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  • #16
    Re: Job Adjustments

    How about just giving us Erasga as a spell. Doubel the MP consumption for it, make it 5 times more expensive, whatever, just make it.
    Divine Seal + Erase does this after level 50, when you get Divine Veil.
    lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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    • #17
      Re: Job Adjustments

      Yes, but once again, that's on a 10min recast. On mobs that like to spam Poisonga, or have Ice Spikes, etc, etc, a 10min recast is useless.

      Especially when you're fighting more than one mob within a 10min period that does the same thing.

      DSeal + DVeil + White Magic is great, but really only for emergencies, not everyday party use.

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      • #18
        Re: Job Adjustments

        Well, I think SE is beeing very careful on how they make these changes. A miss calculation there, and it will place a job way out of balance. Me being a summoner sees those chanes as a good thing. I like the idea that suggests that summoning the avatars costs more MP, keep them out for free or for much less cost, and have their abilites last longer, muhc longer, and add new more useful blood pacts!

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        • #19
          Re: Job Adjustments

          Well against Ice Spikes, nothing will do but Dispel or Finale. What everyday party are you fighting blm bones in, anyway?

          Btw, what would you do to "lighten" rdm if it was your decision?
          lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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          • #20
            Re: Job Adjustments

            I think linking divine veil to divine seal shifts an exisinting ability to a new use.
            While I think it's a pretty neat idea, it takes away the seal+curaga trick which also is a very cool move for a WHM.
            They should just make divine veil a stand alone ability altogether. And 5 minutes reuse should be enough for this.
            It's use at 10 minutes is very limitting against mobs that can gravityga + breakga + poisonga + all sorts of ga at the same time.
            There are painters who transform the sun into a yellow spot,
            but there are others who with the help of their art and their intelligence
            transform a yellow spot into the sun.

            - Pablo Picasso

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            • #21
              Just to counter Potentpotable's points:

              WHM: The ability to give other party members your MP is good. One current problem with paladin tanks is that they're horribly limited by MP and that's why to have any really efficient party with a paladin, they MUST have a red mage for refresh. (Dancing in and out of range with a bard is annoying and sometimes stupid.) By giving white mages a MP transfer ability, they're essentially buffing paladins since not only does it remove their mp downtime, it also puts hate in the correct place (when they use your MP to cast Cure and flash.)

              Barparalyzra is not a useless spell. Stack it with barblizzara for things like Kuftal and watch as roar starts to miss your party half the time.

              BLM: Reading comprehension please - they want BLM to be a more popular choice in the "generic" exp setup. Burn, Choke etc... are party friendly spells - Thunder 4 is not (well, not directly anyway). Let's say if they gave black mages the spell "Berserk" which granted the target the berserk status. I can see them getting more popular in warriorburn parties as a result.

              RDM: Rdm and smn are not the only 2 jobs that can solo. You forgot to add Beastmaster(duuuh), Ninja, Dragoon and Black mage. Red mage isn't an "oooh" solo job either - the payoff for playing one is that you have virtually no DPS unless you blow your mp a.la black mage (and this is much slower than BLM). A white mage will probably outdamage you with hexa while you get all of Savage Blade (wheeeee). A DRG/WHM will outfarm a RDM most of the time because of this.

              Red mage is fundamentally a flawed job because your last "interesting and unique" spell happens to be Refresh - at level 41. What's with levels 42-75? I approve of more spells to make it halfway interesting.
              ==============================================

              And now for something related but different:

              I'd think the problem with DRK, DRG or Samurai is more that dual wielding is ridiculously powerful, not something as silly as "DRK use gsword instead of scythe" (in my experience, they use both and the only reason they use gsword is because Warriors/Rangers are/were the FotMs).

              So here's my hypothesis: Warrior is the biggest problem for melees in this game.

              If you want to increase your atk stat, do you sub the job that's supposedly best at attack? (DRK) Don't make me laugh. Berserk >>>>> Last resort. And you get Double attack and warcry as a bonus!

              If you want to increase your defense and tank, do you sub PLD? Hell no! You sub WAR for Provoke AND Defender >>>>>>>>>>> Sentinel.

              Warrior is innately powerful enough because it can sub pretty much anything it wants without giving up much, which means it can sub the equally broken /nin and gain ridiculous DPS. And it even gets Aggressor at higher levels and the ability to merit double attack. It pigeonholes all the other classes.

              So why is /nin overpowered?
              Let's look at it this way: The opportunity cost of using a 2handed weapon is that you can't use an offhand weapon or a shield. As compensation, you're expected to do more damage than a 1h weapon.

              Except shields suck for non-pld, so no warrior or thief in his right mind is going to use one post level 20. And damage from high D is scaled horribly with the damage/STR cap so that with a decent amount of attack, a 2hander would hit for only 120ish damage while the 2 1handed weapons are hitting for 70-80 per hit.

              Dual wielding gives you DPS that frequently exceeds that of a 2h weapon for that level. Not to mention things like "suppanomimi" and "sarashi" make it FASTER at gaining TP and doing dps - and the inherent dual wield bonus on your WS makes them pretty much as powerful (if not more) than a 2 handed weapon. To top this off, you can gain stat boosts/bonuses from BOTH weapons. I have yet to see a 2hander with as many bonuses as an offhand juggernaut. Or kraken club.

