Results 1 to 10 of 331

Hybrid View

  1. #1
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,635
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Lilseph View Post
    Nope. Reducing MP costs across the board means access to more MP for Healers. Every encounter would have to be adjusted to accommodate this because you're essentially giving healers nigh infinite mp if not careful.
    Outside of rezzes (which should be prohibitively expensive), healers have infinite MP right now, so that point is completely moot.

    You can very easily tune the mana to be sufficient for [unavoidable damage] + [desired compensation % for player error], any more compensating done on the side of the healer would drain his mana and punish the group later in the fight. This is how healing worked in WoW and it worked pretty well.

    As for expert dungeon tuning: Once a new tier comes, the old tome gear can be bought for the scrip that are unlimited. So I see no reason whatsoever to not tune them to the target of the unaugmented old script gear. By halfing the cost of the old gear, newbies could very easily grind it out in the older dungeons, get ready for expert and expert could drop gear that was actually useful to them at the item level of the upgraded old tome gear.

    Seriously, if you think this all can't be done, you lack imagination. The healing systems are fine, it's mostly the numbers that are tuned way too lax.

    Quote Originally Posted by Rasikko View Post
    I guess you skipped Bardem's Mettle and Holminster Switch. Seriously some of you 'savage raiders' need to like gone some where, because you forgot how the rest of the game actually plays.
    No I didn't. I even did it with trust.
    Easy.

    Bardams mettle? Don't make me laugh. The only dangerous thing in there were undergeared tanks that thought: "imma awesome, imma pull EVERYTHING™"
    That's true for any leveling dungeon though and that was also true for Academy Anyder when it was freshly released. Them big fish groups hid adequately hard on mass pulls and you know what? It was more fun than it is now.
    (3)
    Last edited by Granyala; 05-17-2020 at 12:42 AM.

  2. #2
    Player
    Lilseph's Avatar
    Join Date
    Mar 2011
    Posts
    1,461
    Character
    Shadow Link
    World
    Mateus
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Granyala View Post
    You can very easily tune the mana
    I wish you good luck balancing that for every single piece of content from levelling dungeons all the way to the ultimates, and also against Piety.

    Quote Originally Posted by Granyala View Post
    As for expert dungeon tuning: Once a new tier comes, the old tome gear can be bought for the scrip that are unlimited. So I see no reason whatsoever to not tune them to the target of the unaugmented old script gear. By halfing the cost of the old gear, newbies could very easily grind it out in the older dungeons, get ready for expert and expert could drop gear that was actually useful to them at the item level of the upgraded old tome gear.
    I think you misunderstood. The point was that the reason expert dungeons are so easy is that a lot of players are severely overgeared beyond the minimum. What was asked was to increase the difficulty, which would consequently require the minimum ilvl cap to increase to compensate. The Developers always have to accommodate for players who just don't have the time for extended play sessions too. Having them blocked behind a significant grind wall is going to deter them from playing.

    Quote Originally Posted by Granyala View Post
    The only dangerous thing in there were undergeared tanks that thought: "imma awesome, imma pull EVERYTHING™"
    Isn't that literally what you're asking for? To make it so that healers are constantly healing? Why is that a problem now? Genuinely curious.

    Edit: To clarify, I'm interested to know why having undergeared tanks that make it be more dangerous be something that's a problem. If every dungeon operated the same way where the game treats every tank as undergeared, would that solve the issue? Again, just genuinely curious.
    (1)
    Last edited by Lilseph; 05-17-2020 at 10:27 PM.

  3. #3
    Player
    Granyala's Avatar
    Join Date
    Sep 2014
    Posts
    1,635
    Character
    Ifalna Sha'yoko
    World
    Cerberus
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Lilseph View Post
    I wish you good luck balancing that for every single piece of content from levelling dungeons all the way to the ultimates, and also against Piety.

    The Developers always have to accommodate for players who just don't have the time for extended play sessions too. Having them blocked behind a significant grind wall is going to deter them from playing.

    Isn't that literally what you're asking for? To make it so that healers are constantly healing? Why is that a problem now? Genuinely curious.

    Edit: To clarify, I'm interested to know why having undergeared tanks that make it be more dangerous be something that's a problem.
    1) It's a math problem. Low level content doesn't need razor sharp balance like Ultimate does. It's okay if it is a bit easier. Focus would be on balancing max level. Piety is not a problem, because it's quantity is quite limited. Very easy to make sure players don't reach OP territory via diminishing returns for stacking the stat.

    2) Well, this is a point on which we simply disagree. Tome gear is incredibly easy to farm, esp if they were to cut it's cost in half. I'm ver much against balancing the majority of content in an MMO around virtually inactive people.

    3) I merely pointed out what could be dangerous in the mentioned dungeon: an undergeared tank can pull more than he can handle and easily receive so much incoming damage that a healer can no longer keep up even with heavy heal spam. It's a danger that should be present in all properly tuned content and the fun lies in finding out what the particular tank and healer can handle. Now, obviously that includes pulling too much and wiping now and then, sth. that random groups are, for some irrational reason, very much afraid of. Don't ask me why.
    (0)

  4. #4
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Granyala View Post
    3) I merely pointed out what could be dangerous in the mentioned dungeon: an undergeared tank can pull more than he can handle and easily receive so much incoming damage that a healer can no longer keep up even with heavy heal spam. It's a danger that should be present in all properly tuned content and the fun lies in finding out what the particular tank and healer can handle. Now, obviously that includes pulling too much and wiping now and then, sth. that random groups are, for some irrational reason, very much afraid of. Don't ask me why.
    A mix of impatience, opportunity cost and entitlement would be my guess. The general opinion of dungeon and raids being easy content, as been attested to in the Tales form Duty Finder thread recently, mean that they are little more than an obligation to a reward they feel entitled too. Thus they dislike anything that delays them "inevitably" getting said reward (in those cases, tomestones and/or EXP and possiblygear/GC seals). Wipes being the obvious. It also means that they run multiples to maximize their rewards, which would be deterred if most of them were made to take 30-40 min each rather than around 15-20 min.s

    The thing is, SE started catering to that mindset as early as 2.X when Pharos Sirius and the difficulty were a topic of debate and whn SE nerfed the dungeon (despite being in "Expert" roulette ATT AFAIK)
    (2)
    Last edited by Morningstar1337; 05-17-2020 at 11:30 PM.