Cool, looks like they're finally giving RDM access to exclusive sword weaponskills (Sanguine, Vorpal, Swift, etc.)
Cool, looks like they're finally giving RDM access to exclusive sword weaponskills (Sanguine, Vorpal, Swift, etc.)
Yeah Martel, who are we kidding =/
I kinda lost my hopes on them ever fixing that and making tank jobs viable without RNGs.
RUN has swift blade so it's not out of the question. If RDM only got sanguine blade out of this I think I'd be happy not to need a specific sub for that.
On this note I really wish they'd just remove sub requirements from all ws. If you have the skill you should be able to use all the WS on that weapon related to skill levels.
I don't mind the subjob demands for some WSs... Namely because it's a small limiter that makes you think and have more than one job leveled to 50.
That being said, RDM getting Sanguine (at the least) is really nice. At least for lol!melee RDM...
Then again, you could /NIN with it and have it... So it'd be less lol.
(Though the biggest reason I don't mind the subjob requirement is that usually those WSs don't offer anything, stuff like Sanguine Blade being an obvious exception; especially now that empy WSs don't need the weapon.)
I did (note this is precisely how enmity lost from dmg works and does fairly well) as that would be the only real long term and flexible solution. Or at least would've been if we had been assuming new contents and dpss other ones might work now. But yeah most likely they will just adjust the denominator on the lvl scaling like last time and possibly even some really dumb way like adding a flat amount instead of at least trying to do something more thought out like changing the lvl formula.
But really they need to change how they do it or there will never be a real fix that works on such a huge disparity of mob types that we face in endgame today. You take the way we do it now and tone it down a whole bunch and sure people will have normal hate against mid tier nms with "normal" stats but then still run into same problem with those 2 mil hp mobs especially the ones that take extra dmg. And on the other end low hp mobs we'd never be able to cap enmity on... or ones that resist dmg so much that we couldn't keep up with decay etc
" Raising limit of experience and capacity point acqusition bonuses of certain items that grant dedication or commitment" hmmm wonder how significant this will be
Never really been a fan of Ex WS, either, but if some form of it must remain, I'd say if your class has B or higher skill in a weapon, you can use all non-class specific stuff from it.
I guess Herald's Gaiters will be moved to Ouryu?
knowing our Dev Team they will overshoot. They will break physical dmg enmity so hardcore that melees cant hold hate of their mages at all or barely followed by >>>>> increase in weapon base dmg >>>>> adjustments of WSs makeing them stronger >>>>> decrease of healing magic enmity >>>>> and we are back where we started. Thats how it went from Adoulin release ¬.¬, ecxept that the WS adjustment part came way later.
It was freaking hilarious after that update with mages pulling hate casting haste and such. Pain in the ass, yes. But damn funny watching ppl get their asses kicked.
I'd like to see some actual tanking by tank jobs going on.(without having to rely on rangers to control enmity) But I don't want it to be impossible for DDs to keep hate off mages either.
I'll look forward to the adjustment with low expectations. <,<
In pickups I prefer to have hate on my mages, since the DDs are typically incapable of swapping to DT gear.
I'd like for Aeolian Edge to not be subjob dependent on PLD... Or better yet, they can just give me Uriel Blade. <,<
It seems like the most obvious solution to tank hate would just be to make Flash's hate scale, either with player stats or just be lazy about it and make it scale with level/ilvl.
Ideally hate from a lot of skills would scale properly but Flash being the most commonly used hate-grabbing skill on a relatively low recast and shared by multiple jobs (and accessible with subs) seems like the most obvious solution, would at least solve the issue for PLD/RUN in most situations I would think as long as they made it potent enough.
I hate to make XIV comparisons but once you've played a game with a functioning enmity system looking back at how they handle hate in XI is just extremely perplexing.
It's nice that tanks were always optional in XI in the sense that other jobs could hold hate and take hits with proper gear/subs, but if you do have a tank they really should have the necessary tools to keep hate without needing help from other jobs.
They should model the FFXIV system for enmity. In 14, tanks hold hate extremely well, it's almost a joke for DPS to pull hate unless they really try. Granted DPS can still take hate and a lot of JAs increase the damage they take directly(Blood for Blood is a JA that increases damage by like 10% but increases damage you take by 20%). Most special attacks can be dodged by strafing/sidestepping to avoid cone or circle. Tanks have lots of abilities to hold hate and most of their weapon skills generate bonus enmity.
They already explained why they're doing it this way a few days ago. They made changes to Ardor based on what players asked them to do and they can't make the changes in time for the March update, so it was either get the dagger nerf now and have Vagary released, or delay the nerf and release Vagary (and Empyrean Armor which is linked to that) later. Wouldn't be much of an update if you took out both Vagary and the Empyrean Armor upgrades.