SMN and SCH will lv from 50-60 separately. That's my guess on a "crazy game change" lol.
SMN and SCH will lv from 50-60 separately. That's my guess on a "crazy game change" lol.
Hm, a design accident. I like that way of putting it. As I said, I'd love to try and brainstorm ways of making "alternative" primary stats viable for other classes the way STR and VIT interact for Tanks, but I'd have no idea where to start. It'd probably involve lots of changing the way the stats work entirely so that benefits can actually spread. One example I always thought of was giving MNK and DRG Dexterity as another stat to stack that provides small boosts to damage but also increases TP regeneration(or alternately reduces TP consumption), as dexterous limbs are not only fast but move efficiently.
Oh, you were SERIOUS about those accessories changes and weren't just proposing CRAZY things that SE might do to piss off their players.
Those changes to accessories are AWFUL
GOD
F)*#$@#$
AWFUL
(i'm sorry if that's a little harsh, but seriously, I cannot emphasize how much I do not like these changes)
All it does is serve to take an already terrible overmelding system (that's only benefit is that it's less terrible than the 1.0 overmelding system, but it still sucks) and make it worse by removing guaranteed slots. They've already nerfed the crafted accessories by taking a secondary stat off them, if anything they should add in a 2nd guaranteed slot to the accessories now that they've been nerfed. For better or worse, these accessories are now designed and balanced around being max melded, so it only makes sense to ease the very frustrating and unfun aspect of getting there. Making the accessories more random and frustrating to meld is absolutely no way to fix the problem at all.
Seriously, the whole stat system and how it relates to materia is screwy. Elemental materia are completely pointless. Main stat materia are ONLY good on accessories (and really, only STR/VIT have much if any purpose, DEX/MND/INT are borderline useless too), and you pretty much want to kill that off.
As someone who mained a warlock in wow and was extremely serious about it, in both a hardcore raid environment and high ranked PvP environments.
I can promise you 100% that summoner plays absolutely nothing like wows warlock besides the fact that you have dots you put on mobs, and have a pet.
The only people that I see that may be confused about what accessories to wear are newbies that don't really understand how their stats work yet. I don't see what imbalances you're talking about, honestly. o.O
Yeah... making it so the target gets one shotted unless they're mitigating is overdoing it a bit.The only increased difficulty here is a harsher benefit for losing hate... which some people desperately need if they're ever going to grow as tanks and some DPS need in order to learn that aggro is actually a thing that exists. This point, though, primarily serves one purpose and one purpose alone: preventing Tanks from "tanking" something outside of the Tank Stance while in party based content.
I honestly don't see why there's such a problem with tanking things in Sword Oath if you can hold aggro.
Not necessarily. If MT has a significantly better weapon than the OT, or if their gear is about the same and OT is out of their tank stance, it's not too hard for the MT to keep aggro while the OT puts some DPS on.If the MT is full VIT and the OT is a Paladin in full Strength, that MT is going to lose hate to the Paladin. But, this is really just another method of discouraging tanking outside of the proper stance.
You seem to have a real problem with non-DPS classes wanting to add some DPS... -.-The idea is that if you slip into the stance while the fairy is already out, the healing potency decrease hits the fairy right then and there
1. I never said anything about SE making changes intended to piss people off or posters in this thread only submitting ideas they wouldn't like to see implemented. I'm not quite sure where you got that.
2. Crafted Accessories themselves are awful for game balance.
3. The only other way to address the problem is to eliminate crafted accessories from the game entirely or make main stat materia either non-existent or nigh-useless. At least this way the most persistent can make their god piece eventually.
4. Yeah, that's why it needs an entire rework. It's so hopelessly broken that it's better off removed than existing in such a state.
1. I explained the imbalance a few posts ago. I hope it's pretty clear.
2. Yeah, possibly, especially if Tanks are forced to stack VIT.
3. Sure, play around with whatever you want in the dungeons. That's all fine and dandy because they're supposed to be facerolls. In Coil, being out of your Tank Stance should always be nigh suicide. The ways people are doing the "hardest" encounters exposes so many mistakes in encounter design it's not even funny.
4. As I said, if the OT is a Paladin and has significantly more strength than the MT, it's very possible to steal hate because the only thing a Pally can do to DPS as OT is Halone.
