andScholar - Part 3!
Here is yet another follow-up to all of your feedback related to scholar.
(Judging from the last rep post, it seems I angered Bayohne. Thankfully he is not here to punish me. Tomorrow is another day though... ><)
Magic
Make it possible to use Cure V.
In regards to support capability, we’re thinking more in the direction of adjustments that will differ from white mage.
Instead of just simply adding a high-tier Cure, we’re looking into making it so scholars can raise their performance further by enhancing the effects of stratagem use and regen-type magic. However, this doesn’t mean that we won’t be adding a high-tier Cure later down the line.
Make it so Reraise can be cast on other party members via AoE spell casting.
While this isn’t impossible, we would need to change the magic rules and it would take some time to do so. Additionally, we would need to consider the fact that other jobs would then be able to do this as well and adjustments would be necessary.
Add a spell that enhances the rate of magic criticals.
We would like to look into adding an effect to storm spells so that the magic critical rate will increase for the respective element when you are under their effects.
Add spells that decrease an enemy’s evasion and TP gain.
We are planning to add a higher tier Gravity as a spell to reduce an enemy’s evasion. We will also be looking into spells that give the effect of subtle blow.
Add spells that increase WS damage.
Though careful adjustments are necessary in regards to balance, we would like to look into this.
Similar to “Decoy” from FFXII, add a buff that turns you into a decoy and eliminates the effect when an enemy casts Dispel on you.
Balance wise, there is a chance this is possible if it only covers a single enhancement effect. It would probably have a weak effect against special abilities that remove multiple enhancement effects at once. In the case that this were made into an ability, when considering the stats, the recast timer would probably be quite long.
Add sphere-type spells.
For sphere effects, there would be no way of handling the opposite enfeebling effects, such as Slow versus Haste effects. This makes it an extremely powerful spell, so from a balance perspective it will not be easy to do.
Add a spell that makes it so a player’s pet can intimidate a monster.
This is something that seems like it would be better suited to explore with pet jobs than scholar.
Add powerful spells and abilities that can only be used by scholar.
You all have been posting a ton of ideas about this!
We are currently looking over all of them and considering each and every one. Please give us a bit of time so we can work on some plans.
DRK!
Howdy! In regards to all of the feedback and questions we have been receiving, we got some additional information about the future dark knight from the development team.
Make it so we can deal large amounts of damage proportionate to the amount of risk taken.
Just as shown in the concept, we will be making adjustments so that you can temporarily deal larger amounts of damage compared to other jobs.
Include “attackers specialized in absorption” to the concept and make adjustments based on this.
Don’t think that we will not be considering things that were not mentioned in the concept.The core of adjustments will be what is outlined in the concepts, but we will be making adjustments to enhance and spruce them up.
We are aware of your requests for changes/additions revolving around absorption and we are looking into new ideas for it besides just Drain, Aspir, and the other existing absorb-type spells.
Get rid of the Souleater resistance on NMs.
This will really depend on balance adjustments between the stats of Souleater itself and a monster’s strength. For right now, from a balance perspective we believe it is difficult to get rid of the resistance.
Add an ability that adds to your attack when taking damage.
In the next version update we will be adding an ability that raises your attack power when taking damage. The effect can be used with both physical and magical damage.
Add a job trait that raises magic attack.
We are looking into implementing an ability that converts a large amount of MP into increased magic attack. When using this you will also receive a stronger Occult Acumen effect.
Increase our parry skill so that we can receive a larger benefit from Tactical Parry.
First as an overall adjustment, we will be revamping the difficulty of increasing parry skill. After this, the next step will be skill adjustments for each class.
Add Fast Cast specific for Dark Magic.
We will look into it. We will make it so dark knight is the most affluent with Stun, Drain, and other Dark Magic.
Revamp the MP cost and recast time on Dread Spikes.
We will be grouping this with the Dark Magic adjustments written above, so we are thinking to address this through Dark Magic Fast Cast.
Make it so it’s possible to absorb MP with Aspir from enemies that do not have MP.
It would be kind of strange to absorb something that does not exist, so if we were to adjust Aspir we would be looking into it from a different direction.
Increase the effect of absorb spells.
For absorb-type spells we will first be looking into removing the time decay of stats that were absorbed. After this, we plan on making adjustments to the effects.
Add Stun II.
When considering the current properties and potency of Stun, we are not thinking of adding another stun at this time.
They seem to be so fucking lost on DRK it isn't even funny. Also lol@absorbing things that aren't there. Those magic casting crabs and beetles in Valkurm, Qufim and Garlaige always did get the best of me with their wide variety of spel........wait a minute.
I think the best part is that 2 of those questions were sarcastic remarks by people upset at DRK update notes. Reverse troll by SE!
Wow. They are making parry easier to skillup. Where's the guarding change?
1000 people say "Make Guillotine crit"
1 person says add Magic damage+ and SE answers that.
The reason the wand is September is because the deadline for the account transfer is aug 31
Edit: doh. Tapatalk showing old posts as latest
Someone posted on GW that the JPs got one of those job update things about SAM+SMN..anyone know about this?
Shut up. I posted that like right after I had woken up, and I caught a little bit of all of the stupidity in here.
Someone quasi-translated it here: http://forum.square-enix.com/ffxi/th...l=1#post160850
Wish they would make assaults soloable, hard as hell to find people now in days to do them especially for those who returned to the game ><
I may have missed the notes, but what TOAU overhaul? Also I hope assault becomes active again since I want to try and rank up to Captain, always wanted to just to say I did it but most of my friends could never be bothered to do it once doing zones for points to sell gear took a hit and prices dropped lol.
