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  1. #1
    Player Mijin's Avatar
    Join Date
    Oct 2011
    Posts
    879
    Character
    Mijin Gakure
    World
    Sargatanas
    Main Class
    Goldsmith Lv 60
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    Quote Originally Posted by Naoki_Yoshida View Post
    Hello! Producer/Director Yoshida here.

    Even though we just released patch 1.22, I’d like to talk a bit about the plans for job/class balance adjustments that are to take place in patch 1.22b. With multiple jobs/classes and well as monsters and battle content in mind, some effects will need to be, as they say, "nerfed." I apologize.

    Warrior and Marauder Adjustments
    Our stance is to refrain from nerfing things as much as possible and we have performed and looked into adjustments up till now, but we have boosted warrior’s specs to a very high level. They’re at the point where they have stable enmity, high-damaging AoE attacks, and high defense, which is calling for a slight nerf. We apologize for this.

    We will be making adjustments to Steel Cyclone, whose stats are currently too high.
    Also, we will be enhancing the effect of Berserk and the attack power of Whirlwind in exchange for adjustments to the effect of Collusion.

    Paladin and Gladiator
    First, in order to raise the amount of damage they can output, we will be enhancing Goring Blade, Riot Blade, and Rage of Halone. Also, we will be getting rid of the max HP reduction when changing from gladiator to paladin and as a result will be making adjustments to increase their max HP. Additionally, we will be enhancing shield blocks. Besides these, if determined necessary for adjusting, there is the possibility that we adjust stats as well as enmity.

    Dragoon and Lancer
    We are currently testing adjustments for dragoon and lancer so that they are able to elicit higher performance than now for long primal battles, raid bosses, and other battles. Basically we will be increasing the amount of damage done for critical hits and making adjustments so that the job becomes closer to our planned image of the job.

    *For specific adjustment information, once adjustments are finalized, we will be announcing the full details before the patch.
    Quote Originally Posted by Naoki_Yoshida View Post
    Paladin and Gladiator
    First, in order to raise the amount of damage they can output, we will be enhancing Goring Blade, Riot Blade, and Rage of Halone. Also, we will be getting rid of the max HP reduction when changing from gladiator to paladin and as a result will be making adjustments to increase their max HP. Additionally, we will be enhancing shield blocks. Besides these, if determined necessary for adjusting, there is the possibility that we adjust stats as well as enmity.
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    Quote Originally Posted by Mijin View Post
    Increase PLDs curing, enmity, and sword dmg. ==> It becomes viable to have PLD to effectively tank with one healer, and they can actually hold hate like a WAR. ==> PLD stops sucking.

    I should work for the development team; I seriously doubt they play their own game.
    Quote Originally Posted by Mijin View Post
    In a addition to the things I already mentioned, more blocking would be nice
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    <- MFW baddies tell me I'm wrong.
    (0)
    Last edited by Mijin; 04-26-2012 at 11:29 PM.

  2. #2
    Player

    Join Date
    Jan 2012
    Posts
    401
    Quote Originally Posted by Mijin View Post
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    <- MFW baddies tell me I'm wrong.
    1) increasing DPS is more then likely to give PLD a fighting chance in a PVP situation (wich is still in the works) and not soo much to increase enmity, side effects would make for slightly faster speed runs with a PLD tank but not worth noting (pending on dps output adjustment)

    2) more blocking was done with the first patch that gave devine veil a 100% block rate for 20 seconds. useing this ability alone should increasy any PLDs block rate by about 40% , increasing the effectiveness of the block is completly different, and although I agree it would be great, honestly block works on physical damage only, if you stoped waisting your time and gil on HP materia on used vit and def you wouldnt even notice the difference to begin with.

    3) enmity adjustment is still yet to be decided ,Think they are gona see if the materia stat increase is enough to fix the (non) issue.

