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  1. #61
    Player Neela's Avatar
    Join Date
    Apr 2015
    Location
    Bevelle, Besaid Island
    Posts
    1,710
    Character
    Flower Girl
    World
    Zodiark
    Main Class
    Dancer Lv 90
    ya i thought that at least ruin 3 mp cost would have been adjusted with 4.06... there is absolute no reason and no other skill ingame with that huge amount of mp cost compared to its laughable pot – ruin 3 cost isn't justified anymore. so why can't they just reduce it? Blm & Rdm both "can't get oom"... even if they try hard... smn on the other hand is still struggling with ruin 3 spam... just why?
    (1)

  2. #62
    Player
    Len's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    626
    Character
    Len Orlan
    World
    Excalibur
    Main Class
    Summoner Lv 100
    If number tweaks are all they're capable of..

    Why is Bane & Tri-bind still garbage? Either revert Bane to HW status or buff Tri-bind!

    It's just been disappointment after disappointment with the developers on SMN. I'm really just ready to unsub until they finally fix this job.
    (3)
    Last edited by Len; 08-08-2017 at 11:53 PM.

  3. #63
    Player
    Ryuko's Avatar
    Join Date
    Mar 2011
    Posts
    1,281
    Character
    Ryuko Kanzeon
    World
    Hyperion
    Main Class
    Summoner Lv 90
    For a band-aid fix until they can implement greater changes, this one wasn't awful. I really just think SE needs to do something about how punishing death is... and also reconsider a method to heal our pets. I think, because pets come back with full HP after Demi-Bahamut goes away, that may be why SE 'took away' Sustain. They just assumed we wouldn't need it. But, no, no, no. Now we really have to pay attention to where we park our pets. (Sidebar: LET ME CHOOSE WHO I GIVE DEVOTION TOO.) But, that's the same as it was in the past, too. You can't just let your pet sit and wait for cleaves on top of the MT. I remember keeping pets alive in Shiva Ex was the most annoying thing. You had to constantly move them, and that's when we had Sustain. I would consider it a personal accomplishment if my pet survived the full encounter when Shiva Ex was current content (not a lot of healers like to give them love).

    As for SMN being in a bad state... Yes, less people are playing it, but the damage potential is still really good -- if you don't die. It's just frustrating when you die through no fault of your own and now your numbers tank for the rest of the fight. It's one thing if you die because you, personally, messed something up. It's another if you die because a healer forgot to top you off or someone else didn't do the mechanic right so you died as a result. I've played SMN since 2.0, through all the ups and downs... when it was considered OP, when it was considered awful... It's never been as bad as people say. Remember, when they buff jobs, they are not buffing them for the top tier players. They are buffing them for the average player clearing current content. So, strive to be really, really good and you'll be exceptional no matter what job you're playing. If it's just a numbers game to you, sure, pick the one with the greatest potential -- but in all but the most exceptional parses, you'll find that 'good' players in each role will perform at very, very similar levels.
    (1)

  4. #64
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    Well hopefully this is just a band aid fix instead of "Jobs Done" fix because it has design complaint across the boards that need to be address.
    (1)

  5. #65
    Player
    KarstenS's Avatar
    Join Date
    Aug 2013
    Posts
    6,246
    Character
    Lilli Karani
    World
    Odin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Neela View Post
    ya i thought that at least ruin 3 mp cost would have been adjusted with 4.06... there is absolute no reason and no other skill ingame with that huge amount of mp cost compared to its laughable pot – ruin 3 cost isn't justified anymore. so why can't they just reduce it? Blm & Rdm both "can't get oom"... even if they try hard... smn on the other hand is still struggling with ruin 3 spam... just why?
    More than this remove Ruin and lower the cost of Ruin 2 to the level of Ruin. For Ruin 3 I do understand why the mana cost are like this.
    (0)

