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#77 Jan 18 2013 at 12:27 PM Rating: Decent
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Iron Chef Olorinus wrote:

So you disagree with everyone who says "X job shouldn't be able to damage well because then Y job wouldn't be wanted?" Just wondering. Because if it doesn't matter if a whole crapload of jobs are never wanted on group content, why not spin things around?


2002-2006 would like to say hi. They feel forgotten.

Iron Chef Olorinus wrote:

the simple fact of the matter is, all jobs should be roughly equally useful in group content.


Wut...


Iron Chef Olorinus wrote:

That's currently not the case, and the fact that it is so is a design flaw, which is not the player's fault. Just because a job is broken doesn't mean the developers should never fix it.


The corollary is that just because some players want to use job X to function as type Y, doesn't mean there are design flaws or the system is broken.
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#78 Jan 18 2013 at 1:10 PM Rating: Good
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Quote:

The corollary is that just because some players want to use job X to function as type Y, doesn't mean there are design flaws or the system is broken.


Wanting the developers to develop an equal amount of content that allows the strength of different jobs (not just the same jobs over and over again) to shine isn't wanting "to use job X to function as type Y" unless type X is "job that isn't wanted in endgame" and type Y is "job that is desirable in endgame"
#79 Jan 18 2013 at 3:47 PM Rating: Good
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So what you're saying, is that since WAR does nothing but damage, all other jobs must suck at damage, because otherwise what would WAR do? So how about you give WAR some utility you seem to love so much?

Oh right, because you realize that utility is worthless.

Being able to heal and nuke, or heal and deal damage is worthless when you can't heal as well as the healer, can't DD as well as a DD, and can't nuke as well as a nuker. You can only do one or the other at any time, and you will only be invited to do one or the other, so they'll just invite the better job.

Being able to tank is... well there is no such thing as a tank so that's not even a discussion. Hate control for the same reason.

Having Treasure Hunter isn't a utility when barely anything uses it. Voidwatch is entirely unaffected by TH if you have capped lights, and capping lights is required to win, so TH is worthless. Abyssea makes TH worthless because of triggers. Legion doesn't use TH, because you need to actually kill something first before anything drops. Neo nyzul doesn't even have drops for most people, since you're just in it for astrarium, and you lose most of the floor 100 drops due to time anyway. The only thing TH is useful for is solo farming for gil, to buy gear to use in endgame content, that you will never get to do anyway because you gave up damage for TH.

And BST as a solo job, laughable. No job was ever designed to solo. SE has said it again and again. They want us to party for everything, hence why everything is incredibly difficult to solo until you outlevel it, exploit something SE later nerfs, or put in insane amounts of effort. Hence why BST gear comes from group events BST can't go to. And BST has never been a very good soloer anyway. Back when we charmed things, any job/BST was better than BST/any job because everything BST got was subable. Today any job/DNC can do just as well soloing as BST can. And for NM's, many jobs are far superior to BST simply because of how many instant death/doom/aura/ en effects the enemies have that kill a pet, but another job/NIN can simply blink away, or can remove from themselves while a BST can't.

And every ability we've been given either doesn't affect, or makes soloing harder. Spur, which gives your pet more TP, which doesn't help a soloer as you will always be using the cheapest defensive move you can to survive. Run Wild, which only helps when in a group, because it kills your tank. It doesn't help in a group either because it doesn't really increase damage, but it doesn't really help solo. The removal of charm and replacement with weaker, long recast, expensive jug pets. Even the preposed new 2 hour gave you defensive buffs for use in parties, because it killed your solo ability to use it, until we raised holy hell.

And BST pets as a replacement for DD ability? Sure, on too weaks. On actual challenging enemies, it leaves BST as a sh*tty WAR that can't use 2 handed weapons, can't sub SAM, has BRD stats, and has no abilities or traits that help them DD.

If the utility, isn't utilized, because it is not useful, then we don't have any utility, and thus should be just as good at damage as everyone else. Which to be honest is how an MMO is supposed to work. Every job is supposed to be equally good at it's role, in slightly different ways, that you play because you enjoy the style of it. And since the game is the way it is, there are only three roles, DD, buffer, and healer. Unfortunately, almost every job is stuck in the first category.

