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Thread: Dev Tracker: Discussion     submit to reddit submit to twitter

  1. #1381
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    Quote Originally Posted by Kincard View Post
    Ventriloquy adjustment has to do with not allowing you to use it while Trusts are out so you can't use it to continuously call trusts again and again during battle.
    They're making Salubrious Broth easier to get as well as planning adjustments to make jugs easier to use in general.
    Plans to make Trusts available for Genkai 10 and expanding to other BFs in the future.

    Also how nice of them to give accuracy bonus to RUN
    i can think of like 3 other jobs that would love some extra traits instead of a bunch of largely useless ones they currently have (crit def bonus on BRD, magic burst bonus on NIN etc)
    I totally read that in my mind with Steve Buscemi's voice. ><

  2. #1382
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    Quote Originally Posted by Kincard View Post
    Ventriloquy adjustment has to do with not allowing you to use it while Trusts are out so you can't use it to continuously call trusts again and again during battle.
    They're making Salubrious Broth easier to get as well as planning adjustments to make jugs easier to use in general.
    Plans to make Trusts available for Genkai 10 and expanding to other BFs in the future.

    Also how nice of them to give accuracy bonus to RUN
    i can think of like 3 other jobs that would love some extra traits instead of a bunch of largely useless ones they currently have (crit def bonus on BRD, magic burst bonus on NIN etc)
    LOL those are like trait vomit.

    I'd like to see tiers of ninja tool expertise on NIN like how RNG and COR have recycle. Also a new trait to give a version of recycle to NIN for shuriken and make shuriken cheap to make.. or introduce those giant ones from naruto (lol I know) that act like chakram that have high dmg and low delay like shuriken.

    Maybe even give NIN katanas magic damage and allow element NIN spells to be affected by magic damage.

    I'd also like to see those gawd awful restrictions on yonin and innin removed. Hell if it were up to me I'd remove it for NIN main and leave it for NIN sub.

    I got nothing for BRD besides a -% dmg trait, acc trait, and dual wield cuz melee BRD :D

  3. #1383
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    OH yay messing with emnity again

  4. #1384
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    Quote Originally Posted by Byrthnoth View Post
    [cut]
    * Allow Waltz use during Saber Dance.
    Basically you're asking for the best in every field and aren't accepting compromises
    The B/M change would be very welcome, I didn't think about that.
    As for the quoted line, I'd *love* it, but how would you "balance" Saber Dance then? They created Saber and Fan dances in a dicothomy, where each one gives pros and cons. If saber dance gives only pros then where is the "hard choice"?
    My idea is that they could allow you to use Waltzes during saber dance, but at the cost of a highly increased recast. Something like 2x recast, max 3x?
    But even with all these changes I fear that DNC might still not look attractive enough for alliance content (will there be any more? ). They should allow Sambas to work for anybody who touches the target, even if outside of your current party.
    What would make DNC much more attractive in an alliance scenario because you could provide:
    1) Decent piercing DD with high accuracy
    2) Cool alliance-wide debuffs (-eva, -def, +crit, -mdef etc)
    3) Cool alliance-wide buffs (sambas)
    4) AoE cures for your pt, single target cures for the whole alliance

    Paired with the survivability granted by Fan Dance and /NIN, I think DNC would become a really really nice DD-Support hybrid job, which is what it was always meant to be I think.

    Quote Originally Posted by Toth View Post
    I imagine that since relic gear is the one being upgraded, there is going to be related to something related to dynamis (new drop, new NMs....?) It would be fun to give dynamis a whole new reason to explore.
    While I'd love that, I don't really see it coming =/

    Quote Originally Posted by Damane View Post
    I am a bit baffled about the new skirmish currency introduction oO
    I wonder if it's a translation error. There is a cap on Obsidian thingies. Or isn't there? I don't really see the reason to create a new currency...



    One thing I forgot to ask is about new survival skills. They're adding more with the February Patch but what is exactely the purpose of these? I always wondered.
    Not like they make you immune from the "plant" NPC that give certain debuffs in each zone. So what do they give you exactely?

  5. #1385
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    Quote Originally Posted by Treize Kordero View Post
    I'd like to see tiers of ninja tool expertise on NIN
    You mean, even more?
    With 5/5 Cat #2 Merits, Koga+2 midcast and Yonin active you get free spells like 85% of the times or something. And you want more than that? D: Might as well remove tools at that point lol

    Maybe even give NIN katanas magic damage and allow element NIN spells to be affected by magic damage.
    I always loved to mess up with magic on NIN and got up to the point (in Abyssea) where NIN was really really cool. It was basically what BLM and SCH is today. Spamming low tier spells for small but constant damage at the cost of no mp, with occasional spikes on Hyoton: San.
    But... I dunno, do we really need this today? In the future, maybe, but for now I'd rather have them focus on way more important issues concerning NIN.

    I'd also like to see those gawd awful restrictions on yonin and innin removed. Hell if it were up to me I'd remove it for NIN main and leave it for NIN sub.
    On sub? No way, what are you saying >.>
    But I agree they need to buff them for good.
    Remove the decay over time first, make them undispellable and change the -acc on Yonin into something else because it hurts NIN way too much for the things where Yonin could potentially be useful.

  6. #1386
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    Quote Originally Posted by Sechs View Post
    As for the quoted line, I'd *love* it, but how would you "balance" Saber Dance then? They created Saber and Fan dances in a dicothomy, where each one gives pros and cons. If saber dance gives only pros then where is the "hard choice"?
    Saber Dance gives 20% DA/Samba Duration +20% and Fan Dance gives 90-20% PDT/Waltz Recast -20%. Why do they need associated penalties to make them worth switching between?


