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  1. #1
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    I suppose we'll have to wait until 4.1 to see if there's any major changes planned for SMN/MCH. In my humble opinion both are very clunky and needlessly contrived when compared to how smoothly some of the other jobs play. It's hard for me to get excited about raw damage adjustments when the 'smoothness' just isn't there.

    I have to say, though, it's a little troubling if there is indeed 'regret' about adding SMN to the game. I can appreciate that you cannot please everybody but I imagine most SMN fans just really wanted the focus to be on summoning given how that was the primary focus of the job whenever it showed up in other Final Fantasy titles.
    (5)

  2. #2
    Player FateAudax's Avatar
    Join Date
    Jan 2014
    Location
    Lakshmi's Bosom
    Posts
    211
    Character
    Empyreal Fate
    World
    Tonberry
    Main Class
    Bard Lv 70
    Most EN forumers here are too impatient. This is not a major patch and hence, it's not meant for a major overhaul of SMN/MCH. It's a minor patch to address some more pressing issues like Ixion farmers clogging up The Lochs for MSQ progress.

    Just wait till patch 4.1 before brandishing your polished pitchforks.
    (9)

  3. #3
    Player RaizeGraymalkin's Avatar
    Join Date
    Nov 2014
    Posts
    263
    Character
    Volta Fross
    World
    Lamia
    Main Class
    Archer Lv 61
    Quote Originally Posted by Dalmacus View Post
    I mean yoshi-p did say that the major job balancing will be in 4.1 so the coming job balancing are merely band aids.

    Ya'all need to calm down.

    But if 4.1 didn't change much feel free to rage/salt or whatever then.
    Quote Originally Posted by FateAudax View Post
    Most EN forumers here are too impatient. This is not a major patch and hence, it's not meant for a major overhaul of SMN/MCH. It's a minor patch to address some more pressing issues like Ixion farmers clogging up The Lochs for MSQ progress.

    Just wait till patch 4.1 before brandishing your polished pitchforks.
    THIS THIS THIS THIS. My god can we just make this the topic title or pin this somewhere?
    (2)

  4. #4
    Player
    hynaku's Avatar
    Join Date
    Mar 2015
    Location
    New Gridania
    Posts
    2,850
    Character
    Inglis Eucus
    World
    Cuchulainn
    Main Class
    Pictomancer Lv 100
    How about if Yoshi just emails everyone that plays a summoner a survey to ask what type of changes that they think would help out the class.
    (1)

  5. #5
    Player
    Medicine's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    508
    Character
    Tyurru Irisfield
    World
    Odin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by hynaku View Post
    How about if Yoshi just emails everyone that plays a summoner a survey to ask what type of changes that they think would help out the class.
    But that takes effort and interacting with the community! D:
    (5)

  6. #6
    Player
    Inosaska's Avatar
    Join Date
    Jun 2013
    Posts
    457
    Character
    Lotharius Lionheart
    World
    Cactuar
    Main Class
    Summoner Lv 90
    Quote Originally Posted by hynaku View Post
    How about if Yoshi just emails everyone that plays a summoner a survey to ask what type of changes that they think would help out the class.
    A survey sounds like a great idea! What direction should we take the job should be one of the questions and have multiple choices for it and boom they will have an idea what the player base wants in the job.
    (0)

  7. #7
    Player
    Silkerin's Avatar
    Join Date
    Aug 2013
    Posts
    449
    Character
    Silke Rin
    World
    Sargatanas
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by hynaku View Post
    How about if Yoshi just emails everyone that plays a summoner a survey to ask what type of changes that they think would help out the class.
    also its not like we have a forum and ways to make polls to ask people what the main issues are after reading a bit of any of the smn threads...
    (0)

  8. #8
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by hynaku View Post
    How about if Yoshi just emails everyone that plays a summoner a survey to ask what type of changes that they think would help out the class.
    That's not his style. He'd rather wait till next expansion and look like a hero. i.e. BRD
    (5)

  9. #9
    Player
    Syfurion's Avatar
    Join Date
    Jun 2017
    Location
    Limsa
    Posts
    172
    Character
    Vahette Lauclaire
    World
    Lamia
    Main Class
    Warrior Lv 90
    They seriously have no freaking clue what they're doing to MCH and SMN. I don't even know what to say anymore.
    (2)
    Quote Originally Posted by Beckett View Post
    To be fair, it's not so much a flame war as it's 12 pages of people agreeing the OP is an idiot.