Alternatively, you have to actually make utility.
A) Stop with the stupid time limits: Arch dynamis lord has to be killed before perfect defense wears off, as fast as possible. Voidwatch bosses have to be zerged as fast as possible while it's stunned by a trigger, because it will instantly kill your whole group as soon as fool's drink wears. Neonyzul has an incredibly short time limit that requires very specific set ups and massive support to do as much damage as you possibly can in as little time as possible. Legion has both incredibly high amounts of damage needing to be done, and a short time limit, and you have to do it over and over on numerous enemies.

The enemy should be the enemy, not the clock.

B) Stop making everything immune to everything. Immunobreak isn't good enough, since having to cast a spell 10 times so that it can stick for a few minutes, then no longer function ever again will not make this a utility. Then mages can be enfeeblers as a utility, and that can add challenge to a fight you didn't put a ridiculous time limit on. Then BLU's additional effects, and RDM's enfeebles, and the additional effect from a pet's ws's might actually get one of them into a group over another zerger.

C) Stop with the insta-death aoe's that reach farther than a mage can cast from. Stop insta death single targets. Just make these enemies do reasonable amounts of damage that are a challenge to deal with. We shouldn't have to zerg things to death before Perfect defense/fool's&fanatic's/ a trigger wears off, or die and have to zombie it the rest of the fight.

Make defenses a utility! Make gear that is actually useful to DD's that have defensive stats. Make protect/DEF/VIT do something. Make defensive songs/rolls actually do something useful compared to offensive ones. Makes these buffs apply to pets so that my damned pet isn't taking double the damage I am.

D) Remove the hate cap. There shouldn't be one. Then tanking will actually be a utility. And with tanking actually working, hate control will also be a utility. If there is a hate cap, no matter how high it is, neither of these things will ever happen.

But since this would require the people making the game, to play the game, and then do work to fix the game, my first suggestion is the easier (read, lazier) option.

Edited, Jan 18th 2013 4:58pm by louispv
#80 Jan 18 2013 at 4:39 PM Rating: Default
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Iron Chef Olorinus wrote:
Quote:

The corollary is that just because some players want to use job X to function as type Y, doesn't mean there are design flaws or the system is broken.


Wanting the developers to develop an equal amount of content that allows the strength of different jobs (not just the same jobs over and over again) to shine isn't wanting "to use job X to function as type Y" unless type X is "job that isn't wanted in endgame" and type Y is "job that is desirable in endgame"


Thank you for re-iterating my point. Now please define endgame as something besides Legion.
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#81 Jan 18 2013 at 4:39 PM Rating: Good
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@Anza

Blue mage spells are less effective vs high level targets than melee damage. That example is faulty

Also, there is a HUGE imbalance in game content. This imbalance causes a very big problem for the enjoyability of the game. There is an overwhelming amount of content which REQUIRES zerging the fight in order to be effective. The number of jobs which are useful in a zerg is very limited in scope of how many jobs this game actually has.

Those making the argument that "IF you want to participate in X content, just level X job!" are being at best short-sighted and obtuse, or at worst (and I find this ridiculous) bigoted and condescending.

You think a game w/ 20 (and soon 22) jobs should Completely BAN jobs from content? Every event should be like the Marble Bridge?
The problem is that jobs ARE completely banned from content. Its not that some jobs are better at it than others, thats expected and thats fine. The problem is that if you are not a 2h dd, if you do NOT have a legendary weapon, or if you are not one of the best Support jobs, you have NO place in the content whatsoever.

As a counter to this, look at abyssea or the current dynamis. IN abyssea, any player can be very powerful, and you can achieve the content w/ many different jobs. Sure, WAr and NIn are best for proc'ing red, BLM best for proc'ing yellow, mnk/war + whm duo best for proc'ing blu for the different goals one may have. However, you can accompish these things even w/out optimum jobs.

In Neo Dynamis some jobs farm much better than others. However any job CAN be effective. I've actually gone smn/dnc to do a few xp trials, and though its no where close to what I can do on at least 3 of my other jobs, its still effective. I can participate int he content and have something to show for it.

BST and blu are my favorite jobs to play and both are gimped and shutout of alot of content by the gross imbalance caused by the current mechanics.

