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Job Adjustments and Additions: Part I (10/14/2009) Follow

#1 Oct 14 2009 at 5:35 AM Rating: Good
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Rangers throughout the realm, sharpen your arrows and polish your rifles!
A host of ability tweaks scheduled for the new version update promise to render your finely honed hunting skills more potent than ever.

Ranger Job Adjustments

Job Ability Adjustments
- Velocity Shot
The duration of this ability will be increased from five minutes to two hours.

- Unlimited Shot
Once activated, this ability will remain in effect until you successfully hit your mark.

- Camouflage
Rangers with this ability in effect will incur less enmity for ranged attacks. There will be a chance that the ability remains in effect even after a ranged attack, depending on your position relative to your target.

Ranged Attack Adjustments
- Ranged attack enmity
Less enmity will be incurred the further away you are from the target of your ranged attacks.

- Detailed damage messages for ranged attacks
Damage messages displayed after a successful ranged attack will indicate the effectiveness of the attack, allowing for players to better gauge their positioning. Critical hit and missed attack messages will remain unchanged.

This concludes our preview of the adjustments scheduled for rangers in the upcoming version update.
Other jobs set to receive fine-tuning will be featured in the coming days, so keep your eyes glued to this space!


2 hour velocity shot! Camouflage used for occasions other than when I forget Invis!

http://www.playonline.com/pcd/topics/ff11us/detail/4952/detail.html

Edited, Oct 14th 2009 11:37am by Sicklove
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#2 Oct 14 2009 at 5:39 AM Rating: Decent
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Well, I can't call Camouflage the most useless JA in the game anymore.

Thanks a lot for forcing me to do some research and find a new contender, SE.
#3 Oct 14 2009 at 5:53 AM Rating: Default
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I actually thought it was a joke until I saw the link :P

Not amazing but better than nothing
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#4 Oct 14 2009 at 6:41 AM Rating: Good
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I think it is a great addition because I am looking at it in a positive way.

My complaint was always that ranger had lots of potential (dd side of it) but was limited due to the amount of hate it generates.

I hope that the emnity down is powerful enough to allow us to sub warrior or samurai almost all the time while allowing us to eat ranged attack food.

I tried to eat ratt food, sub waarior and double attack songs in a colibri party once to see my potential but after one shot, I tanked the rest of battle. Our tank was a pld and he had no chance.

I am already super excited to see how much dmg I can do without being a pain to the rest of the party.
#5 Oct 14 2009 at 6:43 AM Rating: Decent
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SE wrote:
Rangers with this ability (Camouflage) in effect will incur less enmity for ranged attacks. There will be a chance that the ability remains in effect even after a ranged attack, depending on your position relative to your target.
Its like Trick Attack with arrows. And no second person.
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#6 Oct 14 2009 at 7:05 AM Rating: Good
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Fynlar wrote:
Well, I can't call Camouflage the most useless JA in the game anymore.

Thanks a lot for forcing me to do some research and find a new contender, SE.


Scavenge. There, just saved you some time.

I'm liking the changes. Nothing earth shattering but some great fine adjustments, especially for HNM hate management, that will really make a difference.
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#7 Oct 14 2009 at 8:17 AM Rating: Default
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Its like Trick Attack with arrows. And no second person.


it is nothing like trick attack.
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#8 Oct 14 2009 at 8:52 AM Rating: Decent
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So camouflage will now be popped before slugwinder/barrage/slugwinder and hope it lasts? :D

I suppose you couldn't quite do that given that activating /ja makes you un-invised, so it's probably used -> sharpshot / barrage / camo, shoot, hope it's still up and slugwinder.
#9 Oct 14 2009 at 9:11 AM Rating: Decent
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- Camouflage
Rangers with this ability in effect will incur less enmity for ranged attacks. There will be a chance that the ability remains in effect even after a ranged attack, depending on your position relative to your target.

I dont want to dig for the thread but this idea was posted here proably 3-4 months ago before last updates Notes, I think they troll.
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#10 Oct 14 2009 at 9:35 AM Rating: Decent
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As has been said before, it's a nice update for us, nothing over the top (Wouldn't have minded some new JA to play with, but oh well), just helps us out here and there without pushing us too far.

The velocity shot thing isn't great, but I have to press my VS macro 23 less times in 2hrs, so woo.