              Oh and let's not forget that /nin utsusemi gives you damage mitigation when you eventually take hate, making it perfect for merit parties.

              Summary: Until SE addresses this issue, 2 handed weapons will always be crap. DRK at the moment does better with /nin and 2 axes than a scythe or Gsword. What's up with that?
              I believe most sigs are like the people they represent - useless, loud and obnoxious.

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              • #22
                Re: Job Adjustments

                Well, I dont think the solution is to lighten a job, but to strengthen the rest. For example.... my case, summoner.

                Imagine if rolling thunder lasted longer and had a bigger boost given the summoners summoning skill, i think the benefits would be tremendous.

                Or how about if the power of your both physical and magical blood pacts were based on your summoning skill. The highesr the skill, the more accurate and stronger your blood pacts are.

                A perfect example is ifrits warcry....... i am VERY sure nobody uses thats thing, and if anyone uses it, its either cause that smn has nothing better to do, or still has hopes that it does have an outcom in the battle.

                Sad but true... other than our level 70 blood pacts what else do we use? If there is someting I am missing, by all means fill me in please! But that is all there is to summoner. Summon... blood pact, release... rest, back jup heal... and if you have time or mp you might want to do a buff here and there. Given the current duratuion of the summoner buffs, there is not enogh time to have most buffs on a battle. It either you focus on DD or you focus on buffing.

                Making the summoners buffs last longer, and by reducing the perpetuation cost, would most likely encourage us to keep them out, and since you know that once you casted let say.... ecliptic growl you know its going to last 10 mintues... for example then you cna start doing some dd.

                They might also want to reduced the delay of blood pacts to be able to use them. The less we wait for the blood pact means it might be wroth leaving the avatar out for the next bp.

                comments?

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                • #23
                  Re: Job Adjustments

                  Nice post.
                  Originally posted by locus
                  RDM: Rdm and smn are not the only 2 jobs that can solo. You forgot to add Beastmaster(duuuh), Ninja, Dragoon and Black mage. Red mage isn't an "oooh" solo job either - the payoff for playing one is that you have virtually no DPS unless you blow your mp a.la black mage (and this is much slower than BLM). A white mage will probably outdamage you with hexa while you get all of Savage Blade (wheeeee). A DRG/WHM will outfarm a RDM most of the time because of this.
                  QFT. A good rdm is nearly impossible to kill, but their killing speed is weak. If you're talking about solo for exp, I think I get 1.5k an hour at best.
                  lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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                  • #24
                    Re: Job Adjustments

                    if they gave black mages the spell "Berserk" which granted the target the berserk status. I can see them getting more popular in warriorburn parties as a result.
                    berserk! aw I LOVED that spell ^^
                    I think it makes more sense to give the spell to WHM tho. Just my feeling but I think BLM is already more popular than WHM in general.
                    There are painters who transform the sun into a yellow spot,
                    but there are others who with the help of their art and their intelligence
                    transform a yellow spot into the sun.

                    - Pablo Picasso

                    Comment


                    • #25
                      Re: Job Adjustments

                      Someone on these forums had a very good idea of giving avatars a sort of "aura" buff effect that would be on for your party as long as the avatar was out. I'll dig up the post and edit to credit.

                      Edit: It was Impaction.
                      lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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                      • #26
                        Re: Job Adjustments

                        sounds like warcraft's paladin... o_O
                        There are painters who transform the sun into a yellow spot,
                        but there are others who with the help of their art and their intelligence
                        transform a yellow spot into the sun.

                        - Pablo Picasso

                        Comment


                        • #27
                          Re: Job Adjustments

                          And Diablo II's, but I don't think it's a bad thing to have a similar mechanic. Smns are already paying by the second to keep avatars out, there should be a continuous benefit to doing so other than avatar melee.
                          lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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                          • #28
                            Re: Job Adjustments

                            Well, one other small problem with avatars is their horrible AI. Keeping a summon out when you get linked or are in Dynamis is asking for a wipe. Getting slept while your summon is out and happily waking up enemies is worse.

                            The avatar weapons in the last patch were a really nice touch though. And I like the Aura idea.
                            I believe most sigs are like the people they represent - useless, loud and obnoxious.

                            Comment


                            • #29
                              Re: Job Adjustments

                              I don't see any difference between this and the reports from the Fan Festival. WHy is this News?

                              NIN75/RNG75/RDM75
                              SMN66/COR66/WAR55/BRD55/DRK51

                              Stephen King's Wizard and Glass: Fools are the only folk on earth absolutely guaranteed to get what they deserve.

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                              • #30
                                Re: Job Adjustments

                                it's now documented and posted in the official site ^^ not just a spoken word from devs.
                                There are painters who transform the sun into a yellow spot,
                                but there are others who with the help of their art and their intelligence
                                transform a yellow spot into the sun.

                                - Pablo Picasso

                                Comment

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