Sure, I have several other jobs, but I've invested so much into these 2, that getting shut out of content I want to play on them is frustrating. Sure, there is not a barrier on leveling many other jobs like there was before abyssea. Leveling is much faster now. The ability to store alot of gear for those other jobs is not as impossible to obtain either. However, its still a big let down to not be able to play the game the way I enjoy most. Everyone has preferences of job and playstyle. Some enjoy different jobs more than others. The variety of jobs and subjobs in this game is a great strength. It is very enjoyable. However to castrate that variety in the end game content is a big contradiction to that and not enjoyable.
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#82 Jan 18 2013 at 4:47 PM Rating: Default
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Xilk wrote:
@Anza

Blue mage spells are less effective vs high level targets than melee damage. That example is faulty

Also, there is a HUGE imbalance in game content. This imbalance causes a very big problem for the enjoyability of the game. There is an overwhelming amount of content which REQUIRES zerging the fight in order to be effective. The number of jobs which are useful in a zerg is very limited in scope of how many jobs this game actually has.

Those making the argument that "IF you want to participate in X content, just level X job!" are being at best short-sighted and obtuse, or at worst (and I find this ridiculous) bigoted and condescending.

You think a game w/ 20 (and soon 22) jobs should Completely BAN jobs from content? Every event should be like the Marble Bridge?
The problem is that jobs ARE completely banned from content. Its not that some jobs are better at it than others, thats expected and thats fine. The problem is that if you are not a 2h dd, if you do NOT have a legendary weapon, or if you are not one of the best Support jobs, you have NO place in the content whatsoever.

As a counter to this, look at abyssea or the current dynamis. IN abyssea, any player can be very powerful, and you can achieve the content w/ many different jobs. Sure, WAr and NIn are best for proc'ing red, BLM best for proc'ing yellow, mnk/war + whm duo best for proc'ing blu for the different goals one may have. However, you can accompish these things even w/out optimum jobs.


And it's because of Abyssea that developers made other types of content. The people who didn't play the 2 red proccers and WHM mules (or MNK) whined for pretty much the entirety of 2012 and possibly some of 2011 that there was this HUGE IMBALANCE AND THEY WERE EXCLUDED FROM CONTENT. So developer makes another type of content (Neo Limbus, Salvage, Einhejar and Meeble Burrows) and now people are whining that there is this HUGE IMBALANCE AND NO ONE IS LETTING THEM INTO CONTENT. They will fix it, maybe the top DDs will rotate, maybe not, something will get nerfed, but you know what will still be the same after all is said and done and players make their choices?





People will still be whining all over forums about a HUGE IMBALANCE AND THEY ARE EXCLUDED FROM CONTENT.

It's the constant that has been with us since the first shortsighted job X didn't get invited when they wanted to.

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#83 Jan 18 2013 at 5:31 PM Rating: Excellent
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@barrister

Developers made additional content because the game grew from 75 to 99 not because the proc system was imbalanced. They have to add more content or let the game stagnate and die. no point staying in a game at level 99 when all the content is aimed at level 75...

I am not saying job is shutout because ppl won't invite you on some jobs. It is shutout because the game mechanics literally make it impossible for some jobs to contribute enough in some events.

The way to measure imbalance is not about how many player whine about something. You can actually measure which jobs can be useful or completely NOT useful in different content. Abyssea has its problems, but the proc' balance really wasn't it. Even if its not as efficient, I could gather a few friends and we could enjoy playing the jobs we liked. I could /war to get enough procs to do what I wantd, or someone really coudl play drk or pld and do alot of red proc's anyway. What was great about abyssea is that it allowed everyone to make progress on it playing how they liked, and you could make steady progress for reasonable rewards. Sure some ppl will be much more efficient or faster than others, but everyone could participate.

(besides Some ppl will whine no matter what just because they are gratifying their own feelings or because they think it will gain them some influence.)

Also, the content which these jobs are being cut out from is the content to get the best gear. So I have favority job X, which I have enjoyed putting effort into collecting good gear for. Here comes a new interesting type of content to play thru, but oops.. even though I've worked on making this job good, I can't use the gear I've worked for... I can't play the content because the mechanics make me so rediculously outmatched. The gap is too big.

