If you've ever lost the majority of your buffs/impetus on something like PW while on MNK, you've probably also thought to yourself that you might as well be using a dagger.
If you've ever lost the majority of your buffs/impetus on something like PW while on MNK, you've probably also thought to yourself that you might as well be using a dagger.
Pretty much. Raising the Ratio cap for 1handers and adjusting STR/DEX gains would go a long way towards making 1handers viable without overpowering them. The only real concern I'd have in terms of overpowering a job with that adjustment would be MNK, and I actually wouldn't expect it to be all that far ahead even with that adjustment. If 2hrs are in play then it definitely wouldn't be ahead given that you already cap delay reduction with buffs and the new 2hr isn't all that great.
In the case with thf SE mentioned not too long ago that they wanted to boost its strength against HNM, nothing ever came from that thou.
I'll be "that guy" and suggest 1H should get more utility options instead of straight damage. Let crits on THF do interesting things like stun a mob or knock off some DEF. Could even get JAs to specifically influence what you want to try and do. But I feel like some people are forgetting why SE implemented the 2H update to begin with.
If crits on THF could stun, I could Stun Lock pretty much anything in the gameMy crit rate on THF can hover around 35~40% With Aftermath from my EYEBALLED MATH.
No but really, I think with Mandau Aftermath I'm at about... 35%~? Idk, 5/5 Merits, Usually capped Crit from DEX, and Rancor/Nefarious and Empyrean Legs.
Either way, i See what you're saying, and... You should suggest it on the Official forums, If not, I'll do it for you, I'll make a thread in general.
I know, I know. I was only giving a reason as to why a trial animator (or simply an animator with more than just +DEX) wouldn't be overpowered. Right now PUP can't equip anything useful in the top row except for the weapon. Since the animator is mandatory to control the automaton, it could at least function like some of the pretty stat-boosting ammo pieces MNK can get.
Get a hold of yourself man, that would be far too OP
Here's a question: Does what the automaton offers beat out ATK+12 or whatever that "missing" slot offers? If so, yeah... Gonna fall back to my old belief that pet jobs won't be happy until they're basically 2 full-powered PCs in one.
Couldn't post if I wanted to, downed sub 'n all. Not that I have much faith in taking a (NA) suggestion seriously after all these years.If crits on THF could stun, I could Stun Lock pretty much anything in the game My crit rate on THF can hover around 35~40% With Aftermath from my EYEBALLED MATH.
No but really, I think with Mandau Aftermath I'm at about... 35%~? Idk, 5/5 Merits, Usually capped Crit from DEX, and Rancor/Nefarious and Empyrean Legs.
Either way, i See what you're saying, and... You should suggest it on the Official forums, If not, I'll do it for you, I'll make a thread in general.
10 years on, its gonna be awkward to call 2-hours by any other name. SP was rarely used.. but i guess we'll have to stick with that. 1HR totally doesnt have that ring to it lol..
Excited. And expected the nerfs to PD and Embrava. As a SMN I'd be happy to take Astral Conduit every 30min.
As it is Astral Conduit and Astral Flow are kinda pointless together (MP requirement) tho, so if they do decide to adjust them accordingly I hope it isn't to the detriment of Astral Conduit.
This is a good start for the new leadership imo
Aside from BST, would it break the game too much having buffs on pet reflect what's currently on master?
Eg. DRG's Empathy, but automated every tic, and for all buffs.
would really depend. probably, but not by a large enough margin to warrant immediate nerfing.
melee buffs on a PUP with a non-mage frame would be the most beneficial since the buff effect would be applying to 2 damage sources.
buffs for mage frame automatons would only benefit the automaton and not the master, and typically SMN don't do any form of damage personally, so in those situations it'd be akin to applying a buff to just 1 party member anyway.
that said, the effect will probably be greater than if it were just a normal party member, since pet damage has never relied on buffs or (their own) gear to begin with.
I'm not sure if I'm reading this post right, but it seems like it could be the content adjustment that goes along with the nerfs.
http://forum.square-enix.com/ffxi/th...259#post359259
Seems like he wants to uncouple the shared recast of Steal/Pillage and Spirit/Soul Jump with Jump/High Jump too, amazing news for DRG and THF. DRG having 4 jumps for TP could be ridiculous, although if we did have 4 jumps they might nerf the TP gain of Spirit/Soul back to 1.5x/2x TP modifier from its current 2x/3x TP modifier.
Thinking about it I really think that they shouldn't nerf PD at all, but should just scrap Wild Card and give COR a great 2H. This way not every mob in Legion can be PD and strategy and skill (ok not tons but certainly moreso) would be required to kill maximum mobs. As for Embrava they should nerf the Regain to 2/3 tick and BUFF the other Regain spell that SCH gets to 2/3 and make them stack so that you would still get the same amount of Regain but you would have to do a bit more work, use another Accession and cast another spell. Maybe nerf the total possible duration to 10mins too so you had to take 3 SCH (if you don't already) to Legion. Another thing they could do is make Temper able to be Accessioned and make it something like 12% DA, Attack+50 so that RDMs actually had any kind of use in the game.
Translation... it's Matsui time!
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Hey, it's Matsui.
Thank you for all of the quick feedback.
There have been a lot of concerns that due to reductions in Embrava and Perfect Defense, some content will no longer be beatable after the adjustment. Therefore, it's not only that we're scheduling to adjust those abilities, but we're also scheduling to adjust content once we take into consideration the impact these changes will have.
I think that in all existing and future content, competing with notorious monsters that can only be defeated by using Embrava and/or Perfect Defense is never a favorable condition. We will take corrective action so this does not happen, but the first planned adjustment is to Embrava and Perfect Defense.
Another premise of these changes is that summoners and scholars will be able to play with a wider variety of their abilities as a result. I am aware that this will inconvenience some people, but I think you can understand the need for these changes.
Next, here's some more information with regards to separating the recast timers. Since the two SP abilities could be used in combination with separate timers, the original assumption that the effects cannot be used at the same time is no longer valid, and some of the balance will be thrown off. After carrying out a review of the effects, we will re-adjust this as necessary.
Also, another issue is that we still have not corrected the limited number of recast timers in the present framework of the game. To solve this problem, the framework expansion has been ongoing, and this change must be implemented before the separation of SP ability recast timers can be introduced. This has been another factor leading to the delay.
In addition, once this change is completed, we will take a look at other abilities that have been tied to the same recast timers because of the maximum limit so that we can improve them, such as Soul Jump, Spirit Jump and Steal/Despoil.
I understand where he's coming from, and in part, it's probably the right thing to do to fix Embrava/PD first, then the content after, because people have really been using PD and Embrava as a crutch when it comes to forming strategies for new events, especially Legion. That being said, when every AoE does 1000 damage or more, your options are kinda limited.
Fixed.Another premise of these changes is that summoners and scholars will be able to instead play on their hopefully well-geared 2h DD job.
Interesting that they're mucking away at some of the core XI code though for the long-standing recast timer limit. Can't wait to see what breaks in the process since it's inevitable, and what else this change might allow them to do for future tweaks.