Adjust other jobs as in nerfing warrior? ;-;
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!!!
Please dont change the warrior, dont nerf jobs, make them better...you should already know that we dont like being nerf.
Besides the problem of paladin abilities being trash for the most part, there's the glaring issue of there actually having content needing one. None of these fights require any sort of heavy tanking, so regardless of paladins being buffed, people will still take warriors because of the way dungeons are designed. With a 1 hour time limit and the current belief that you can only acquire body pieces via a 5 chest speed run, people are still going to take the faster group setup.
Last edited by Madruk; 03-22-2012 at 03:57 AM.
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.
Nice to see we're getting some adjustments.
Just to comment about the whole enhancing outmaneuver would help GLA as well - I see what you mean, but I guess the problem is that PLD would tend to rely on it more as we lose featherfoot and other abilities to both recover MP and mitigate damage. This loss of abilities just makes outmaneuver's uselessness even more apparent than it was on GLA.
While I'm sure ability changes will do a great deal to help, I can almost guarantee WAR will remain to be the best tank until we get some VIT, Defense, and Blocking changes. Even then, the first two would help WAR as well, so in reality the biggest change that needs to happen to make PLD even moderately useful, is a change in blocking calculations for higher level mobs (the only things where it actually matters).
Be nice if they gave us guard back but slightly different.
Guard: hide behind your shield but lose the ability to attack or perform actions. % blocked varies with STR. Effect fades upon reuse. Recast :00.
This could be usefull for tanking multiple enemies or for enemies that hit extremely hard. You wouldn't use it in a general situation but it would make PLD feel more specialized in the art of the shield. Make us feel like we have more control over the damage we take. You can gain some emnity then hide behind your shield then when you feel emnity may shift you can drop shield and gain more emnity.
Better shield proc rate would be great as another option too.
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