5. Not necessarily. What I'm sniping at with the Cleric Stance change is that Scholars can add their DPS far more easily than a WHM can because of their fairy healing at 100% throughput while they're in Cleric Stance. If that is removed, they're on equal ground in this regard. Regarding the Tanks, it's that the current tank meta exposes massive failures in stat and encounter design that brutally killing the aggressive tank would be a side effect of fixing.
Last edited by Donjo; 03-03-2015 at 09:25 AM.
Last edited by Natsuno; 03-03-2015 at 09:33 AM.
Is this a spot-a-person-who-doesn't-really-raid thread?
Awful, awful ideas.
Crafted gear isn't superior to the top tome/raid gear available. The fact that it allows to progress faster however is a good thing. It allows players even if unintentionally to find unconventional ways to tackle content, overcome it through the use of mechanics outside of the actual battling. This makes the game feel whole. If you want all balance all the time might as well remove all the gear and preset all the stats. That's gonna be fun.
Scholars and White Mages are NOT gonna be on equal ground if you gimp the fairy through Cleric Stance because White Mages have Regen. Also Scholars tend to DPS more not only because of the fairy but because they have easier ways to restore MP and a super useful tool called Lustrate.
(Also no, it doesn't matter if you summon the fairy while in Cleric Stance, her stats aren't altered)
Two-tanking is already properly enforced in FCOB, very creatively, by multiple mechanics. There's no need for every enemy move to be a tankbuster.
Nobody likes to fight trash. Especially not when the raid goes on farm. The content is built around the idea of repeatability and pretending trash is anything but a minute obstacle is just gonna get on people's nerves. Trash right now is used to wake people up for the raid essentially and that's a pretty good use.
What you need to remember is that the people tanking FCoB in Sword Oath are people that are pretty much already overgeared for FCoB and have the timing on the fights down pat by virtue of the fact that they have the turns on farm. People that are still progressing through FCoB are most likely using their tanking stances as normal. How much time you spend in your tanking stance depends on the comfort level of your healers in whatever content you're in.
One word: Holy. White mage can deal massive damage AND reduce tank damage in one fell swoop. WHM is better for mass pulls, while Scholar excels at single target DPS (I rarely leave cleric stance on a lot of trials).5. Not necessarily. What I'm sniping at with the Cleric Stance change is that Scholars can add their DPS far more easily than a WHM can because of their fairy healing at 100% throughput while they're in Cleric Stance. If that is removed, they're on equal ground in this regard.
They seem pretty even to me when you take that into account.
Honestly, I don't get what you have against the "aggressive tank" meta. It makes playing tanks a lot more fun. Probably the worst part about playing a tank is the feeling of utter futility when it comes to solo play. Everything is a battle of attrition - you mayaswell just leave yourself on autoattack and go afk for all the fun you're having dealing 100-200 damage at a time with your skills. Sure, you aren't really killable but neither is whatever you're fighting. Let's face it, mobs in the overworld aren't really even a threat for squisher classes anyway so all you're doing is slowing yourself down if you run around in a fending set.Regarding the Tanks, it's that the current tank meta exposes massive failures in stat and encounter design that brutally killing the aggressive tank is just one step in resolving.
No I just assumed that's what you meant, given that's all those changes accomplish.
Crafted items are super narrow in their usefulness. Only crafted accessories are really decent for anything and those are already nerfed in their usefulness by both removing the 3rd stat and the fact that they get released a full patch cycle after everything else does.2. Crafted Accessories themselves are awful for game balance.
3. The only other way to address the problem is to eliminate crafted accessories from the game entirely or make main stat materia either non-existent or nigh-useless. At least this way the most persistent can make their god piece eventually.
4. Yeah, that's why it needs an entire rework. It's so hopelessly broken that it's better off removed than existing in such a state.
The "problem" is very limited to the highest tier of guilds. "Fixing" the problem by destroying crafted items is no way to fix it.
A better solution would be to put VIT on all accessories and then balance around that so that there's not so much discrepancy between the two.
Even better, give tanks another secondary stat that actually reduces incoming damage in some way and/or make parry better so that tanks WANT to stack defensive stats, instead of ignoring them like they often do currently.
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