    4) you are forgetting the entire role of any tank , much less a PLD. PLDs heal and deflect damage, soo far we have two ways to heal ourselves and both consist of mp usage and cast times wich include a chance for interuption. This is the only real issue with PLD. As a tank we are supposed to take hit, getting hit greatly increases the chance to have your spell cast interupted.... soo why would a tank who is built around self heals and damage deflection not have an instant cast heal ability or at least an ability or stance that alows ALL CASTS to be uninteruptable.

    No , you actually ARE wrong. Increasing DPS is counter productive on a tank that gets no natural buffs or bonuses for doing damage. And Im sorry , PLD dose shit for damage and still holds hate as well as WAR on boss mobs. Can WAR eventually steal hate from the PLD , it sure can, but if your a dd and not a tank, why would you TRY to steal hate? The ONLY benifit from increasing DPS on a PLD would to only slightly increast the speed of a win. This can be acheived much faster through simply allowing PLD to safely replace a healer and allow for DD to take its place.

    Let me explain why useing DPS as a source of enmity build is folly for a main tank.

    1) forces tanks to focus on yet another stat that is supposed to be mainly for DPS ( accuracy, as well as str, or atk.)

    2) reguardless of the amount of accuarcy on a tank, because boss mobs are soo much higher in level then ourselves , its more likely to miss , in this situation more misses = less enmity.... I know , rocket science right.

    3) the more time a tank takes away from self buffs, simple manuvers and self heals to do combos and attacks the less servivable they are, simple instant vokes are more efficient for holding hate when your job is to stay alive. I understand some of the most powerfull enmity tools a PLD has are combos. personally, I belive this to be a mistake. Timing combos and attacks , worrying about TP and accuracy is stuff for the DPS not the tank.
    (0)
    Last edited by Aceofspades; 05-04-2012 at 04:43 PM.

  3. #3
    Player
    Brannigan's Avatar
    Join Date
    Mar 2011
    Posts
    1,486
    Character
    Will Brannigan
    World
    Excalibur
    Main Class
    Paladin Lv 80
    Quote Originally Posted by Aceofspades View Post
    No , you actually ARE wrong. Increasing DPS is counter productive on a tank that gets no natural buffs or bonuses for doing damage. And Im sorry , PLD dose shit for damage and still holds hate as well as WAR on boss mobs. Can WAR eventually steal hate from the PLD , it sure can, but if your a dd and not a tank, why would you TRY to steal hate? The ONLY benifit from increasing DPS on a PLD would to only slightly increast the speed of a win. This can be acheived much faster through simply allowing PLD to safely replace a healer and allow for DD to take its place.

    Let me explain why useing DPS as a source of enmity build is folly for a main tank.

    1) forces tanks to focus on yet another stat that is supposed to be mainly for DPS ( accuracy, as well as str, or atk.)

    2) reguardless of the amount of accuarcy on a tank, because boss mobs are soo much higher in level then ourselves , its more likely to miss , in this situation more misses = less enmity.... I know , rocket science right.

    3) the more time a tank takes away from self buffs, simple manuvers and self heals to do combos and attacks the less servivable they are, simple instant vokes are more efficient for holding hate when your job is to stay alive. I understand some of the most powerfull enmity tools a PLD has are combos. personally, I belive this to be a mistake. Timing combos and attacks , worrying about TP and accuracy is stuff for the DPS not the tank.
    You can get like 96-98% hit rate on Garuda as warrior with minimal accuracy gear + bard song. Flame Sergeant Sash, NQ accuracy rings, and explorer's choker. Garuda seems to have pretty high frontal evasion too. Hitting your skills is an important part of being a tank in any game. Hit rate isn't a new thing to be concerned about, it's always been important. It's just that no one needed accuracy before because full party buff was bugged. Now, everyone needs some accuracy.

    Doing combos doesn't really take away from using provoke, flash, aegis, etc. because all of those things have rather significant cooldowns. Worrying about accuracy is something that every single job does with the exception of possibly WHM. TP is a universal resource for all melee classes and as long as paladins wield swords and not wands they'll want to pay attention to it.
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    Last edited by Brannigan; 05-04-2012 at 07:05 PM.