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  • Changes to Ballista (10/7/05)



    Changes to Ballista


    The following changes and additions to Ballista are scheduled for the October version update.

    -The effective range of powers accessible through the summoner ability "Blood Pact" will be extended. Certain powers will not be affected.
    -The duration of the resistance effect to the bard song "Lullaby" will be increased.
    -The number of Ballista Points required to reserve "Diorama Abdhaljs - Ghelsba" will be reduced from 200 to 100.
    -The maximum number of Ballista Points that a player can have will be increased from 1000 to 2000.
    -It will be possible to set "Diorama Abdhaljs - Ghelsba" to Ballista Royale rules.

    Expect to see these and other improvements made to everyone's favorite Conflict event soon!

    FINAL FANTASY XI Development Team (10/07/2005)

    Edit: Submitted by Balfree and Pai Pai Master - fc

    Edit: Submitted first by Pai Pai Master
    Last edited by Pai Pai Master; 10-07-2005, 10:46 AM.
    PSN ID - PaiPai Gamertag - PaiPaiMaster Steam ID: Pai Pai Master
    Rockman - Fairy

    WAR75/SMN75/PLD68/NIN37/THF37/SAM37/WHM41
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  • #2
    Re: Changes to Ballista

    Pai Pai was one minute faster than you Balfree. Gonna merge your threads and give you credit in the OP.

    Title: Sergeant Major
    SAM75, RNG75, PUP75, PLD60, My NPC65
    Bastok Rank 10, San d'Oria Rank 10, Windurst Rank 10
    Missions: Completed/Zilart Completed/CoP Completed/ToAU: Playing the Part-Sergeant Major
    Midgardsormr|Cactuar (MNK51)

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    • #3
      Re: Changes to Ballista (10/7/05)

      erm.. i noticed that and deleted the post, ._.

      damn you pai pai!1 damn you!1 XD

      anyway i hope this update comes out soon >.<' i'm curious as to what the fellow updates are
      signatures are for pussies mew mew mew, here's mine

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      • #4
        Re: Changes to Ballista (10/7/05)

        Originally posted by Balfree
        anyway i hope this update comes out soon >.<' i'm curious as to what the fellow updates are
        "All Worlds Scheduled Maintenance (Oct. 10)"

        Soon enuf? ^^

        http://www.ffxionline.com/forums/showthread.php?t=50520

        Title: Sergeant Major
        SAM75, RNG75, PUP75, PLD60, My NPC65
        Bastok Rank 10, San d'Oria Rank 10, Windurst Rank 10
        Missions: Completed/Zilart Completed/CoP Completed/ToAU: Playing the Part-Sergeant Major
        Midgardsormr|Cactuar (MNK51)

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        • #5
          Re: Changes to Ballista (10/7/05)

          Man those are all perfect additions. SMN really needed help and that may just be all they needed. The points being increased to 2000 is incredibly, great. lol

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          • #6
            Re: Changes to Ballista (10/7/05)

            Ugh why do they keep on nerfing lullaby? Lullaby is barely hurtful after level 60 caps and never if the opposing player isnt crap.

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            • #7
              Re: Changes to Ballista (10/7/05)

              Originally posted by Blood Red Poet
              Ugh why do they keep on nerfing lullaby? Lullaby is barely hurtful after level 60 caps and never if the opposing player isnt crap.
              While this statement is true. Not everyone plays hardcore in Ballista and in big matches Horde Lullaby can get a bit out of hand. I'm a bard and I'm for the nerf in all honesty lol. I doubt it's very noticeable but different.

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              • #8
                Re: Changes to Ballista (10/7/05)

                It just makes BRDs weaker in ballista matches with less than 7 or more. They are already, but it is just another nail into the coffin.

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                • #9
                  Re: Changes to Ballista (10/7/05)

                  The lullaby change is kind of hilarious since Ballista is already an unbalanced mess. Lullaby just pisses people off who don't know how to deal with it, though i'm sure it'll still be fine and this is just to prevent it from being spammed. Main problem with this is that bard has no defenses aside from lullaby, and if you're in a situation where lullaby is crippling your opposing team so much, you're probably in the same situation where your teammates aren't going to be incredibly protective of you either.

                  Bard should still be ok unless you rely on having two or three bards spamming lullaby the entire fight.

                  The bloodpact change is a nice start but unless they do something like sharing damage between the summoner and the avatar, smn will still be a free gate breach or just pure bait. Smn is hands down the hardest job to play in ballista because it is so easy to fuck up and die, or just die regardless if you aren't being protected by a few intelligent players. And the benefit of playing a smn well isn't very noticable if you aren't in an uncapped fight.


                  I hope this update just means S-E is starting to give a shit about job balance.

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                  • #10
                    Re: Changes to Ballista (10/7/05)

                    Originally posted by Malachite
                    The lullaby change is kind of hilarious since Ballista is already an unbalanced mess. Lullaby just pisses people off who don't know how to deal with it, though i'm sure it'll still be fine and this is just to prevent it from being spammed. Main problem with this is that bard has no defenses aside from lullaby, and if you're in a situation where lullaby is crippling your opposing team so much, you're probably in the same situation where your teammates aren't going to be incredibly protective of you either.

