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Next version update rarin' to saddle up! (04/11/2013)Follow

#27 Apr 16 2013 at 4:30 AM Rating: Good
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I don't see anything about the elemental wheel getting nerfed. Time to make some MAB trial katana's.

Edited, Apr 16th 2013 6:31am by TikkaofLakshmi
#28 Apr 16 2013 at 8:16 AM Rating: Decent
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Elemental Wheel has already been adjusted because it deals damage.

The spells listed here have a fixed amount of enmity per use.
#29 Apr 16 2013 at 11:17 AM Rating: Good
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Camate wrote:

Rune Fencer Job Adjustments

Greetings!

I’d like to give everyone a heads up on the adjustments to rune fencer that we have planned for the upcoming version update. The main focus will be the adjustment of rune fencer’s job abilities, and the planned changes are listed below.
*Please keep in mind that this is still being worked on and is subject to change.

• Rune Enchantment

The effect values for elemental resistances granted from runes will be increased.

• Vallation

Recast time will be reduced from 5 minutes to 3 minutes.
Effect duration will be reduced from 3 minutes to 2 minutes.

• Pflug

Recast time will be reduced from 5 minutes to 3 minutes.
Effect duration will be reduced from 3 minutes to 2 minutes.

• Valiance

Recast time will be reduced from 10 minutes to 5 minutes.
Effect duration will remain the same (3 minutes).

• One for All

Recast time will be reduced from 10 minutes to 5 minutes.
Effect duration will remain the same (30 seconds).

http://forum.square-enix.com/ffxi/threads/32612-Rune-Fencer-Job-Adjustments

Edited, Apr 16th 2013 1:18pm by Szabo
#30 Apr 16 2013 at 1:51 PM Rating: Default
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And Embolden remains 90% useless.
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#32 Apr 17 2013 at 12:44 PM Rating: Good
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Camate wrote:

Hello,

Thanks for the feedback thus far since my previous post.

We've seen a couple of questions, so I would like to provide some responses.

Quote:

What about enmity changes for Dia and Helix spells?


• Dia

While this is a spell that has a static amount of enmity, the amount of enmity generated is extremely low, so we removed it from the scope of our adjustments.

• Helix spells

The enmity for these spells depends on the effect, so it was removed from the scope of our adjustments.

Similar to elemental magic, the enmity generated is proportionate to the damage dealt.

Quote:

Uhh, what about summoner job abilities…?

Blood Pacts, Retreat, and Release do not generate enmity, and as such were not included in the list.

Also, while on the subject of pet jobs, below are some notes about beastmaster's job abilities that were not included on the list:

• Ready

This ability does not generate enmity.

• Spur/Run Wild

While these abilities have a static amount of enmity generation, they are time volatile, and because the amount is lost every second it was removed from the scope of our adjustments.


Quote:

Why would you reduce enmity values on NIN spells?

With ninja itself in mind, we understand that it would be best to increase the enmity for ninjutsu.
With that said, we will be going a separate route of adjustment so that ninjas can control enmity better.

However, we've included ninjutsu in the scope of our adjustments due to the fact that red mages who use ninja as their support job could cause the same issues from the past to arise.

Quote:

blue mages forgotten?

We will not be adjusting enmity on blue magic because we feel that blue mage is a job that can better withstand a beating in the event that they pull hate from the target.

Quote:

If Barspells are generating too much enmity... surely the WHM AOE versions should also receive an enmity decrease?

The AoE Bar- spells were removed from the scope of our adjustments due to the fact that the amount of enmity is very low. While the enmity depends on the amount of party members, the effect duration is quite long and is normally cast before battle, and if you need to it cast during battle, it's something you can use when Provoke and other front-line job enmity generation methods are being used.

http://forum.square-enix.com/ffxi/threads/30629-Enmity-System-Explanation-and-Planned-Adjustments?p=421689#post421689

Edited, Apr 17th 2013 2:45pm by Szabo
#33 Apr 17 2013 at 1:11 PM Rating: Excellent
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Szabo wrote:
blue mage is a job that can better withstand a beating in the event that they pull hate from the target.


This works on so many levels.
#34 Apr 17 2013 at 2:37 PM Rating: Good
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Camate wrote:
Blood Pacts, Retreat, and Release do not generate enmity, and as such were not included in the list.

Uhh.... what?

I mean they don't generate much, but I've definitely pulled hate from commanding a BP before <.<

Edited, Apr 17th 2013 3:41pm by KodoReturns
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#35 Apr 17 2013 at 3:33 PM Rating: Good
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Wow, they really don't get how bad the enmity is ****** right now even with all the people complaining about it.

And yeah, issuing BPs definitely does generate hate. It'll even make a passive mob attack you, for that matter...
#36 Apr 17 2013 at 4:04 PM Rating: Good
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KodoReturns wrote:
Camate wrote:
Blood Pacts, Retreat, and Release do not generate enmity, and as such were not included in the list.

Uhh.... what?

I mean they don't generate much, but I've definitely pulled hate from commanding a BP before <.<


And they always have as far as I know, I've pulled hate by using poison nails before

#37 Apr 17 2013 at 5:49 PM Rating: Excellent
I think what they mean by Bloodpacts not generating hate is that the actual Bloodpact itself doesn't generate hate. Activating Bloodpacts do, but the actual Bloodpact generates no hate on the Summoner.
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#38 Apr 17 2013 at 5:52 PM Rating: Decent
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The fact it can still kill you is a issue, I'm abit out of the loop but been reading alot of posts about the issue of pulling hate off tanks with low enmity abilitys/spells, they planning to fully sort this issue soon?
#39 Apr 17 2013 at 8:19 PM Rating: Default
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Camate wrote:
However, we've included ninjutsu in the scope of our adjustments due to the fact that red mages who use ninja as their support job could cause the same issues from the past to arise.

