I know there has been a lot of discussion about the somewhat recent BLM "nerf", but I think the issue still needs to be addressed in a more comprehensive way.
Issues with BLM
Proposed solutions
Far be it for me to complain about the state of affairs without suggesting a fix, so here's one idea to address the above problems.
Icemage
Issues with BLM
- XP parties
BLMs seem to be functioning just fine up through around level 60-62, but once parties get close enough to start XPing in Treasures of Aht Urhgan zones, the hyper-active spawn times of enemies in these zones makes BLMs very unwanted in experience point parties, as they must spend the majority of their time resting - which is not possible when the parties are engaging new enemies every 30-60 seconds. - HNM
Aside from some previously mana-burnable arena fights, the Magic Resistance nerf hasn't done all that much to affect BLM damage at all on HNMs. I was watching a Fafnir fight the other day with several BLMs, and despite a hefty amount of free nuking (non-magic bursted), they were still dealing pretty much normal damage. In other words, the Magic Resistance nerf seems to be a paper tiger except in time-critical battles like BCNMs. - Merit Points
Things aren't quite so bleak on the front for BLMs once they pass level 70 or so, since they can then join in manaburn parties to reach 75, but even so, the best manaburn parties still don't don't quite hold their own with the best TP-burn melee parties.
Proposed solutions
Far be it for me to complain about the state of affairs without suggesting a fix, so here's one idea to address the above problems.
- Make Magic Bursts temporarily reduce monster defense, the duration of which is linked to the amount of damage done by the strongest magic burst.
This gives melees a reason to invite BLMs into TP-burn, since they can increase the killing speed of the party even only casting one spell per fight. - Make failed skillchain attempts (i.e. another WS that occurs during the skillchain window) reduce the damage of the un-chained weaponskill.
This will nerf TP-burn slightly since players will have to coordinate their efforts so that they either complete a skillchain or allow enough time between weaponskills to avoid making one. - Make elemental damage spells that are not accompanied by a Magic Burst increase the Magic Resistance of a NM more than a Magic Bursted spell.
This is just a safety measure to encourage players to include melees into their strategies when fighting NMs, rather than just nuking them down to nothing (which is still happening). - Increase the Magic Resistance limits of various NMs
I'm still seeing 2000+ damage magic bursts on HNMs who have been repeatedly freenuked on a number of difficult NMs. That seems way too high - the penalty for misusing black magic should be much stronger IMO.
Icemage
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