Results 1 to 10 of 575

Dev. Posts

Hybrid View

  1. #1
    Player
    pandabearcat's Avatar
    Join Date
    Sep 2013
    Posts
    1,517
    Character
    Alizebeth Bequin
    World
    Brynhildr
    Main Class
    Dancer Lv 90
    All the classes have extremely simple requirements compared to other mmos (I'll just say WoW I guess).

    This game isn't designed to have an extremely complicated rotation (for one thing, every single class only has one resource, mana or mana equivalent, unless you really want to count aetherflows but that doesn't really...count), no procs that are interesting (they're all just, hey, now you can press this button, or passive damage buffs), and no class has a rotation worth mentioning.

    They're all virtually identical in design (keep up buffs, keep up dots, press filler), though implementation is slightly different.

    In a way WoW is very similar to that now, but at least every class has a unique resource that they interact with meaningfully.

    You came to the wrong game if you are looking for complexity in rotations, is what I'm saying.

    Now I don't mean to sound like I hate playing the game, rather I enjoy it, but not for the sake of rotational or combat complexity, because thats not really this game's strong point, and unless they drastically overhaul every class in the coming patches I think it will stay this way for some time.

    The combat here is based on more unforgiving void zones, more strict dps and gear checks (when everyone can be 90% efficient, the game requires 99% efficiency to pass checks), and esp healer coordination (prequeueing heals, etc) much like vanilla wow where tanks died in 2 hits.

    So theres that.

    I think we have the same goal here, but you came off a bit heavy handed with your absolutes like smn is the easiest class to play, etc, as if that proves or justifies necessity of change.

    You seem to enjoy sch healing, mayhap make that your main for now.
    (0)

  2. #2
    Player
    Fire-Dragon-DoL's Avatar
    Join Date
    Aug 2013
    Posts
    138
    Character
    Quarion Silverfrond
    World
    Shiva
    Main Class
    Arcanist Lv 55
    Thanks for clarification, I do prefer conversation tones in this way.
    Anyway, aetherflow is a secondary resource actually, the problem is that on summoner not used: for example on sch you have to choose between energy drain, shield and lustrade. Taking out energy drain which is available to summoner too, the choice between the shield and lustrate is indeed hard in any case (aoe damage reduction or flat heal on tank, instant and 0 mana cost!!!!), that feel really interesting, I cast a shield I know I must be careful because if there is a mountain buster (titan) as the next attack and that was my last aetherflow charge (even if I have the spell to refresh charges), I may not have enough time to save the tank. That's not a punishment, that's a wipe directly :P

    With the summoner, worst thing can happen is that you can go out of mana (which means you don't watch your mana bar because if you stop casting thunder and shadow flare, with aetherflow you'll break even).
    Yea is bad, but considering you have also energy drain, is something that won't happen easily.

    I expect a bit more "care" in aetherflow management (or increase the required pet management, it's still ok, why on earth the summoner doesn't have an aetherflow skill that interact with the egi? That should be a default one because it merges the arcanist with the summoner).

    Second thing, I'm not asking for insane rotations on summoner too but for example (even if I hate this) considering we are dot-based, give us an additional filler near ruin that works in this way: cast a spell that deals "low" damage (75% of ruin damage, with cast time) and apply a debuff for 3 seconds (same cost of mana as ruin), this debuff does nothing BUT if you cast ruin on the target (before it expires), it will get 50% more damage from ruin, so you'll come up with a +25% damage on ruin in this way. What happen in this way? Well, you have to do some calculations, for example before your debuffs are ending, it may be more useful to cast 2 ruins instead of the debuff because you can come up with a ruin + spell-that-apply-debuff and waste 25% dps in this way because you have to stop rotation and recast debuffs. Same against titan for example, if you don't know the rotation you will actively loose part of your dps because you don't know which is the right moment to cast 2 ruins consecutively or alternated.

    Pretty straightforward, won't KILL your dps if you fail, will still punish you.
    And I feel bad when I say this because I want to see a summoner and not a dotter... :\

    In the end, SCH:
    SCH is a really nice class and I love it, much more interesting (design wise) than the summoner. However, SE decided (worst decision) that the marks (myth) are 300 per week, not retroactive so you are FORCED to stick with your main class (that's the truth). they could have just done a "cumulative" thing like every week you play every other class can get + 300 (which you can spend only for pieces of that class) and that would have solved everything. But NO, you are forced to play one class in this way.
    Not to mention the fact that I have 30 INT on attributes and my SCH can't have 30 MND because someone decided that way (now the problem is only for SMN/SCH, once more job will come out, this problem will be much more real).

    I hope SE will fix a lot of these things (but I'm sure they won't fix the summoner in any case, just tweak something), but if I have to stick for one year with my filler RUIN, well, this game will be a filler for all those coming out in March.
    And believe me, I feel bad for this because encounters are well designed in this game (usually, Coil 1 is not that good).
    (2)