How exactly is it a clipper nerf?
It was never stated to be one.
Well, one of the functions involves the ability to pass through objects as a client side workaround. At the very least, this change involves some kind of server side adjustment since your client should have no clue how long someone else on screen has been idle. SE will need to send this info, though, which basically means they're directly fudging with the collision mechanic. Nothing could happen, but on the other hand, it could mean a shifted memloc or something that either breaks that specific function or the whole program in kind since its other abilities tend to involve movement, too. And last I heard, the author isn't working on it anymore.
the weapon delay thing is a welcome change. i remember when they put this in place to prevent the whole DRK engage disengage shit. (and i remember seeing them in action too, so it wasn't uncommon). There really could have been a lot of other workarounds, and this has annoyed me to no end whenever i'm fighting groups of really weak monsters because it'll take forever for me to reengage (and you don't always have the option of switch target.)
btw. seems tho Tanaka's retired, he's still busy at work
well..
Originally Posted by Hiromichi_Tanaka
Thank you all so much for the warm words. It was due to all of you that we were able to successfully put on VanaFest 2012 and I deeply appreciate all of you adventurers who have been supportive.
Despite my resignation announcement, the following day was the regular run of the mill busy day filled with preparations for the next version update and organizing data for succession and it all hasn’t really sunk in yet. I am sure that up until the last day of next month I will be working just as usual.
As for my illness which everyone has been so kindly concerned about, it is not something that is curable with modern medicine, but neither is it something that will worsen, so it’s an illness that I will have no choice but to deal with.
Finally, I would like to once again introduce my successor Akihiko Matsui and the rest of the development and operations staff who will be working hard together to develop the new expansion as well as the next version update.
Thank you all very much!
Oh, I see. It just means he's not retired yet.
They had said at on the English stream that he would be retiring at the end of the month, I assumed they meant June, guess they meant July.
Or you could just make them in the form of KIs. You could equip up to 3 (after defeating more chambers) and the effects would be very potent buffs.....oh wait....
They already did that for two events. The item idea is okay, but I don't think people want to go god-mode again. They already tried to ween us off of atmas with the overall weaker atmacites, and even that kind of failed (granted it's more so due to temps, but they somehow initially lacked the foresight to see that Misers+Discipline would be fairly broken).
He's probably just a lame duck right now. They're just finishing out his pay period and he's coming into the office in a business suit and flipflops, drinking lots of coffee and playing Peggle in his big office surrounded by moving boxes.
"This Peggle game is good, but it'd be better if you only had one ball, and you earned an extra ball every 24 hours. Also the point values at the bottom should be hidden and randomized."
New enmity tier for tank is not going to make a difference. It's just not enough incentive to bring a traditional tank job when you can have a DD who is doing the exact same thing with extra damage output. Doesn't make sense to remove enmity cap altogether either. Physical damage generates far more hate than JA and cure spell spamming. If hate cap is removed, there is no way PLD or NIN will be able to keep up with heavy DD.
Sort of agree new mobs should hit harder/ have access to powerful frontal conal TP moves that will one-shot any non tank melee wearing full time DD gear. This will bring back traditional tank jobs or force melee to wear PDT gear which lowers their damage output and make it more difficult for them to hold hate.
Instead of making tanking a role that requires the mob to target the tank, they should make the tank offer defensive capabilities for DDs that allows them to survive attacks. Most buffs you receive from support classes are offensive with the exception of Sherzo (Who uses Minne for defensive purposes?!). If PLD/RUN can allow DDs to go batshit crazy and SE supplies NMs with incredibly high damage AOEs, they can make anti-zerg NMs that allow tanks to replace the role of perfect defense.
It's not hard to find the balance, PLD/NIN with max out gear shout not "get raped in the face", same goes for evasive NIN tank with augmented utsusemi and maxed out fastcast. Unfortunately it does bring back shadow tanking as the only viable option but that's just how the game is designed.
@ yugl Sorta like an AOE cover?
Idk why everyones saying PLD and NIN take just as much dmg as any other DD though. If a PLD is dual weilding swords in DD gear, maybe, but rocking a shield with reprisal, palisade, sentinel up like 90% of the time? Not sure how it compares. And NINs have something like 10 shadows now between ichi and ni? And the ability to negate huge dmg without a SMN or BRD?
I'm not necessarily saying that making mobs that cater to these tank jobs are the answer we need (as you guys had plenty of good points earlier), just not sure how everyone thinks your average dd job compares to these 2.
edit: i type slow as fuck apparently, buncha posts came up after i started typing lol
Could be AOE cover but could also simply be a move that heavily reduces damage taken for all PT members. I was going for concept rather than all out idea. Namely, you have a class that offers relatively little melee advantage but allows your PT to survive AOE moves. Throw in a rage timer to avoid Tank + healer onry, high damage AOEs, anti-zerg moves (Immune to stun/AOE terror), and other goodies to make the fight interesting.
The enmity system in FFXI is pure garbage, If they could fix it, they probably would have already.