Sounds like backpedalling to me.
Sounds like backpedalling to me.
Not...really. It's a big pet peeve of mine when people use the word "backpedaling" incorrectly- really, the word "failure" never once appeared in the ZAM interview. Hell, it wasn't even implied:
In other words, "We think Abyssea has its failings as well as successes". The whole notion that they thought it was a failure was actually a fabrication on our side of the fence as well.Despite the positive response from the fans, Battle Director Mizuki Ito is quick to temper that excitement. "Abyssea wasn't all positive feedback," Ito admits. "There were negative aspects to it, too." In particular, the developers were concerned about game balance.
...
"In Abyssea, the system allows you to boost your parameters way up and just wreak havoc...Having such a huge gap between content is a problem."
...
However, for Ito, the best lessons to learn from Abyssea are what not to do. "The fans consider Abyssea a success, but the developers are very aware of its failings" Ito states. "At this point, rather than reuse aspects from Abyssea, we would like to create something completely new."
Oh, wait, this was complaining about a NA interview that people translated into Japanese?
Really?
hahahahahahaha
Fuck SE. SE makes NA interview, people throw a shitstorm, no response. Interview gets translated into JP, japanese people throw a shitstorm, and they run to address the problem. Typical SE.
Oh yeah, in other news, they also posted with a direct explanation of what exactly the Ukko/Smite nerf looks like (with the reminder its subject to change based on feedback of course), so I'm hoping this is setting a precedent for future adjustments so we have to test less shit that really should just be handed to the players.
Can they do that for all crit WS prease?!
Code:•ウッコフューリー Ukko 【調整前の状態 】30%/50%/80% ↓ 【テストサーバー】15%/25%/40% •ビクトリースマイト Smite 【調整前の状態 】15%/30%/60% ↓ 【テストサーバー】10%/20%/35%
So how damage loss overall is that? Isn't it an exponential loss the lower the % is especially when it comes to multihit?
Smite doesnt look bad at least - unless you hold TP until 300% very often, its not a total nerf.
Ukko's though...holy shit wow. I'm not familiar with the WS, but a straight 50% reduction across all levels can't be good.
At least this came up before I got to dump millions and millions to heavy metal plates...
Also why does Fudo keep doing 0 damage from time to time? Is that a mislabelled miss or what the hell is it?
Some pretty big job adjustment posts were made on the JP side, since our community guys are on vacation guess I'll bring them to you early. I'm only going to post the big headers so if you want details, follow the links:
Corsair: Phantom Roll Adjustments
In order:
Complete effect changes:
Healer's Roll: Changed from hMP+ to Received Cure Potency+
Gallant's Roll: Changed from damage spikes to damage taken-
Effects enhanced:
Warlock's Roll
Beast Roll
Choral Roll
Drachen Roll
Dancer's Roll
Subject to change, etc.
Job Adjustments: Dragoon
Changes to Wyvern:
Addition of Healing Breath IV (Lv80~)
Remove Breath will heal new status effects based on level-
Curse (Lv60~)
Virus/Plague (Lv80~)
Petra (Lv99~)
Ability Changes:
Jump
-recast lowered from 90s to 60s.
High Jump
-recast lowered from 180s to 120s
-increased usage distance
-reduces enmity of closest member behind Dragoon
Super Jump
-increased usage distance
-reduces enmity of closest member behind Dragoon
Spirit Jump
-recast lowered from 90s to 60s.
Soul Jump
-recast lowered from 180s to 120s
In accordance with this, the merits Dragoon may place for reducing the recast times for Jump and High Jump have been lowered in effectiveness:
Jump 3 => 2
High Jump 6 => 4
Spirit Surge
-Duration increased from 60s to 90s.
Happy New Year!
Gallan'ts roll sounds pretty fucking amazing. I'M SO EXCIIIIIIIIIIIIIIIIIITE
Yeah, by the way the way it's written there, it's total damage taken- and not just physical or magical.
And making sure there's no misunderstanding, the Healer's Roll increases the potency of cures you receive, not increase a caster's cure potency.
Code:ファントムロールの効果変更 Healer's Cure Potency ヒーラーズロール ヒーリングMP量アップ → 被ケアル回復量アップに変更 ロールの数字 効果値 1 +5% 2 +6% 3 +15% 4 +7% 5 +8% 6 +9% 7 +2% 8 +10% 9 +11% 10 +12% 11 +20% Bust -5% Bonus +5% Gallant -DT ガランツロール ダメージ反射 → 被ダメージカットに変更 ロールの数字 効果値 1 -6 2 -8 3 -24 4 -9 5 -11 6 -12 7 -3 8 -15 9 -17 10 -18 11 -30 Bust +5 Bonus -5
WHOA, SLOWWWWWWWW DOWN THERE GALLAN'TS ROLL!
As if we CORs weren't needed enough! Worst buff ever! Now we have to keep the damn tanks happy ><
All kidding aside, good changes. I also like the DRG buffs. Progress!
wow, Drg just turned into even more of a TP machine...
Tho I was hoping for some self-buff JA that can fix the lack of attack... Healing breath IV will be super broken.
DDs can now cap -dt in only 15% gear, that's huge for dd tanking in specific and overall dd survivability in general. Now to figure out the best way to work in the -dt without losing on hit build/haste.