I think Neo Salvage has been just fine for allowing a variety of job to be viable. However, Odin II, Legion, VW (until they gradually made parts easier things), ADL.. these all require Zergs. And many jobs which are viable dd (if not the best) are all of a sudden completely worthless DD.

The reason that BST is so OP on lower level mobs is the same reason it is so gimp on higher level mobs. Its the level correction mechanics for mobs. Pets mechanics work just like other mobs. This literally causes a disproportionate gain in damage pets deal to lower level mobs and a disproportionate LOSS vs higher level mobs. Interestingly, the Neo salvage bosses do not have significant level superiority to players. They are actually probably level 99 just like us or fairly close. Even though they have strong stats, it means bst pets and blue mages will be sufficiently effective in Neo Salvage.

Whenever the us community rep team finishes the translation today, you should see an announcement they are considering removing the level correction term completely. This would be a drastic change. It would allow defense to be more useful for normal players and it would have a much greater influence on bst. It would make bst stronger vs higher level mobs, but probably weaker than bst presently is vs lower level mobs.


Edited, Jan 18th 2013 6:34pm by Xilk
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#84 Jan 18 2013 at 6:34 PM Rating: Excellent
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Camate wrote:

Happy Friday everyone!

I have a couple of follow-ups in regards to the various topics discussed in this thread.

Before reading, please note that the below is based on discussions amongst the team as well as information that we confirmed with the lead directly. This information is not finalized.

As this is not a post directly from the developers themselves, there is a possibility that there is information here that is incorrect due to the fact this text has not been checked by them after it was written, meaning edits or additional supplementation may be made after the fact.

With that said… Here's what Matsui mentioned about defense.

Akihiko Matsui wrote:

Regarding Defense

This is a topic that we have received feedback on asking to increase the boons of defense. Due to the attack/defense ratio, the meaning behind adding defense past a certain value starts to become pointless, and we would like to make it have meaning.

As a merit, for example, the more you increase your defense, the lower the damage taken will be and the boons for Defender would become large.

On the other hand, while under the effects of abilities that decrease defense such as Berserk or Last Resort, the damage you take would become higher than what it is currently.


The development team is currently looking into the below adjustments for the attack/defense ratio.

Even if defense is lowered, the damage received does not increase

Currently there is a cap imposed for the attack/defense ratio.

The damage you receive from an enemy's attack will increase up to 50% of your defense; however, if it is less (than 50%) you will still receive the same damage as if you had 50%.

This is the reason why even if you reduce your defense a lot when stacking Berserk and Last Resort, you won't see a large increase in the amount of damage you take.


Idea

1. Increase the cap value for the numbers calculated from the attack/defense ratio.
2. Damage received while defense is low will be larger.


Even if defense is increased, the damage received is not reduced

This is mainly for higher level enemies where the level difference correction is imposed.

Every level a value is added per level to the value that is calculated from the attack/defense ratio, and defense is lowered and then taken into account.


Idea

1, The monsters created after Seekers of Adoulin will be created without the imposing of a level difference correction, and when higher level monsters are created, modification will be placed on attack, defense, and stats.
2. Remove level difference correction
By removing the level difference correction, it will be possible to reduce the amount of damage taken by increasing your defense.


Also, with the adjustments to the attack/defense ratio and the level difference correction, weapons that have a modifier of 1.0 will become much stronger than what they are currently.

Akihiko Matsui wrote:

Regarding Content

To start off, we are looking into adjustments for new Nyzul, Legion, Odin's Chamber II, Voidwatch (up to Provenance Watcher), Salvage, and in the event there is further necessity, new Salvage as well.

Below is what we are looking into for adjustments.

New Nyzul

Adjustments to the warp range of floors

Legion

- Adjustments to monster levels
- Adjustments to attack power and defense

Odin's Chamber II

Adjustments to monster levels

Voidwatch

Expand the usage range of the void clusters to Provenance (Provenance Watcher)

Salvage

- Re-examine the drop rate of level 35 equipment
- Make a change so that monsters other than the NMs that spawn from ramparts in Bhaflau Remnants drop the same equipment

Walk of Echoes

- Adjustments to monster levels
- Remove EX status from each type of coin
- Add sacks that contain multiple Devious Die and Liminal Residue


Past this, we will continue to make adjustments as necessary, and we will be making it so strategy and play style variations can be developed instead of having to win with a huge amount of fire power in a short amount of time.


