SoA was fine even post prime, given all the constant shouts. It could've used a few more 18 man bc and world spawns, in that way it would've been amazing in prime
Nothing could've saved WoTG though. In fact, it's when most of my original LS quit the game. Almost everyone kept with ToA content as aside from story (which had a massive number of time gates), WoTG offered little actual content, just a way to bot attack forts or /brd level in city campaign. It was a cash grab thru and thru
Ill never have an issue with MMOs selling bonus 'non mandatory' stuff to us for small extra fees, though I wouldve preferred mog wardrobes 3 and 4 being one time payments rather than $1 a month.
But as long as its either one of two things:
Cheap, but non mandatory and effectively a bonus QoL upgrade; or
Something a bit more pricey but a huge installment of content (aka an expansion pack)
Then I am okay with it.
Mandatory things on the other hand shouldn't be microtransactioned, it gates players.
WTB Mog Wardrobe 5 ty.
SE still balancing droprates and difference between lvl 75 content personal pools based on the idea everyone is 18 manning everything
The dev post about enf magic is nice but kinda confuses me.
The "monsters response to enfeebling magic" is nice. This is nowhere like the situations years ago where NMs were immune to 99% of enf magic. Enf magic sticks, works, it's good.
In my opinion the problem is more about a lot of enf magic which didn't get adjusted post level 75 increase. And when I say "enf magic" I mean debuffs in general. Songs too, for instance.
That's what should be adjusted, if anything, no?
Given current game *cough* geo *cough* enfeebling magic and also to similar extent songs needs an overhaul in practically every way you can think of from how mobs resist and just how many still super resistant to potency to just what the effects do as a lot of the effects regardless of potency are fairly lack luster nowadays to how a lot of higher tier debuffs are still tied to merits making you choose to saboteur being gimped and not working on all spells to enhance potency gear being in rather small quantities/potencies and not working on all spells to how mobs constantly self full erase themselves all the time so even if you did land a good saboteured spell bam gone. To lacking some important ones like mab/mdb spells.
The message is very vague though so will probably be some ridiculous small half measure that still leaves geomancy on par or superior in everyway often with just a dunna
Their fears of potential exploitation of say, one guy with 17 mules, however unrealistic, is what drives them to make all these ass-backward decisions in regards to VW. I mean the drop rates were always awful and 18 people all getting sticks was super well balanced but whatever, SE. What. Ever. They acknowledge no one does VW outside campaigns and then say "just use cells" like that makes any difference without capped lights.
Right, in a balanced world the debuff that can be resisted and erased (and sometimes applies to a single element vs all, check threnody vs languor) would be more powerful, whereas the debuff which can't be resisted, can't be erased etc etc, would be less powerful.
But clearly we can't expect them to do something of the sort this late in the game.
One of the (many) problems I see with that is that GEO stuff stacks with everything else. GEO stuff is already pretty powerful, if they nerf it there's gonna be a major uproar (which they can't afford given the state of the game) and it would greatly affect the difficulty of a large amount of fights.
If they make the "other" debuffs as powerful as they should be, then there's the opposite problem in that a lot of fights would become way too trivial.
So... it's honestly a bad spot they digged for themselves, but I can acknowledge it's not easy to get out of it.
At this point they will probably give us a very small tweak to debuffs but hey, as small as it will be it's still gonna be welcome, don't you agree dasva?
Also good point about saboteur/stymie and all that stuff, I agree it's long due SE ungimps it.
But my point still stands that more than fixing the way monsters react to enfeebles, it's enfeebles themselves which should be adjusted in terms of potency and stuff.
Wish they would do the same to buffs, seeing how little enhancing magic matters for 99% of enhancing spells is a bit sad, but maybe I'm the only one who sees things this way for enha magic, dunno.
The real kick in the teeth from the devs in that thread is that it was a request regarding only the items used directly in relic armor reforging... Not HMP, not high end crafting mats, just stuff like Hahava's Mail... Which is only used for reforging and a small handful of badly obsoleted synergy recipe armor... And devs basically said "Nope, Relic119 is too OP to be 'easy' to get." -_-;;;
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Regarding enfeebling magic, I honestly would not be surprised if they simply made everything un-resistable to match bubbles at this point. (Might be more likely they'd simply remove the 'full resist' state, so skill could still affect duration at least.) Think about it, how much impact would always landing Paralyze or Slow really impact the majority of fights nowadays? If there's concern over potency, it'd be easy enough to add cumulative caps per status effect to prevent over-stacking on effects. Would it really be a bad thing if Slow/Elegy/Indi-Slow were all 100% accurate but the effect capped out at 60% total? There's no need to nerf GEO in order to allow for BRD/RDM/COR buffs if debuff caps like that are put in place. (There are already similar caps for buffs like Haste after all.)
