all evil, and trying to blame it on someone. I don't like the higher costs either. The differance is that I'm not assuming that it's now set in stone and I need to insult and berate people to get it fixed my way. I don't assume my way is the only way to fix it. I realize that the game is probably at it's most unstable state right now since release with classes changed and jobs not yet put in. Maybe a whitemage job gets 50% cure mp reduction? I don't know, neither do you.

    Your over-reacting and lashing out. Step back, state your "suggestion" in a more repectful tone, and then wait and see what happens.
    (13)

  5. #65
    Player
    JBFire's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    15
    Character
    Maldren Stratovarius
    World
    Cactuar
    Main Class
    Dark Knight Lv 57
    Neptune, I mean this in the nicest way possible, I think you need to take a break from the game and these forums.

    The game isn't complete right now and there are issues but nothing in this thread is being brought up for the first time. It's good to give feedback and something definitely needs to be changed for the situation as it stands with regards to bringing equal classes, but making more and more of these threads isn't going to help. The devs (as evidenced by your own quote of the translations from Matsui) are aware of the complaints and from the sounds of it (melee buffs/looking at how AoE works vs Melee) are steadily working on correcting some of the balance.

    A little after 1.18 was released, I went on vacation, have gotten back and you are still making new threads while whining about the same stuff as before I left. Your thread title is completely misrepresenting what Matsui is actually attempting to put forth in his comments. You are blowing this completely out of proportion and attempting to catch the developers in a "gotcha!" quote where you feel like you have been wronged. It's petty and immature.
    (5)

  6. #66
    Player
    AarosLunos's Avatar
    Join Date
    Mar 2011
    Posts
    197
    Character
    Aaros Lunos
    World
    Hyperion
    Main Class
    Armorer Lv 50
    Quote Originally Posted by JBFire View Post
    Neptune, I mean this in the nicest way possible, I think you need to take a break from the game and these forums.

    The game isn't complete right now and there are issues but nothing in this thread is being brought up for the first time. It's good to give feedback and something definitely needs to be changed for the situation as it stands with regards to bringing equal classes, but making more and more of these threads isn't going to help. The devs (as evidenced by your own quote of the translations from Matsui) are aware of the complaints and from the sounds of it (melee buffs/looking at how AoE works vs Melee) are steadily working on correcting some of the balance.

    A little after 1.18 was released, I went on vacation, have gotten back and you are still making new threads while whining about the same stuff as before I left. Your thread title is completely misrepresenting what Matsui is actually attempting to put forth in his comments. You are blowing this completely out of proportion and attempting to catch the developers in a "gotcha!" quote where you feel like you have been wronged. It's petty and immature.
    Neptune is a troll, he will never stop posting here because he feels entitled too. Its probably best to ignore his posts. But I do enjoy laughing at them though mainly due to his feigned ignorance.
    (1)

  7. #67
    Player
    odette's Avatar
    Join Date
    May 2011
    Location
    Gridania
    Posts
    188
    Character
    Kaoru Okada
    World
    Hyperion
    Main Class
    Rogue Lv 90
    i do dungeon 45 with marauder tank and we complete it
    idk the readon why people wanna nerf arc???
    arc is expensive
    for melee clases damage is free
    the solution, not nerf arc, put melee clases buff for damage mitigation
    (0)

  8. #68
    Player
    Murugan's Avatar
    Join Date
    Jul 2011
    Posts
    1,297
    Character
    Murugan Raj
    World
    Leviathan
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by odette View Post
    i do dungeon 45 with marauder tank and we complete it
    idk the readon why people wanna nerf arc???
    arc is expensive
    for melee clases damage is free
    the solution, not nerf arc, put melee clases buff for damage mitigation
    Or... neither of those solutions. Simply continue to give Melee other useful roles and ways of increasing their damage while using existing mechanics to manage AOE damage. Which is what they seem to be doing.