Below are some changes to the adjustment plans:

New Nyzul

Since the purpose of using Embrava was to increase the pace of defeating all enemies, instead of adjusting the floor warp range, we will be re-examining changes to monster strength.

- Adjustments to defense
Currently looking into making adjustments so that attacks that focus on enemies' weakness are even more deadly.

- Adjustments to the enemy's level per floor (*values are being adjusted)
Floors 01-20: Lowered by 10 levels
Floors 21-40: Lowered by 7 levels
Floors 41-60: Lowered by 4 levels
Floors 61-80: Lowered by 2 levels
Floors 81-100: No change

Legion

- Adjustments to HP/attack/defense

As mentioned above, we are looking into removing the level difference correction.
Due to the fact that removing the level difference correction and lowering the level of monsters at the same time would cause the monsters to become too weak, we are thinking about making adjustments to attack and defense, as well as HP.

Odin's Chamber II

- Adjustments to HP/attack/defense

Similar to Legion, due to the fact that removing the level difference correction and lowering the level of monsters at the same time would cause the monsters to become too weak, we are thinking about making adjustments to attack and defense, as well as HP.

Also, the development team is aware of everyone’s concerns that monster’s special attacks are a bit on the fierce side.

They are currently discussing making it similar to new Limbus, Odin’s Chamber II, and Meeble Burrows where you can formulate a strategy to evade special attacks, and also with the defense adjustments it will be possible to withstand an enemy’s attack more than now as their attack power is reduced. The goal is to change the conditions where you need to defeat a monster right away because even a single regular hit from them deals too much damage.


Next, on to dark knight…

There are two large principles that the development team is keeping in mind:

- To make job adjustments by comparing aspects collectively to close the gap between dark knight
- To not make adjustments by comparing only fire-power to leave dark knight behind

As mentioned previously, with the adjustments to the attack/defense ratio, a greater emphasis will be placed on defense. In the event that you jump into battles and pay no attention to your defense, you will take damage for nearly two-times the amount that it is now, so the way the job is played will change. With that said, based on these changes to the attack/defense ratio we will be fleshing out specifics for what kind of adjustments are necessary for other jobs and let you know once we have some information.


Finally, elemental magic.

When comparing the amount of damage a character deals, elemental magic possesses a higher potential than that of other front-line jobs. However, there is a wide variety of ways to support front-line jobs and not nearly as many ways to support back-line jobs.

Instead of focusing only on adjusting black mage, in addition to our our recently discussed elemental magic changes, we feel it would be better to address the support difference by enabling other jobs to offer more ways to enhance the capabilities of magic users.

Also, we do not have any plans to reduce the casting time or recast time any further than what was listed due to the fact that the average damage will increase and it will also be possible to deal good damage with tier II and III spells.

We are also planning to make adjustments to “-ga” and “-ja” type spells following these guidelines as well. Similarly, we are planning to make adjustments to ancient magic, slightly deviating from these guidelines.

http://forum.square-enix.com/ffxi/threads/29831-Overall-Battle-System-Adjustments-for-the-Future?p=394568#post394568

Edited, Jan 18th 2013 7:54pm by Szabo
#85 Jan 18 2013 at 11:42 PM Rating: Good
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The main ideas you wanna take out of that post is changing the Atk/Def caps and removing level correction.

VIT/DEF tanking may become a possibility, Berserk/Last Resort/Counterstance becomes much more dangerous to use at full capacity, Cocoon possibly becomes overpowered, etc.
#86 Jan 21 2013 at 12:06 PM Rating: Excellent
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That would probably nerf bst pets into the ground. Currently the only things they are any good at is slaughtering lower level prey and tanking/soloing stuff in abyssea. I hope they consider that.

Edited, Jan 21st 2013 10:06am by Olorinus
#87 Jan 21 2013 at 3:12 PM Rating: Default
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Iron Chef Olorinus wrote:
That would probably nerf bst pets into the ground. Currently the only things they are any good at is slaughtering lower level prey and tanking/soloing stuff in abyssea. I hope they consider that.

Edited, Jan 21st 2013 10:06am by Olorinus


Consideration has no place in this.