Ignoring the fact that they're admitting to actively hurting RDM in their own ignorant way, what RDM actually used /NIN to get or hold hate?

GG, SE, GG.

Edited, Apr 17th 2013 8:20pm by jlejeune
#40 Apr 18 2013 at 4:31 AM Rating: Excellent
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jlejeune wrote:
Camate wrote:
However, we've included ninjutsu in the scope of our adjustments due to the fact that red mages who use ninja as their support job could cause the same issues from the past to arise.

Ignoring the fact that they're admitting to actively hurting RDM in their own ignorant way, what RDM actually used /NIN to get or hold hate?

GG, SE, GG.


Could see the "holding it" part in not taking a big hit to the face with good shadow upkeep. But otherwise? I feel like we got the nelsonlaugh.jpg here.
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#41 Apr 18 2013 at 7:44 AM Rating: Good
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Same as with Bloodpacts, Ready definately generates enmity... Can't count how many hits I've taken to the face after issuing a TP move after enmity ****-up.
#42 Apr 18 2013 at 8:39 AM Rating: Good
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Seriha wrote:
Could see the "holding it" part in not taking a big hit to the face with good shadow upkeep. But otherwise? I feel like we got the nelsonlaugh.jpg here.

It was never due to enmity generated from the spell though, which is apparently a super big deal for RDM/NIN according to them.
#43 Apr 18 2013 at 8:47 AM Rating: Decent
jlejeune wrote:
Camate wrote:
However, we've included ninjutsu in the scope of our adjustments due to the fact that red mages who use ninja as their support job could cause the same issues from the past to arise.

Ignoring the fact that they're admitting to actively hurting RDM in their own ignorant way, what RDM actually used /NIN to get or hold hate?

GG, SE, GG.

Edited, Apr 17th 2013 8:20pm by jlejeune


Based on how it's written. I believe they mean it as in, we are reducing the enmity generated by ninjutsu so rdms wouldn't have to worry about generating hate using these spells.

Not that they think RDMs are trying to tank and using ninja spells to generate hate.
#44 Apr 18 2013 at 9:13 AM Rating: Good
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People still use RDMs as tanks? I haven't heard much of RDM tanking since Abyssea came out. Didn't they nerf the enmity from enfeebling spells before this as well?
#45 Apr 18 2013 at 9:16 AM Rating: Good
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SE does not want RDM to tank. This is why enfeebling magic was nerfed when RDM/NIN tanking really caught on.

As far as tanks go now, no one uses them because enmity is so broken. Now that SE is fixing enmity, a single tank is becoming viable and SE is trying to avoid people attempting to use RDM/NIN again. Right now, it would be easy for a player to sit behind shadows casting barspells.
#46 Apr 18 2013 at 9:39 AM Rating: Good
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Enmity and defense were the most broken things in the game which made it very uninteresting for me to continue playing. Is defender still useless or did it change when they adjusted defense? I read certain things hit like trucks now.
#47 Apr 18 2013 at 9:49 AM Rating: Good
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SE fixed defense by penalizing players for having low defense (i.e. using berserk, counterstance, forgetting protect).

Edited, Apr 18th 2013 10:53am by xypin
#48 Apr 18 2013 at 11:54 AM Rating: Good
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Camate wrote:

Greetings,

The information mentioned yesterday about summoner's abilities and Blood Pacts not creating hate seems to have raised some questions, so I'd like to follow up on it.

To be precise, Blood Pacts have a non-volatile enmity value of 1. It's been arranged this way so that some enmity remains on the summoner when having a pet perform an action against a monster. If we were to make it so enmity was not placed on the summoner, once the enmity from the avatar is gone, it would cause bugs to occur (such as monsters becoming unclaimed). It's very similar to the way linked monsters don't come after the summoner once the avatar has vanished (except it would happen to the monster you perform the Blood Pact on).

In the case that the avatar's enmity has a minimum value of 1 for both non-volatile and volatile enmity, when executing a Blood Pact, the summoner will receive +1 to their non-volatile enmity, making a total of 2 non-volatile and 1 volatile enmity. When this happens, the target will go after the summoner.

As an adjustment, we are looking into the below:

• When the summoner has enmity, they will not receive +1 to non-volatile enmity when executing a Blood Pact. (The +1 to non-volatile enmity will only occur when the summoner's enmity value is 0.)

The above adjustment is not a job ability adjustment; it will be a change to the process occurring in the programming, so please give us a bit of time for this.

We had looked into taking another approach by adding an enmity+ stat to avatars like beastmaster's familiars have, and to ease up on the enmity lost when taking damage; however, this was geared more towards solo play and there are times when it would be best for avatars not to take hate during party battles, so we decided to adopt the adjustment mentioned above.

http://forum.square-enix.com/ffxi/threads/30629-Enmity-System-Explanation-and-Planned-Adjustments?p=422049#post422049

Edited, Apr 19th 2013 1:56pm by Szabo
#49 Apr 18 2013 at 12:28 PM Rating: Good
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Camate wrote:
We had looked into taking another approach by adding an enmity+ stat to avatars like beastmaster's familiars have, and to ease up on the enmity lost when taking damage; however, this was geared more towards solo play and there are times when it would be best for avatars not to take hate during party battles, so we decided to adopt the adjustment mentioned above.


He just said it in passing, but I had no idea jug pets had +enimity O.O And a quick check on the wiki that's not recorded anywhere.
#50 Apr 18 2013 at 1:36 PM Rating: Good
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yeah I didn't know that either...
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