Re: Cerberus & ?? Odin ??
Font doesn't bother me too much. Now if it was all in yellow or pink, or something else really hard to read...that might be annoying.
I honestly can't think of a good idea to make SMN pure damage without causing major balance issues. Even my double attack suggestion would definately cause problems on things like EP soloing. (Avatars hit like a truck on too weaks and easy preys, at least at high levels.) But the double attack would allow SMN to gain TP faster (on their avatar, of course) for magic bursting, to help out on those lower levels.
And simply raising their damage on ITs would probably do little, thanks to perpetuation costs. It would probably just make the MP spent on perpetuation costs not be so high of a price, unless they drasticially raise the amount of damage avatars do on melee hits.
What I feel the problem with making blood pact timers be seperate for each avatar would be major endgame unbalancing. You'd have people fighting some HNM of some-such, with about 15 SMN on the sidelines, being cycled in faster than suicidal BLMs.
Summon > 400 damage > release/summon > 400 damage > release/summon > 400 damage, and repeat until they run out of MP...just to be cycled in for a new one. You'd have none of the normal hate issues caused by BLMs doing something similar, and none of the weakness sicknesses either.
I think they're in a pretty bad spot on how to adjust SMN. They can't really do a universal damage increase, or major blood pact timer decrease, without causing potential high level balance problems. But I do think that low and (especially) mid level SMN can be difficult, and underpowered.
Font doesn't bother me too much. Now if it was all in yellow or pink, or something else really hard to read...that might be annoying.
I honestly can't think of a good idea to make SMN pure damage without causing major balance issues. Even my double attack suggestion would definately cause problems on things like EP soloing. (Avatars hit like a truck on too weaks and easy preys, at least at high levels.) But the double attack would allow SMN to gain TP faster (on their avatar, of course) for magic bursting, to help out on those lower levels.
And simply raising their damage on ITs would probably do little, thanks to perpetuation costs. It would probably just make the MP spent on perpetuation costs not be so high of a price, unless they drasticially raise the amount of damage avatars do on melee hits.
What I feel the problem with making blood pact timers be seperate for each avatar would be major endgame unbalancing. You'd have people fighting some HNM of some-such, with about 15 SMN on the sidelines, being cycled in faster than suicidal BLMs.
Summon > 400 damage > release/summon > 400 damage > release/summon > 400 damage, and repeat until they run out of MP...just to be cycled in for a new one. You'd have none of the normal hate issues caused by BLMs doing something similar, and none of the weakness sicknesses either.
I think they're in a pretty bad spot on how to adjust SMN. They can't really do a universal damage increase, or major blood pact timer decrease, without causing potential high level balance problems. But I do think that low and (especially) mid level SMN can be difficult, and underpowered.
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