Solution will be determined by X = (Y^Z) * (Illogical Choice* 1.5)

Where X = Final Result and Y = Number of People Complaining and Z=least number of years playing FFXI


Edited, Jan 21st 2013 4:12pm by TheBarrister
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#88 Jan 23 2013 at 2:07 PM Rating: Excellent
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Camate wrote:

Greetings!

Since there has been a lot of feedback and questions regarding level correction, I’d like to take this opportunity to add a bit to what we mentioned last week about how we are looking into eliminating level correction.

This level correction is what we will be using to make it so that when you increase your defense the damage you take will be reduced. In other words, the level correction will be focused on the monsters' attack power. Since we will not be making any changes to the level correction in regards to monster defense, damage towards higher level enemies will not see an increase from the level correction adjustments. Completely getting rid of level correction would make it easy at low levels to defeat monsters that have a difference of 20 levels or more.

With that said, from your character's perspective, these changes will only really be applicable to higher level monsters, and easy prey monsters or other lower level monsters will not become weaker. However, depending on the attack/defense ratio there may be variations.

We also understand that the current attack/defense ratio cap for single-handed and two-handed weapons is 2 and 2.25 respectively, and an idea was raised to set them both to 2.25. We will need to examine whether this value is good enough or if we need to make further changes in advance before we proceed with this adjustment.

Now to answer some questions…

Quote:
With these adjustments could you also make adjustments to weapon skills that have “defense ignored varies with TP”?


Currently we do not have any plans to make adjustments to these kinds of weapon skills.

Quote:

Am I going to die right away when I use Counterstance now?


We understand the concerns associated with this and there is a possibility that we will be making separate adjustments to Counterstance.

As a final note, we do not have any plans at the moment to make adjustments to weapons that deal non-elemental damage; however, we do realize that they are extremely strong. Though this is speaking more about the future, since we will be introducing items that have a higher damage value, we expect that these weapons will not be something that are used full-time, and the situations for use will become limited.

In regards to the way we create monsters, we will still be adding features to them like you can see currently, where some monsters will be weak against piercing, while others weak against blunt damage or physical damage in general. However, instead of making it so you can only do damage via a certain method of attacking, we feel it would be better to create them so certain attack methods yield even more damage. To get a better idea of what we are talking about, Qutrub are a perfect example.

Also, the possibility that we add more weapons that deal non-elemental damage is extremely low.

Now then, just to wrap stuff up, below is a TL;DR version of the basic plan for these adjustments. Please keep in mind that none of this is finalized.


Attack/defense ratio adjustment plan

- Increase the cap value for the numbers calculated from the attack/defense ratio.
Make adjustments so that when a player’s defense is low, damage taken will increase.

- Increase the cap of the attack/defense ratio for single-handed weapons.
Look into increasing this to 2.25, the same attack/defense ratio of two-handed weapons.

Level correction adjustment plan

- Level correction for monsters’ attack power
Make adjustments so when a player’s defense is high, damage taken will be reduced.

- Make adjustments to monsters’ strength via parameters
Monsters created after Seekers of Adoulin will be made at a level where there is no level correction, and when higher level monsters are created modification will be placed on attack, defense, and stats.

http://forum.square-enix.com/ffxi/threads/29831-Overall-Battle-System-Adjustments-for-the-Future?p=395968#post395968

Edited, Jan 28th 2013 7:51pm by Szabo
#89 Jan 23 2013 at 2:12 PM Rating: Excellent
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interesting. I'm no expert, but from the sound of that, these changes shouldn't negatively effect BST pets too much. I guess it would make them weaker against lower level targets that use protect or w/e... hopefully that this is the worst of it.

Edited, Jan 23rd 2013 12:12pm by Olorinus
#90 Jan 23 2013 at 7:30 PM Rating: Excellent
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Yeah sounds like crabs and crawlers might become a little more annoying but nothing to bad so I'm slightly hopeful.
#91 Jan 23 2013 at 11:49 PM Rating: Excellent
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Iron Chef Olorinus wrote:
interesting. I'm no expert, but from the sound of that, these changes shouldn't negatively effect BST pets too much. I guess it would make them weaker against lower level targets that use protect or w/e... hopefully that this is the worst of it.

