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  1. #1
    Player
    DoomCky's Avatar
    Join Date
    Apr 2011
    Posts
    465
    Character
    Doom Cky
    World
    Hyperion
    Main Class
    Pugilist Lv 80

    [dev1075]Idea on close combat fixes

    Ever since the addition of the NMs (Buffalo / Uraeus) Melees have been getting hit with large amount of dmg that at 1st wasn’t a problem. Till patch 1.18 where healing become less easy, Since then all they have done to try and fix it was make melee damage on WS more. That didn’t really fix the issue, since they can’t even get in range to hit mob to get tp without putting a stain on healers MP.

    So I thought of up a way to help with it, by adding new buffs/skill melees could use:

    For direct damage :

    PGL: A toggle buff that when at the side/beside mob you evade close to 100% of all damage (not magic), but in turn increases the amount of enmity you gain.

    LNC: Toggle buff that converts all damage received to damage MP to your TP, and if damage is more than TP have you take double the HP damage.

    MRD: Haven’t thought of a skill buff to make, was thinking of maybe transfers damage taken to another player. But then that doesn’t help healers…

    Don’t need a wall’o text so ill cut it lil short here.
    (0)

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    34
    Just drop the dmg output by the nms and maybe increase hp much less headache
    (0)

  3. #3
    Player
    DoomCky's Avatar
    Join Date
    Apr 2011
    Posts
    465
    Character
    Doom Cky
    World
    Hyperion
    Main Class
    Pugilist Lv 80
    Then ppl will complain games to easy, I thought about just dumbing down the mobs,but in long run thats bad. When fighting mobs players should have skill they can use to master their jobs, not just mindless auto attack stuff.
    (0)

  4. #4
    Player

    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    130
    Let the NM aoe attks a blind side. I mean. Batraal aoe attk will can be dodged in the left side for example. So. We will must to invest time serching blndsides of certain abilitys and melees will be usefull again.
    (0)
    Rise III, Can i have it?

  5. #5
    Player
    Frein's Avatar
    Join Date
    Aug 2011
    Posts
    652
    Character
    Frein Mannis
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    There is no need for such convoluted "solutions" that only complicate future encounter design. It's much easier to simply tweak the encounters in such a way that melee can either avoid the damage or won't have to be susceptible to it at all.

    If the attacks have longer charge up times it gives the players more time to evade the attacks. Alternatively the attacks could happen at set intervals, or a boss could alternate between a "safe" mode and "unsafe" mode where no AoE happens during safe mode. You can also give melee a role other than actually hurting the boss, such as killing adds.
    (0)

  6. #6
    Player
    Cycloptichorn's Avatar
    Join Date
    Sep 2011
    Location
    Ul'Dah
    Posts
    448
    Character
    The Cyclops
    World
    Cactuar
    Main Class
    Gladiator Lv 44
    It's a problem, that fighting what are supposedly the toughest mobs in the game (some of 'em, at least) causes a 'strain' on the mage's MP?

    I think that's a feature, not a bug.
    (0)

  7. #7
    Player
    DoomCky's Avatar
    Join Date
    Apr 2011
    Posts
    465
    Character
    Doom Cky
    World
    Hyperion
    Main Class
    Pugilist Lv 80
    I dont mind haveing blindsides and tiem to run out.

    But they need to fix the whole if your doign an action you cant move. And for fights like Batraal the ghosts around at least beable to kill casue with them up if you go in its a death wish.
    (0)

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