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,023
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    What the patch really needed for the affected jobs:

    Machinist
    • Heat has been overhauled. It now generates .2% increased damage and .1% increased Attack Speed per point of Heat. Heat fades at a rate of 3 Heat + 10% of the current Heat total per second. Overheat doubles this bonus, increases the cooling rate by 50%, and prevents any manipulation of Heat until fully cooled (10 seconds' time). Cooldown and Hot Shot are unavailable during Overheat.
    • Gauss Barrel has been removed, as its function is now subsumed by Smoking Gun and Smoking Gun II (see below). Hot Shot is now acquired at level 52.
    • The level 20 trait, Increased Action Damage, has been replaced by The Smoking Gun. This increases damage dealt by 10% and causes your actions to generate Heat for every 20 potency dealt, and Heat in turn to increase your Damage and Attack Speed by .1% per point of Heat.
    • The level 40 trait, Increased Action Damage II, has been replaced by The Smoking Gun II. This increases damage dealt by 20% and increases the Damage bonus generated from Heat from .1% to .2% per point of Heat.
    • Hot Shot now increases Heat by 30. It no longer has any additional effect. It is now acquired at level 52. Its animation has been revised to be more visually apparent and attractive.
    • Ammunition no longer reduces Heat generated by its consuming skills.
    • Cooldown now consumes 30% of your current Heat value to enhance its own damage by twice the consumed amount's normal bonus in addition to your current Heat bonus. Does not generate Heat.
    • Shot Mastery now activates at 40 Heat, rather than 50. It now also causes any Direct or Critical Hit to increase the amount of Heat gained proportionate to the increased damage.
    • Barrel Stabilizer now adjusts Heat to 60, up from 50.
    • Flamethrower can now be used while moving. Duration has been reduced to 5 seconds. Every half-second, scaling with Attack Speed, it will deal unaspected damage in a wide cone in front of you at a potency of 40 for the first enemy, 10% less for the second, 20% less for the third, 30% less for the fourth, 40% less for the fifth, and 50% less for all remaining enemies. Always generates 5 heat per use, even if no enemy is hit.

    Bard
    • Upon acquisition of Refulgent Arrow, Heavier Shot instead generates Refulgence, which automatically replaces Heavy Shot with Refulgent Arrow for the next use thereof. Straighter Shot does not exist as of level 70, and Straight Shot may be used without consuming Refulgent Arrow.
    • The chance for Heavy Shot to generate Straighter Shot prior to level 70 and Refulgence thereafter has been increased from 20% to 25%.
    • The cooldown of Barrage has been reduced to 80 seconds. Moreover, it no longer prevents additional effects from occurring multiple times. This has particular synergy with Empyreal Arrow.
    • Songs are no longer damaging abilities, and therefore no longer require a target to be cast.
    • A new ability has been added as of level 52, Dissonance, which deals 90/190/300 AoE potency. When in Wanderer's Minuet, Bloodletter is now automatically replaced by Pitch Perfect, and Rain of Death by Dissonance. Pitch Perfect and Rain of Death each display a 15-second secondary recast timer within their icons demarking the cooldowns previously of Bloodletter and Rain of Death. Wanderer's Minuet generates one stack each time their recast timer completes. If either was available when Wanderer's Minuet was activated, they is converted immediately into a Repertoire.
    • Army's Paeon now also reduces the recast times of Barrage, Sidewinder, Raging Strikes, and Empyreal Arrow by 3 seconds per Repertoire generated.

    Dragoon
    • Gaze(s) of the Dragon now persist through loss of Blood of the Dragon, loss of Life of the Dragon, and through death.
    • The potency dealt over time by Chaos Thrust has been increased from 35 to 45. This results in a maximum potency increase of 100.
    • Half of the bonus potency dealt from positional conditions on most weaponskills has been moved to base potency or combo bonus potency.

    Summoner
    • Aethertrail and Dreadwyrm Aether now persist through death.
    • Changing between pets will now automatically transfer their enmity from the previous to the next.
    • Physick now always uses the greater of either 75% of one's Attack Magic Power or 100% of one's Healing Magic Power. Its potency is also increased by 50% when healing one's pet.
    • Titan egi will now spawn with enmity equal or greater (if the previous pet's was) to your own.
    • Titan egi now has Defense and Magic Defense equal to the greater of your Defense or Magic Defense.
    • All pet abilities now deal damage based on their caster's Attack Magic Power instead. However, their potencies has been reduced to compensate. This should give a more transparent indicator of their actual expected damage.
    • Following the above changes, the potency of Ahk Morn has been increased to 500 (caster potency) and the potency of Wyrmwave has been increased to 130 (caster potency).
    • The potency of Ruin III has been increased by 20% (to 180), and its mana cost decreased by 20%, to merely 5 times that of Ruin I.
    • The potency of Ruin IV has been increased to 220.
    • The damage fall-off of Bane has been decreased from 20/40/60/80 to 15/30/45/60.
    (1)
    Last edited by Shurrikhan; 08-08-2017 at 03:06 PM.

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