They can nerf it all they want after I finish dammit.
They can nerf it all they want after I finish dammit.
Imho they're just trying what is the easiest/cheapest/fastest way for them. They even mentioned it, sorta, behind the lines. Saying something along the way of "this is our first attempt, we're still monitoring the thing, if it will prove uneffective we'll do something else".
They're sorta hoping this will be enough. If it really is a "no two consecutive arrapago runs" thing (and not a JP midnight check) it might honestly prove effective. Either people won't bother, or will start doing other zones, effectively splitting in two the load on Arrapago.
I mean... as much as I would have loved a different solution -from a player pov- I can see this as potentially effective to solve the issue from their pov.
They're usually very naive and this is just the nth time they prove it, but this single time their naivity might prove enough, honestly.
Wait they're doing this to prevent congestion? I don't think I've ever been shut out of Salvage v2 ever, or maybe it's cuz I just spam Bhaflau and maybe that zone isn't as popular. :/
The problem affects only Arrapago.
Never seen issues on my server afaik but other servers had several problems because of that, appearently.
Bahamut is like arrapago maints every day during JP time
can make cotton pouches drop more often in zones that aren't arrapago, dont even need to add new mobs then
And stop people from walking through the second door on floor 3 (or wherever) and killing an extra NM.
Time to go back to 3 man restrictions apparently!
Small crafting post:
* They're going to make Black Pearls easier to get by adding them to a guild shop (and increasing the HQ rate for that synth?)
Big Geomancer post:
* They're not going to let you move Luopans around
* They're going to increase the effects of Geomancy magic before adding an enhancing item (like instruments)
* They're going to add more items besides Indris to increase the potency of Geomancy
* They say something about Indris actually giving +10 Geomancy rather than Geomancy skill? Checking the JP version of the weapon, it definitely doesn't have the normal "Skill" suffix, so perhaps they mislabeled it in the NA version and it actually gives something like Geomancy potency +10%.
* They're going to keep adding Luopan damage reduction stuff
* They're going to add more melee-friendly Geomancy magic (probably Haste)
Small fishing post
* They're going to expand Inside the Belly to Adoulin at some point
Very happy about that Geo post overall. There's still the matter of positioning and only being able to supply two buffs, but starting with the potency and spell selection is a fine start.
Hopefully we can get clarification (or someone completing it..) on Idris, very curious how it interacts potency wise. Adding more -DT loupan gear is going to devalue it somewhat, if that potency bonus isn't something beyond +10% of the value the de/buff gives.
Rereading it a few times, it almost sounds like simply +10 effect, which would be nice for some things, meh for others, and omg amazing for a few. Maybe it's +10 tiers to even the buff out across the field? That'd be pretty fucking awesome.
kinda hard to make GEO work unless the Haste buff they add (if they even add Haste) is very potent. Having to choose only two different buffs/debuffs limits the utility of the job quite a lot. Honestly they'd be better off giving GEO some unique buffs/debuffs that let it stand out from the other support classes rather than emulate them, but I can't really think of many of those. Straight up Weaponskill Damage+% would be something, but it'd have to be pretty potent to be worthwhile. Could have the GEO use that in addition to an EVA or DEF down Indi/Geo spell, or something. Idk. Most I can really see them doing is making GEO a support-support class that allows other support classes to use different support.
Would it still be terrible if it had two indi spell slots?
well, a major advantage of a geo haste buff, would be that it'd be non-dispellable. Making it really good for dispel spam mobs.
It's not so much that it's terrible now, just extremely limited in it's capabilities as a support job. Brd can put up 2-5 songs, single target them, separate them out, switch parties and do it all over again. Same with Cor, except only for 2 rolls, and no single targeting, making separating them out a bit clunky.
Geo however is stuck with only 2 buffs or debuffs only. You can't give the Whm refresh, the melee -def, +att/acc/new mystery buff, and nukers +MAcc or MAB, or any other sort of combination that would benefit the party more. They're capable as is as a sort of support supporting job, but lacking the ability to buff multiple different people with different buffs hurts it's ability to fill a main support role that a Brd and to a lesser degree a Cor can fill.
A second Indi would definitely help a ton though. Would be able to do a lot of combinations that would benefit the ally/party much better.
Pass that along to localization, the weapon literally says geomancy skillThe Geomancy +10 on the weapon does not refer to Geomancy Skill, but rather an effect on Geomancy spells.
THIS FFS if i would have known I would have gone for GEOs ergon weapon instead for RUN ergon weapon (stage 3 currently). FFS seriously FFS. Fuck you SE
if this does increase indi-fury from 12.5% to 22.5% attack... booost wasteing my time on RUN ergon weapon ._. or indi frailty doing -26% def down, with 2 hour -36% def down... thats assumeing the % based spells work that way