The table that they published a few months back shows further Dynamis changes ("Dynamis revamping (part II)") in the August (now assumedly September) update, so I'm guessing CoP Dynamis will be overhauled in the next update and ToAU will be overhauled in future updates. I suppose they could do both in one update, but ToAU encompasses at least four different end-game battle systems, depending on how you split them (ZNM, Nyzul/Assault, Einherjar, Salvage), so I'm guessing they will hold off on that and slowly update them over the next 2-3 version updates, especially considering Walk of Echoes is getting re-done in this update as well. Getting tired of how drawn out this is becoming, though, we got 80->85->90 in like six months, but it's going to be a total of ~9 months for the level 90->95 cap increase. At this rate, we won't be 99 until next summer.
SMN
and SAM part 2.First off, thanks for all the opinions thus far, and we wanted to let you know that we passed them to the supervisor in charge of the upcoming changes and had him take a look.
Please understand that we cannot answer all of your questions in one post and some answers may be vague, because this is all content that is still under development.
Please bear with us as we will continue posting about this and other jobs!
※I believe there are a lot of players who are interested in the effects and duration of “Blood Pact” so I plan on addressing it in the follow-up post. (I understand that some of you may be disappointed about this, but please be a little patient!)
Please provide specific details on the effects of “a new ability that expends an additional amount of MP to shorten the recast time for blood pacts.”
For example, we are thinking about something like, “reset the recast time by expending a set amount of MP.” As we have stated in the threads for other jobs, this is just one example.
There is a possibility of the effects being changed drastically, so please keep posting your feedback.
I would like Blood Pacts to be changed to the charge format.
This would drastically change the operation of Blood Pacts, so we have no plans of making this change. We plan on adjusting the timing of Blood Pacts by adding an ability that shortens the recast time.
Is it possible to interlock the avatar’s attacks with the summoner’s weapon skills (as in Wyvern’s breath)?
Being able to issue commands to avatars is a unique advantage for summoners, so it is best to initiate avatar attacks through the summoner’s commands.
I would like the pet command “Stay” to be added.
We have no plans to add the “Stay” command outside of beastmasters.
I would like unique stats added to each avatar, such as increased attack for Ifrit and increased evasion for Garuda.
By implementing different stats for each avatar, we are afraid certain avatars will be selected disproportionately frequently and the variance of avatars will be limited. There is a possibility of being able to alter the stats of avatars by equipping gear, but basically we would like avatars to be chosen based on their elements.
I would like En/Spike effects added to avatars.
This might be good. We will think about this.
I would like the elemental resistances that avatars have to been given to party members.
This is pretty similar to Avatar’s Favor. What about adding this effect through merit points?
Any possibility you can enhance the Evoker’s Ring?
If you have to surpass a challenging quest, then we will look into it. Simply just enhancing it would be a bit hard to justify.
Let summoners use the weapon skills for staff that can only be used by specific jobs/support jobs.
We understand how you feel. We received similar requests for other jobs/weapon skills and we will be looking into it.
As we couldn’t get responses to all of the questions and feedback about samurai adjustments, here are the ones that we couldn’t fit in the first post.
Get rid of the spell casting penalty while under the effects of Hasso/Seigan.
As a result of exploring this from many angles, we need to put off the elimination of this penalty. Since the basic stats of Hasso/Seigan are really high, we plan on looking into enhancing the convenience of these abilities through merit points and/or equipment, more than heading in a direction where we would support more spells casting. Due to the fact that these are abilities with long effect durations, please understand that you can’t really compare these abilities side-by-side to the abilities that elicit a strong effect but have a short duration/special requirements.
Make it so the effect of Third Eye doesn’t get stripped by AoE attacks.
We balanced Third Eye to be special for single target attacks allowing the possibility to evade single target abilities/attacks multiple times and have rendered it powerless against AoE attacks.
Increase the damage of weapon skills against high level enemies.
In the case of weapon skills that do not have “damage varies with TP” or “ignores enemy’s defense, amount ignored varies with TP” it has become necessary to enhance the attack power or adjust them in some way so it they deal steady damage. Tachi: Yukikaze, Tachi: Gekko, and Tachi: Kasha are weapon skills that ignore defense, thus it has become easier to deal steady damage with them compared to other weapon skills.
In the case of monsters that have damage resistance, all jobs are in the same boat, so we will deal with this theme separately.
Increase skillchain damage.
The potential skill chain damage is not low for samurais that use the job ability “Sengikori” paired with the skill chain bonus job trait, however, we are aware that you can’t get the most out of these stats against high level monsters since skillchain damage is easily resisted, so we plan on fixing this aspect.
Add weapon skills with Additional Effect: Amnesia and Additional Effect: Terror.
Through constant weapon skills you would be able to overwrite the effect and essentially lock an enemy completely, so we are thinking it would be necessary to explore an alternative route such as an ability with a recast timer or maybe even just tone down the effect a bit.
Add a job trait or ability that gives conserve TP/save TP and/or regain.
Using weapon skills and relying on TP is the best part and core aspect of samurai. This being said we will be looking into a variety of things.
I want to dual wield a great katana and a katana.
This is an interesting idea, but there would be a great deal to look into, almost as much as if we were to add another job, so implementing this right now would be difficult.
It might be possible to add samurai to the jobs able to wield katanas as well as add native katana skill to samurais, but if we don't add any advantages for samurai there wouldn’t be a strong effect.
What about adding a “Iai” ability (the act of drawing your sword in quick motion)?
We will take this into consideration for ability ideas!