    /clap Matsui
    (0)

  9. #69
    Player
    VydarrTyr's Avatar
    Join Date
    Mar 2011
    Posts
    612
    Character
    Vydarr Tyr
    World
    Hyperion
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Sigtyr View Post
    The reason why Archers are chosen over Melee is quite simple.

    Archer do just as much, if not more, damage than melee, without having to interrupt themselves to avoid AoE or put themselves at risk of being struck by said AoE. I've learned that the best place for a non-gladiator melee was on the sides of the Void Slave, however with Inferno drop, you still need to stop DPSing and move out of it's range. Archers have just as much reward as melee with none of the risk. Neither the dungeons, nor the archers need nerfs, melee classes have to be given buffs, to match the amount of risk associated with being on the front lines.
    Aye, there's the rub.

    The issue is not whether it's possible to run the dungeons with close-range DPS. As Blood Lotus and others have shown, it absolutely is possible. The issue is whether it's practical to do so. And as long as it's easier to run the dungeons with Arcs -- and I think we can all agree that it is -- then Arcs will be relatively more valuable.

    Like Sigtyr said, the problem is that Arcs are inherently superior to other melee DPS. They can stand somewhere so that they can damage the mob, but do not suffer any damage themselves. And with vastly increased MP costs from heals, and changed enmity algorithms, it's simply impractical to cure entire parties that are suffering damage.

    So the issue becomes, how do you balance encounters so that parties need close-range melee?

    1) Make mobs resistant to piercing damage. But that's also going to hurt Lancers, which we don't want to do.

    2) Put fights in confined areas, so that the mob's attacks hit everyone. But that's going to kill off the healers faster than the Arcs, and we don't want that.

    3) Give the mob a donut-shaped attack (like Iron Tempest), so that it hits party members far away, but not up close. But again, that's going to wipe out the healers faster than the Arcs.

    4) Spawn mobs that attack ranged party members. I think this is what SE was doing with the ghosts -- which are mostly positioned away from the Ogre -- and with the skeletons -- which spawn away from 2nd boss and attack from the outside in, hitting ranged attackers first. Unfortunately, it doesn't seem to have worked, since Arcs aren't actually at a disadvantage to other melee in those encounters.

    5) Nerf the bosses' attacks. This may be the worst of all worlds. Because it might work, but only because the fights would be so easy that no one would care who was included in the party. Let's hope they don't remove strategy to be more all-inclusive.

    6) Reduce MP costs and enmity generation from heals. Again, it would only work because the fights would become easier, so no one would care who was included in the party. Perfectly balanced classes are nice, but it's not worth much if the gameplay isn't fun and challenging.

    7) Nerf Arcs/Make everyone else stronger. Not the most attractive solution. I think we all hate the idea of nerfing any classes. Every class should be fun to play.

    So what's the answer? Hell, I don't know. Maybe a donut-shaped "darkness/blindness" spell that hits ranged attackers? Put up magic barriers around the mob, so that ranged attackers have to periodically activate nodes to lower the barriers and resume ranged attacks? But those just seem like indirect nerfs of Arcs, and do not address the fundamental imbalance.

    I don't think the current system is broken. In fact, it works, and I'm having a ton of fun with it. And I think the OP's title is inaccurate and inflammatory. (If anything, Matsui said the opposite of what the OP's title is implying.) But I'll be danged if I can figure out a simple solution to balancing ranged DPS.
    (1)

  10. #70
    Player
    SAMINUS's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    367
    Character
    Kris Slater
    World
    Behemoth
    Main Class
    Pugilist Lv 20
    ... Elmo had four ducks! Quack! Quack! Quack! Quack! Four birds of a feather! Quack! Quack! Quack! Quack!
    (0)
    Quote Originally Posted by Rau View Post
    Rau Lecreuset: There are reports of a multitude of people in town who have a found a magical tool that lets them forfeit their conciousness, and in doing so, allows them to craft for inordinate amounts of time.

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