                    Bard should still be ok unless you rely on having two or three bards spamming lullaby the entire fight.

                    The bloodpact change is a nice start but unless they do something like sharing damage between the summoner and the avatar, smn will still be a free gate breach or just pure bait. Smn is hands down the hardest job to play in ballista because it is so easy to fuck up and die, or just die regardless if you aren't being protected by a few intelligent players. And the benefit of playing a smn well isn't very noticable if you aren't in an uncapped fight.


                    I hope this update just means S-E is starting to give a shit about job balance.
                    My BRD can get more defense and VIT than most melee since I don't have to focus on attack stats, so we do have some form of defense :D

                    I agree about SMN probably being the toughest job to play, that or BST, but smart SMNs don't give up easy GBs.

                    SE has always cared about Job balance, that's like their sole purpose is balance. Players just find ways to go against their intended goals all the time creating a sense of unbalance.

                    Double Post Edited:
                    Originally posted by Blood Red Poet
                    It just makes BRDs weaker in ballista matches with less than 7 or more. They are already, but it is just another nail into the coffin.
                    You would be surprised how hard it is to kill a well equipped Bard in Ballista though.

                    And Paeon/Ballad alone make them extremely useful in ballista even without Lullaby. BRD may not feel as useful since they arn't playing offensively but yeah.
                    Last edited by Nodachi; 10-08-2005, 11:29 AM. Reason: Automerged Doublepost

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                    • #11
                      Re: Changes to Ballista (10/7/05)

                      You would be surprised how hard it is to kill a well equipped Bard in Ballista though.

                      And Paeon/Ballad alone make them extremely useful in ballista even without Lullaby. BRD may not feel as useful since they arn't playing offensively but yeah.
                      Paeon/Ballad isn't *GREAT* in a situation similiar to 6 or less people. BRD is very useful in large groups of people(+7), but with 6 or less they can easily be knocked out. I am saying BRD is crap just because it isn't offensive or that its crap at all, I am saying it has a major weakness. Maybe if SE gave them a bind song or something...

                      SMN is on the same boat as RDM. SMNs can not solo ballista well at all. A SMN and a magical binder is very strong combo. SMNs are a godsend for BLMs and NINs during no sub matches. SMN are very powerful in the right group and I would have to say are a lot better off than BRDs. They can be defensive and offensive. BRDs only offensive tactic is sleeping.

                      since Ballista is already an unbalanced mess.
                      Unbalanced? Maybe... Mess? Way off there. I am not sure how much of a regular player you are(play more than 1 time a day), but it is far from a mess. Unbalances are easily passable.

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                      • #12
                        Re: Changes to Ballista (10/7/05)

                        In 75 Cap, the only people that are harder to kill than my bard are a Pld/rdm, Whm/rdm, Pld/whm or maybe a rdm/nin. Unless by "hard to kill" you include the fact that you can actually fight back. If your teammates are distracted and aren't helping you fight off that poisoned galka monk pounding the crap out of you, what are you going to do? Requiem them to death? All that defense gear just makes it take longer if you don't have sprint up, or if they can also sprint. Bards are fantastic and will still be fantastic when fighting with an intelligent team though. I typically duo with a good redmage player and we make a fantastic duo, whenever we're on the same team theres a huge chance that our team will win. A good bard can turn a good team into a nightmare. A good bard will just be a liability to a poor one, especially if you're fighting the oh-so-popular 5 poisoned monk squads. I love passhow because of this. Most of these problems come from smaller matches though. 75 cap matches on my server tend to be 5-10vs5-10. The 60 caps are the huge 25+vs25+ fights. I usually only play bard in 75 cap.

                        The same idea goes for summoners. I just get annoyed at how fast summoners go down to even terrible players. No reliable way to get people off you without outside help. Unless you run around with an avatar out the entire time,(whoops f8, sleep 1. Sorry garuda) or are running around like an idiot and have equally idiotic players chasing you the entire time, you don't even have many chances to do much. Its hard to enjoy a job when you have to flee the entire time.


                        And yes, BRP, I exaggerate about the "Unbalanced mess." While I bitch and moan about stupid matchups like bard vs poisoned monk(not implying ballista is 1v1 or should be), many more people are crying after matches about my red mage + black mage + bard combination absolutely destroying the opposing teams. A gravity, graviga or bind song would fantastic and much needed to bard's lack of offensive tactics. But I seriously doubt S-E will bother to do it. Ballista is actually a bit more balanced than the actual PVE in this game, even if many jobs are pigeonholed into uneven roles.

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                        • #13
                          Re: Changes to Ballista (10/7/05)

                          Hopefully all this will make Ballista a tad bit more interesting, It would be even more preferable if they did'nt give such disadvantages to certain job types.

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                          • #14
                            Re: Changes to Ballista (10/7/05)

                            Only job I see at a real disadvantage is SMN. The rest are all very playable. Asuran fists at 75 cap however is extremely broken lol. But it's more balanced than I'd expect really.

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