Honestly what gets me about normal enfeebles vs. GEO ones is that GEO spells were originally peddled as being weaker than their black/white magic alternatives since they could not be resisted. Black/white magic enfeebles (and bard ones) should have much higher caps and should scale with skill, and while they shouldn't necessarily (and by necessity really can't) match a dunna/Idris geo, they should be at least worthy alternatives or additions. Distract/Frazzle 3 are good examples, albeit maybe stronger than what something like Dia 3 should provide.
It's also about time that merit spells get the same treatment as merit abilities; all unlocked by default with points offering bonuses to their potency/duration/whatever
Yes, I think we can all agree that in a balanced world the debuffs which can't be resisted or erased should of course be slightly weaker than those who can be resisted and dispelled.
But we know how things escalated. For many reasons (some rightful, some not) people were ignoring GEO, and SE overbuffed them to the point everything else disappeared.
Game has been balanced these years around the fact that GEO exists and is that powerful.
Nerfing GEO now is out of question.
Buffing the other buffs/debuffs to the point of making them more or even just equally powerful as Geomancy is out of question too because there are no shared slots (almost) and everything stacks. It would be an insane buff to the power in the players' hands and in return all the current game content would become too trivial. It would require way too much work than they can reasonably put to re-balance it, and future content would have to be harder to fit this new scenario.
In other words: I'm not sure it would be beneficial for the game and for us.
For several reasons (most of which revolve around the "finding cheap/fast solutions to larger scale problems") SE dug themselves into the current situations and it's honestly hard to get completely out of it, imho.
But I think small changes (like those Dasva was talking about, which would hardly overturn anything but at the same time would be very welcome) are realistically possible.
I dunno, I can't think of a reasonably feasable solution to solve this, can you Prothescar?
I think they should group some of the buffs/debuffs together and make so they don't stack. Doing that for some buffs/debuffs would reduce the potential power in the hands of players and in return would allow SE to scale those buffs/debuffs so they're pretty much the same.
But it's not something easy. Overdone it you get the level of homogeneization we've seen in WoW since 3.0 and in FFXIV.
Applied only to a very small part of buffs/debuffs in FFXI it could work, maybe, but it would be one hell of a rebalancing job that I don't think SE has the resources to complete.
I had one ridiculous idea about fixing enfeebles a while ago that would never work in practice. Something similar to SC/MB, or a sort of combo system, for enfeebles that enhance their potency based on certain combinations. For example Slow + Paralyze on a monster consumes both debuffs and creates a new one (with a timer refresh) called Lethargy, which would combine both spell's effects, increase their potency, and perhaps add another effect on top. Could only have 1 or 2 of these "chain" effects active at once so that you can't just debuff the mob into the ground further than is already possible.
But it would never be implemented and even if it was it would not be a very useful solution since bringing a GEO would still be easier.
The other big advantage of Geomancy is its continuous auto-reapplication. 1/3 Glassy monsters and 5/5 Caturae in Omen remove status effects regularly. I'd be cool with having a high potency Slow II+Elegy on Fu, as it would make him easier to blink tank, but that's pretty annoying to maintain right now.
That's quite a cool idea! Think I've seen something similar in other MMOs, was it RIFT?
But with the current packets, chatlog and UI I think it would be upractical in FFXI, and like you said I doubt it would do much against the GEO situation. Regardless, very cool idea!
the problem none of the other jobs (ecxept rdm and brd to a degree) have access to meva eva mdef defdown maccdown debuffs. for gods sake geo slow para gravity are ass compared to the rdm spells
its going in a good direction, but brd and cor need an overhaul on buffs. brd needs some mab+ macc+ songs or generally more mage friendly songs & a slight buff in melee songs. cor needs a buff in mage rolls and the rolls be made undispellable & unique debuffs as add effect on quickdraw like water shot lowering attack. thunder shot lowering mdef etc
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"We are going to add native debuffs to Quick Draw" -SE about 6 years ago.
It's only slightly a balance issue. Some of the issues are just issues that need addressing regardless. It's just geo ignores/overcomes most of them so they can continue to ignore and think it's fine a mob constantly full erases and resists everything. And they do it while also having equal or stronger potency largely because of how huge of an effect +geomancy and geo jas have while there is nothing enfeebling options are much worse. Could you imagine an Idris for enfeebles lol?
Then there is having more relevant effects. Like no one cares geo slow/para is bad because those effects are just kind of bad most the time regardless due to they've designed a lot of mobs to make them not matter. What good does slow do if the mob isn't meleeing anyways because of how often it does some AoE move... but add on something for that like idk increase the cooldown on how often they can use moves and you got something closer to what they intended. What good is paralyze if it never procs and mobs can spam moves thru it regardless? Make it so you can paralyze moves like your jas can and a proc rate worth mentioning bam marginal utility.