Edited, Jan 23rd 2013 12:12pm by Olorinus


This post appears that the level correction would only be used for monster > player damage. In that case, it would not affect bst pets at all, unless you include ballista vs bst... which no one cares about.
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#92 Jan 28 2013 at 6:48 PM Rating: Excellent
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Okipuit wrote:

I'd like to respond to a couple of questions and feedback that were brought up regarding the battle system adjustments.

Damage and Defense

Quote:

Right now, without damage reduction gear I am still taking roughly 800 damage or so in Legion from single hits. Using Last Resort or Berserk without any damage reduction gear and we are talking about eating nearly 1500 damage. Even with 50% damage reduction, that's still 750 damage, making it quite difficult to use Last Resort or Berserk. I don't want you to increase the damage cap any more from what it is currently. However, I do agree with adjustments that simply make it so the damage you receive is decreased significantly when you increase your defense.


To briefly reiterate what was announced previously, we will be making adjustments so that:

- The maximum value of damage received is increased higher than what it is currently.
- It will be possible to reduce damage more than currently.


We've also seen quite a lot of comments mentioning that backline jobs as well as lightly armored jobs would be affected negatively from the aforementioned defense adjustments.

As a general direction on this issue, while the defense of heavy armor jobs and light armor jobs will not be the same, in order to prevent this from becoming too large of a disparity we will be making it so there will not be situations where a certain job is unable to rush in and attack.

As was suggested in feedback, we will be looking into various ways to do this such as increasing the amount of light armor with damage reduction or increasing the amount of evasion gear.

Hate Cap

Quote:

Please make sure to deal with the hate cap issue properly. I'd really like to see adjustments that make it so the hate cap cannot be reached easily or adjustments that make tank jobs function better as tanks.


We plan on making adjustments to hate.

Producer Matsui will be explaining further details to provide insight on the current situation and how things will be changed. We also received the below message from him as well:

Akihiko Matsui wrote:

I'd like to take a moment to explain about the current calculation method as well, but I just need a little bit more time.


Regarding Weapons

Quote:

I think that both one-handed and two-handed weapons need to be adjusted. Raising one-handed weapons up to the level of two-handed weapons is too simplistic of a solution, and comparatively the balance would be maintained through compensation via equipment.

Current situation:
Accuracy: One-handed weapons < Two-handed weapons
Damage: One-handed weapons < Two-handed weapons

Proposed adjustment:
Accuracy: One-handed weapons > Two-handed weapons
Damage: One-handed weapons < Two-handed weapons


Please understand that the adjustments that we are currently looking into for weapon adjustments are not the end. We would like to have each weapon have their own special traits, and the adjustments will take place step by step.

Finally, in regards to weapons that deal non-elemental damage, specifically the Twilight Scythe.

The below is a simple compilation of the opinions we've seen on the forums:

- Leaving it the way it is currently is fine
- It needs to be adjusted
- Leave the effect as it is and lower the damage value
- Change it to the same effect as Murasamemaru (WS are non-elemental damage)
- Increase the jobs that can equip it

Due to the fact that adding more jobs to this weapon doesn't lend itself very well as a solution, I'd like to remove this as one of the options; however, we would like to hear everyone's opinions for and against adjustments to Twilight Scythe. We would like to proceed carefully with this, but please keep in mind that just because one opinion is greater in volume does not mean that we will base our decision solely on that.


http://forum.square-enix.com/ffxi/threads/29831-Overall-Battle-System-Adjustments-for-the-Future?p=397451#post397451

Edited, Jan 28th 2013 7:50pm by Szabo
#93 Jan 28 2013 at 8:24 PM Rating: Excellent
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Really? Twilight Scythe is the part of DRK that scrublets are ******** about?

There's a reason I suggested making DRK's SP2 an 'ignores defenses' effect for all weapons. It's something that then defines the job well from others. Then you can nerf Resolution or whatever.
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#94 Jan 28 2013 at 8:35 PM Rating: Excellent
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I'm surprised. Never really thought the Twilight Scythe was that huge of an advantage, especially since it's still subject to pDIF.