And the enmity stuff is great for myself in einherjar, where I ended up tanking near the end on RNG/WAR. Fun as **** though
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#11 Oct 14 2009 at 9:49 AM Rating: Decent
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Oh man you guys are going to have so much fun with this update. I just wish I still had a PC right now so I could play with this stuff.

Less enmity on attacks, sounds to me at least like that's made of pure WIN!
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#12 Oct 14 2009 at 10:16 AM Rating: Decent
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i like this update but seems like this will kinda ***** guns with distance from mob and emnity thing like they just focusing on bow users. hmm guess i can take my af body outa storage for enhance effect?
#13 Oct 14 2009 at 10:16 AM Rating: Decent
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Looks good, the only thing that truly concerns me is, if they are changing the duration of v.shot to 2 hours, lets hope they dont change the recast to 2 hours as well.
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#14 Oct 14 2009 at 10:21 AM Rating: Decent
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Looks good, the only thing that truly concerns me is, if they are changing the duration of v.shot to 2 hours, lets hope they dont change the recast to 2 hours as well.


now that woudl be dumb, but should be like the whm abilities.
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#15 Oct 14 2009 at 10:44 AM Rating: Default
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- Velocity Shot
The duration of this ability will be increased from five minutes to two hours.


Good, just don't touch the recast SE. Infact I wish they would lower the recast to like 1min but I doubt that's gonna happen. Not many situations where increasing the duration is really going to be beneficial. Just a few less macro presses.

Quote:
- Unlimited Shot
Once activated, this ability will remain in effect until you successfully hit your mark.


About **** time. I haven't lost a PPA or GMB ever but this is a win win addition, should have been done long ago.

Quote:
- Camouflage
Rangers with this ability in effect will incur less enmity for ranged attacks. There will be a chance that the ability remains in effect even after a ranged attack, depending on your position relative to your target.


Sidegrade to Stealth Shot, which I've only put 1 merit into. Just not that useful in my opinion.

Quote:
- Ranged attack enmity
Less enmity will be incurred the further away you are from the target of your ranged attacks.


Worthless.

O wait maybe those dense rangers standing in the back pulling the colibri away from the mellee won't slow down the party as much anymore or pull the big nasty HNM onto the mage/blm parties.

Quote:
- Detailed damage messages for ranged attacks
Damage messages displayed after a successful ranged attack will indicate the effectiveness of the attack, allowing for players to better gauge their positioning. Critical hit and missed attack messages will remain unchanged.


Would be nice to see an exact % of damage on our /ra but I know better.

"You are close to the sweet spot"
"You are very close to the sweet spot"

That's my geuss of what these wonderful display messages will tell us.


Opinion~

Crap update that's not that beneficial.


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#16 Oct 14 2009 at 10:58 AM Rating: Decent
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velocity shot needs to not wear off when zoning also....
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#17 Oct 14 2009 at 11:24 AM Rating: Good
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Worthless.

O wait maybe those dense rangers standing in the back pulling the colibri away from the mellee won't slow down the party as much anymore or pull the big nasty HNM onto the mage/blm parties.


This is going to all depend on the degree of -enm. if it is substantial then finally the RNG at the back is going to be a whole lot less "dense".

I assume SE is trying to address the "RNG's pull the mob away too much" complaint that keeps the job from being popular in much other than bad AoE fights. But it will need to be a massive -enm to make a difference and I can't see SE being that generous.

Quote:
Would be nice to see an exact % of damage on our /ra but I know better.

"You are close to the sweet spot"
"You are very close to the sweet spot"

That's my geuss of what these wonderful display messages will tell us.


I like Igneus suggestion:

Mirabelle's ranged attack hits the Greater Colibri for 180 damage.
It's super effective!

Pokemon reference ftw.


My opinion is:
1)I guess I'll be removing all my Velocity Shot macros and replacing them with Camouflage macros.
2) I'm figuring we'll realize after the first 2 fights that the -enm benefit of standing at distance is totally underwhelming and we're still pulling mobs away far too easily
3) I think I'll still find a way to lose my 3rd PPA

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#18 Oct 14 2009 at 11:32 AM Rating: Good
lolgaxe wrote:
SE wrote:
Rangers with this ability (Camouflage) in effect will incur less enmity for ranged attacks. There will be a chance that the ability remains in effect even after a ranged attack, depending on your position relative to your target.
Its like Trick Attack with arrows. And no second person.


