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Why can a level 1 COR reset a level 75 player's Two Hour with Wild Card?

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  • #31
    Re: Why can a level 1 COR reset a level 75 player's Two Hour with Wild Card?

    A level 1 WHM's Benediction works on a 75 PLD.

    A level 1 BLM/WHM can use Manafont to cure a 75 PLD.

    A level 1 PLD can use invincible to steal hate from a 75 WHM.

    You get the point?

    And wow... what a thing to complain about. The game's balance is not even effected by this at all.

    If you are worried about DRKs spamming Blood Weapon with Soul Eater (with a Kraken Club perhaps)...

    they why not nerf it in a sensible way and limit players that are effected by it. How about you can only have a 2hr reseted once in 30 minutes.
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    • #32
      Re: Why can a level 1 COR reset a level 75 player's Two Hour with Wild Card?

      Originally posted by Legal Fish View Post
      A level 1 WHM's Benediction works on a 75 PLD.

      A level 1 BLM/WHM can use Manafont to cure a 75 PLD.

      A level 1 PLD can use invincible to steal hate from a 75 WHM.

      You get the point?
      It's also been pointed out that Benediction by a level 1 WHM won't cure as much HP as Benediction by a level 75 WHM.

      A level 1 BLM/WHM can only cast Cure 1, so Manafont saves them 8 MP. A level 75 BLM/WHM can cast Curaga II, so Manafont saves them 120 MP while healing for far more HP.

      And I'm pretty sure the amount of enmity generated by Invincible scales with the level of the PLD.

      All three examples support the argument that the effectiveness of a job's 2 hour ability should grow with the level of the job itself.
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      • #33
        Re: Why can a level 1 COR reset a level 75 player's Two Hour with Wild Card?

        Well, the BLM can cast more than one spell before Manafont wears off, but yeah. Heck, a Level 1 SAM can't get any use out of Meikyo Shisui at all - they don't know any WS yet.

        Adjusting Wild Card to be like this relative to level would be one way to adjust it, but I think the levels should be set a bit higher, because a level 15 COR hitting one of five 75 is far too generous.
        *Probably* one of five 75s (they might still miss all of them), and they don't get to choose which one, *if* they roll a 5 or 6 in the first place, in exchange for burning their own 2hour and taking the time to travel back and forth, change jobs, reorganize the party, and get everyone into range of each other (and of course the low level COR has to stay alive while trying to set this up). That's "far too generous"? I'd call it "too useless to even bother attempting, except *maybe* if your main is a job that would never ever want to use its own 2hour". (In which case maybe the problem is that *that* job has a useless 2hour, not that COR has a "too generous" one.) It's *five times* worse than what they have now (much worse for COR1s), which is already a change big enough SE is very unlikely to do it unless they feel that this is a severe abuse.

        I suppose you could make it something like 0.9^(level difference-5), but then you'd have it almost totally useless at even 15-20 levels difference, which seems excessively harsh. A level 50's Benediction may not fully heal a 75 but it'll heal them for a pretty substantial amount (and it will still remove all status ailments).


        Although a level-based restriction could still be avoided by having the *recipients* also change to level 1 jobs; I didn't think of that at first. I don't know of any good fix to that since the 2hour is shared between all of a player's jobs (and it's clearly not justified to nerf a low level COR's effect on a low level party). This adds additional inconvenience to the JoL/AV type uses, but doesn't really affect the people who just want another crack at Snoll Tzar, Diabolos or whatever. (But in their case it doesn't really matter - it doesn't give them anything they couldn't have gained by simply waiting before reentering.)
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        • #34
          Re: Why can a level 1 COR reset a level 75 player's Two Hour with Wild Card?

          Originally posted by Karinya View Post
          Although a level-based restriction could still be avoided by having the *recipients* also change to level 1 jobs; I didn't think of that at first. I don't know of any good fix to that since the 2hour is shared between all of a player's jobs (and it's clearly not justified to nerf a low level COR's effect on a low level party). This adds additional inconvenience to the JoL/AV type uses, but doesn't really affect the people who just want another crack at Snoll Tzar, Diabolos or whatever. (But in their case it doesn't really matter - it doesn't give them anything they couldn't have gained by simply waiting before reentering.)
          Well, we mentioned a level requirement earlier for endgame zones - running a level 1 COR out to DA is just going to be a hassle, time you could be helping camp an HNM and claim it.

          Dynamis restrict by level. Since EXP camps don't really begin til 60 or higher lock off access to jobs below 60, such as with that Nomad Moogle in sea. Or they could just get rid of that moogle completely.

          SE really just need to observe and adjust parts of endgame where weak strategy and exploits come in to play. Mazurka got the needed nerf, but things like this and logging to reset hate still exist amoung other things.

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