

Adjust other jobs as in nerfing warrior? ;-;





Nope JP side is basically same thing as Camate said, nothing about HP increase or Def increase, only thing it says is adjustment to Paladin's actions, guessing 1.21a isn't too far out so we should see it soon I think.
One thing I don't understand is the Q/A team used these new jobs for testing and went through new raid dungeons... so why couldn't they figure this out when they tried out PLD. Like JP side said and what I posted on my thread... it's fine the devs are making adjustments but what were their original plan behind how it was released? There must of been a reason why the jobs released this way after testing process Q/A team went through so instead of just listening to players feedbacks right away and saying we'll fix it! we kind of want to know, why it was released like this in the first place??
Last edited by Reinheart; 03-22-2012 at 04:12 AM.
that's what i heard! and that makes me a sad panda.
btw good points zergasaur. gonna add mine as well which are basically the same
1. low hp
2. lack of aoe enmity
3. blocking and shields
4. defense
5. defensive abilities
fixes
1. aoe enmity
2. total overhaul of blocking and shields
3. defense
4. defensive abilities
Last edited by ejiboo; 03-22-2012 at 07:26 AM. Reason: added some bs




Hi Camate,
Thanks for the update. This certainly sounds like a step in the right direction, but I wanted to also voice my concern (as others have after your announcement):
- You mention the adjustments to Paladin will be "mainly focusing on their actions", but what about the *core*, fundamental changes many have been bringing up on this thread and other threads? Will Yoshida-san & the Combat Team be adjusting any of these core problems with Paladin?
- Improving Block Rate
- Improving Inherent Defense (while in Paladin Job)
- Improving Inherent Enmity Gain (some global boost while on Paladin Job)
- Improving Other Damage Mitigation Options
These core problems lie outside of just adjusting Paladin Weaponskills & Actions. The core formula for calculating Block Rate (especially on Bosses) needs to be looked at.
As Kaeko has pointed out (and the Dev Team should know this), the value to get noticeable damage mitigation via Defense is so high (vs. Bosses) that it's better to just go with HP builds, so something should be done about either (A) adjusting formulas for Defense vs. High Level Enemies / Bosses; or (B) Paladin's core Defense when switching to the Job should be dramatically raised.
And to be a desirable choice over Warrior (or at least within the ballpark), since Warrior has Foresight (& Parrying), and gain Featherfoot (Evade), along with very good DPS / Damage (and AOE Damage to boot), there needs to be something on Paladin to help "balance" them in their own unique way.
Whether its an inherent Enmity Boost, or other Damage Mitigation Options, this should be looked at.
Madruk and Phobos have brought up some very key points: With the way Dungeons are designed, even if you "adjust Paladin actions" and, say, Spirits Within does more damage... that still won't incentivize people to pick Paladin over a Warrior in these raids: The Warrior can outdamage the Paladin, and mitigate damage pretty well, and hold hate very well...
So Paladin needs something significant to make them desirable in this content again. In other words, there needs to be some distinctive, noticeable change and some inherent advantage / characteristic that a Paladin has that no other Job has. Its own flavor / standout quality.
Otherwise, people will go with Warrior.
Please pass along our additional questions to Yoshida-san & the Team.
Thanks! _(._.)_



Nice..are they making the AF useful now too?![]()
Definately glad to hear this. I hope Block rate is something that is getting looked at big time, and in my opinion is the largest component holding paladin back from being the big time tank in endgame content. .7% chance to block on Ifrit is sad.
Well you didn't expect them to get everything precisely right on the first try did you? They'll prolly adjust the critical hit process on WAR, likely reduce the amount recovered by Rampage/Bloodbath, and greatly increase the recast or lower the crit. rate of Steel Cyclone. Tbh it would probably fit better combo'd off of Whirlwind in terms of balance, but that's just personal opinion.
Last edited by SwordCoheir; 03-22-2012 at 05:25 AM.
Support RDM Development: http://forum.square-enix.com/ffxiv/threads/42776-How-Would-You-Design-Red-Mage%21[/center]
Am I the only one that wants to farm Camate for Camate Tufts? I wanna make com.rep gear +1!!!
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