Yeah just like Trick Attack with arrows, no second person required, done far away from the mob, no boost to damage and no hate transfer. But other than that, yeah, just like Trick Attack.

Edited, Oct 14th 2009 12:33pm by VawnLakshmi
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#19 Oct 14 2009 at 11:36 AM Rating: Excellent
Deadonarrival wrote:

"You are close to the sweet spot"
"You are very close to the sweet spot"

That's my geuss of what these wonderful display messages will tell us.


Sounds like my wife if you add in "oh, you're done already?"
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#20 Oct 14 2009 at 12:27 PM Rating: Decent
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Deadonarrival wrote:

Quote:
- Ranged attack enmity
Less enmity will be incurred the further away you are from the target of your ranged attacks.


Worthless.

O wait maybe those dense rangers standing in the back pulling the colibri away from the mellee won't slow down the party as much anymore or pull the big nasty HNM onto the mage/blm parties.


Far from worthless. The focus of these adjustments (less enmity when further away, Camo having enmity down) will be great for HNM rangers, allowing your overall damage to go up. I've always found it ironic that I put max merits into snapshot (plus Barbut) only to slow my attacks down (or even worse, log) in order to manage hate on HNMs.

But, I guess there will be those (not saying you're one of them DOA) that will not like any adjustment that doesn't produce an immediate, visible epeen benefit. DOT is just so boring.
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#21 Oct 14 2009 at 12:52 PM Rating: Decent
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Exactly one reason I am hesitant about bringing RNG to events is having to walk the hate line. Either I am holding back too much and not being as effective as I could be on a frontline job, or I'm pulling hate and putting a giant spotlight on myself as I screwed up all the positioning and hate control the frontline worked to get setup.
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#22 Oct 14 2009 at 1:12 PM Rating: Good
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shot notices obviously lift up people who don't/can't use distance plug-in, and enmity things help ranger in one of the places it shines most (high level mob fights, especially low man). good update, if the stuff works as intended and isn't too weak.
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#23 Oct 14 2009 at 1:35 PM Rating: Decent
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and enmity things help ranger in one of the places it shines most (high level mob fights, especially low man)


Of course the argument could be made: "why help RNG with things it was already good at?"

It would be nice to help it with things it wasn't great at - meripo and levelling in general, Campaign, soloing, and a host of others.

Of course it will help many of those things if the -enm thing is sufficient. If not, it won't get people bringing RNG out to sky, dynamis, meripo in favor of standard frontline melees.
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#24 Oct 14 2009 at 1:45 PM Rating: Decent
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Dartagnann wrote:
Of course the argument could be made: "why help RNG with things it was already good at?"

It would be nice to help it with things it wasn't great at - meripo and levelling in general, Campaign, soloing, and a host of others.


And you don't think lowering enmity helps with most of those?
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#25 Oct 14 2009 at 2:05 PM Rating: Default
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And you don't think lowering enmity helps with most of those?


its a matter of degree. If a WS with Camouflage up and from a distance still pulls the NM or Colibri away from the frontliners, then it helps not at all. It doesn't matter if enmity sheds quickly after that since the mob has already moved and the frontliners have whiffed and had to move.

Might save the healer some MP but if a RNG is moving mobs, most would rather just see the RNG take a dirt nap from the mob.

So I can see how lowering enmity would help but it would have to be a drop of enmity to offensively low levels to keep the mob steady. I don't think SE is willing to do that.
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#26 Oct 14 2009 at 2:24 PM Rating: Good
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I'm not a RNG, but I'm going to throw something out there:

The way you guys are talking about the RNG update sounds almost exactly like the RDM forums between when Composure was announced, and when the update went live. Most of us (me included) thought "we waited all this time for THIS?!". Surely the recast penalty would murder the ability's potential, and the duration bonus would suck (+25% duration, anyone?). Thing is, SE seems to be in a candy-giving mood as far as Job Updates are concerned, so the enmity drop in the sweet spot might be astronomical (perhaps ignoring the normal -50 enmity cap?). Composure ended up being a wonderful ability, that's for sure, so I wouldn't give up hope just yet for RNG's update.

Really, DRG took over RNG's spot as the "most accurate DD" long ago, so it wouldn't be too mean for RNG to take over DRG's spot as "most hate-free DD", would it?
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