I can think of several NMs where it's great to have, but is there anything that simply impossible to complete otherwise?
#95 Jan 28 2013 at 10:37 PM Rating: Excellent
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Thought it was mainly used for breaking Pil's shields but Quickdraw does the same thing so idk what people's problem is and it's not that hard to get either.
#96 Jan 28 2013 at 11:01 PM Rating: Excellent
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xypin wrote:
I'm surprised. Never really thought the Twilight Scythe was that huge of an advantage, especially since it's still subject to pDIF.

I can think of several NMs where it's great to have, but is there anything that simply impossible to complete otherwise?


I think that argument is happening on the japanese side of things. I really dont' see any western players complaining about it at all.
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#97 Jan 29 2013 at 4:55 PM Rating: Excellent
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Akihiko Matsui wrote:

Last weekend we were able to implement roughly 90% of the monsters’ special attack data for Adoulin (still needs adjustment though).

This week we will be discussing and finalizing how we will be implementing the even more special aspects. Up until two years ago this was work that I was doing myself, but since I had been gone for a bit I consulted with the current lead to cautiously perform the implementation work. Honestly, it was a lot of fun (hopefully I was of some use to the lead).

There is still a ton of other things to do, but I would like to make a post as promised about the logic and calculations related to enmity, what is going on currently, and how we plan to fix it heading towards Adoulin. Hang in there just a short while longer.

http://forum.square-enix.com/ffxi/threads/29831-Overall-Battle-System-Adjustments-for-the-Future?p=397733#post397733
#98 Jan 30 2013 at 12:17 AM Rating: Decent
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Quote:
As a general direction on this issue, while the defense of heavy armor jobs and light armor jobs will not be the same, in order to prevent this from becoming too large of a disparity we will be making it so there will not be situations where a certain job is unable to rush in and attack.


I hope to **** that RDM is that certain job. I need some love.
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#99 Jan 31 2013 at 2:43 PM Rating: Excellent
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Akihiko Matsui wrote:

Greetings,

I appreciate all of the posts discussing the Twilight Scythe. I'm especially thankful that there was feedback that was both for and against making adjustments.

I also saw posts that were extremely emotionally charged that didn't offer reasons why they didn't want it to be changed. Though I have taken note of your feelings, I cannot use posts with these types of statements and feedback as reference, regardless of whether or not they are for or against adjustments.

With that said, based on the feedback we have received, the development team has looked into this again and has decided to make adjustments to the stats of Twilight Scythe.

Looking at each job individually, there are variations in what they are good at and what they are not so good at. (This would be the aspect known as job characteristics.)
These variations are altered through the addition of equipment/items and through job adjustments, and linked to the compatibility of content. Furthermore this is linked to the variations within a job itself.

These variations are a matter of degrees and will become a topic of where we draw the line; however, there are various methods to perform adjustments.

For example:
Adjustments to jobs
Adjustments to equipment and items
Adjustments to content
So on and so forth…

With that said, we feel that currently dark knight’s level of variation is much higher than that of other jobs, and since it seems that you share the same understanding we have come to the decision to revamp the stats on Twilight Scythe.

While we are still fleshing out the specific adjustment plan, we are thinking about the below:

• Add a risk to the weapon, such as when equipping Twilight Scythe, every time an attack is made, you lose HP (overlaps with the effect of Soul Eater)
• Add the effect as an enchantment which would decrease the frequency of it activating
• Have the effect activate at a constant rate only when remaining HP is below a certain value.
Additionally, make it so the rate is increased depending on the amount of HP left.


In regards to other weapons and weapon skills that deal non-elemental damage, we feel that at the current point in time they are within the allowable range and will not be adjusting them.

Also, in regards to the power of elemental magic, once we have performed the revamps we will make a decision for this. (Of course, we will be letting you know about new adjustment plans and ideas as we go.)

http://forum.square-enix.com/ffxi/threads/29831-Overall-Battle-System-Adjustments-for-the-Future?p=398443#post398443
#100 Jan 31 2013 at 3:15 PM Rating: Excellent
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Well that's disappointing. Twilight Scythe doesn't even seem to be something worth getting upset over.
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#101 Jan 31 2013 at 3:29 PM Rating: Excellent
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I'd be OK if it had a souleater effect, I guess... but not really. The 100% process rate is the only makes the weapon worth using, so definitely hope they don't change that part.
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