    Videos mit der Hauptgeschichte und ausgewählten Nebenquestreihen (deutsch): https://www.youtube.com/user/KSVideo100

  6. #66
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    They said in a recent stream that they can only do bandaid buffs for jobs right now because they're working on bigger scale changes to be implemented in a large scale patch like 4.1. Stop despairing.
    (0)

  7. #67
    Player
    NorthernLadMSP's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    3,537
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Jonnycbad View Post
    They said in a recent stream that they can only do bandaid buffs for jobs right now because they\\'re working on bigger scale changes to be implemented in a large scale patch like 4.1. Stop despairing.
    Link please?
    (2)

  8. #68
    Player
    Revanslave's Avatar
    Join Date
    Sep 2014
    Posts
    67
    Character
    Firwik Howlo
    World
    Excalibur
    Main Class
    Lancer Lv 30
    At least it's a step in the right direction. I don't understand people wanting to prioritize sustain over potency increase. How often do your pets die? Mine die very very rarely. Often times I forget they are even there (other than the buffs in my rotation, which is a problem for a pet class) and they stay alive. I want either higher potency so that if we die our dps will balance that out to make our risk/reward the greatest or the ability to not have to start completely over with our guage filler. I prefer not to lose my progress over the other option. Sustain is the absolute last thing I'm worried about.
    (0)

  9. #69
    Player Neela's Avatar
    Join Date
    Apr 2015
    Location
    Bevelle, Besaid Island
    Posts
    1,710
    Character
    Flower Girl
    World
    Zodiark
    Main Class
    Dancer Lv 90
    Quote Originally Posted by KarstenS View Post
    For Ruin 3 I do understand why the mana cost are like this.
    okay how so? its not our prime burst skill anymore - the pot was decreased and we still spam it as "filler" skill. so why exactly is the mana cost still that high? even a ruin proc 4 is way cheaper with higher pot so whats the deal with the current ruin 3? o.o A way to improve ruin at all would be making a r4 proc overwrite r2 giving it the instant character without swiftcast - that would make r4 at least interesting for bahamut trance. but it wouldn't solve the state of r3 in any manner...

    @Revan
    Sustain matters because it's a lore problem from the scratch if a tank egi can't tank. Pot issues are "just"endgame problems - that's the difference. Sustain is not needed for savage but what most player forget is there is way more content u can spent your time on than just savage.
    (0)
    Last edited by Neela; 08-09-2017 at 01:21 AM.

  10. #70
    Player
    Alberel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,852
    Character
    Alberel Lindurst
    World
    Phoenix
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Valenten View Post
    They should have buffed Ruin 3 and 4 and the dots imo. Then the mechanical changes in 4.1 but Im convinced at this point that no one on the balance team actually plays SMN. SMN should do more dmg than Red Mage simply because its harder to play than RDM is.
    It's not even the difficulty. SMN is a DoT based job and DoTs have to deal more overall DPS to ever be balanced with burst damage. The trade off in balance terms is that RDMs and BLMs can deal high burst damage on demand whilst SMNs deal higher damage over longer periods of time. If SMN deals lower overall damage and it takes them longer to deal that damage with limited burst potential then the job is dead in the water because burst is always preferable otherwise.

    Quote Originally Posted by Revanslave View Post
    At least it's a step in the right direction. I don't understand people wanting to prioritize sustain over potency increase. How often do your pets die? Mine die very very rarely. Often times I forget they are even there (other than the buffs in my rotation, which is a problem for a pet class) and they stay alive. I want either higher potency so that if we die our dps will balance that out to make our risk/reward the greatest or the ability to not have to start completely over with our guage filler. I prefer not to lose my progress over the other option. Sustain is the absolute last thing I'm worried about.
    It's not Sustain or potency increases, you know. We could have both. SCHs got both last patch when they saw adjustments across the board and got Miasma II back. There's no reason we couldn't have gotten Sustain back in addition to any other changes.
    (2)

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