    And yeah, Sambas should be alliance wide (and affect pets), but they're talking about Waltz changes.

  7. #1387
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    Quote Originally Posted by Byrthnoth View Post
    Saber Dance gives 20% DA/Samba Duration +20% and Fan Dance gives 90-20% PDT/Waltz Recast -20%. Why do they need associated penalties to make them worth switching between?
    Isn't the Waltz recast part of Fan Dance only if you merit past 1/5? So you would remove the "no sambas" penalty on Fan Dance as well?
    Well I dunno what to say. These type of abilities in other MMOs are called "stances". Where you freely select different "approaches" to play with your character and dynamically swap between them according to the situation. They are of course undispellable.
    The way SE always made them is dispellable and each offers pros and cons.
    It's the same for all "stances" of FFXI except maybe the 2 WHM ones, which just offer different pros.
    • Composure ==> higher recasts
    • Hasso/Seigan ==> double recasts
    • Yonin => -acc
    • Innin => -eva
    • Saber dance => no waltzes
    • Fan Dance => no sambas
    • Light arts => mpcost/cast on black spells, no access to high tier black spells
    • Black arts => mpcost/cast on white spells, no access to specific white spells


    I concur with you that these kind of abilities have no real need for such negative bonuses, but we can't expect them to fix that just for DNC when clearly it's a core issue of the philosophy behind them.
    What seems more realistic to me is to ask for more "balanced" penalties.
    Hasso/Seigan are perfectly balanced, they last 5 mins and have 1 min recast to permit frequent swap between them.
    That's an excellent way of balancing those "stances".
    Saber Dance and Fan Dance should be more along that way. The current ones are better than the initial ones (remember how they used to be?) but they should still keep on tweaking them.
    As I mentioned before, for Saber Dance I'd be more than satisfied with just a double waltz recast (or even triple!) instead than no waltz at all.


    And yeah, Sambas should be alliance wide (and affect pets), but they're talking about Waltz changes.
    Considering they used to work for Pets they can't even use the "technical difficulty" issue. It's just a matter of willing to let things work this way, and imho it's wrong.
    Having Sambas work Alliance-wide and the waltz fixes you suggested in this thread would make DNC such a fun, awesome, hybrid DD to put inside your alliance.

  8. #1388
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    Adjusting weakness durations?!? Wonder what weakened timer on Arise will be now.

  9. #1389
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    I'm fine with them fixing the whole problem instead of just fixing it for DNC. I was just posting the changes that they should make involving Waltz, not giving an exposition of every change I'd like them to make to FFXI. However, if they removed all those penalties, Dancers/Ninjas would always have one of the two stances up but otherwise very little would change.

    * Innin/Yonin: Right now I essentially don't use Innin/Yonin, because if I'm playing Ninja then I'm solo (so Innin is out)/capping evasion already and Yonin's benefits hardly warrant the time it would take me to activate it. If the restriction was removed, I'd probably . . . still not use them, for exactly the same reasons.
    * Hasso/Seigan: Having the recast penalty basically just discourages DRKs from casting and otherwise doesn't really affect anything. Furthermore, it affects both abilities so it's not like you're choosing one of the two stances to avoid it. Fixing that is a pure (incredibly minor) gain for DD/SAMs.
    * Composure's recast increase is almost not even noticeable, except that it makes it more annoying to do a Haste cycl. . . nevermind, lolRDM.
    * Light/Dark Arts penalties don't stop me from casting anything. The real cost of the penalty is a few MP, considering you lose 1 second from activating the JA (and another second switching back to the other Arts). Players choose which Arts they're in based on which will benefit them more. The penalties are considered but are typically the a very minor part of the equation.

    * Fan Dance is the only stance that I actually avoid because of its penalties. There are times when I want to Waltz myself, but I don't switch directly from Saber to Fan (even if both recasts are up) because I don't want to wipe my Samba. The Waltz restriction of Saber Dance is actually much less severe than the Samba restriction of Fan Dance, in my opinion. Typically I don't mind the extra half a second that having Saber Dance up adds to my Waltzes (canceling it), so it's a pure gain to have it up. Fan Dance locking Sambas (which I use constantly) is a loss unless I really need its PDT.

  10. #1390
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    Quote Originally Posted by Byrthnoth View Post
    * Composure's recast increase is almost not even noticeable, except that it makes it more annoying to do a Haste cycl. . . nevermind, lolRDM.
    I'd say this is offset by AF3+2 bonus

  11. #1391
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    Quote Originally Posted by Byrthnoth View Post
    Dancers/Ninjas would always have one of the two stances up but otherwise very little would change.
    And should make them undispellable as well or we're back to square zero.
    Innin is somewhat useful for fights where you can use NIN btw (AAs?).

    * Hasso/Seigan: Having the recast penalty basically just discourages DRKs from casting and otherwise doesn't really affect anything. Furthermore, it affects both abilities so it's not like you're choosing one of the two stances to avoid it. Fixing that is a pure (incredibly minor) gain for DD/SAMs.
    I think when they put that penalty it was mainly to avoid making SAM/NIN too powerful? Back then Utsusemi was still king. Correct me if I'm wrong but I think that was their main concern.
    I concur that, these days, it wouldn't be such a game breaker other than removing what, today, is just an annoying mechanic that serves no real purpose anymore.

    * Light/Dark Arts penalties don't stop me from casting anything.
    Well if we consider Addenda as "extensions" of the two Arts, and if we exclude Enlightenment (5mins cdown anyway) you cannot cast T4-5 spells during Light Arts, and you cannot access to b.arts stratagems. Vice-versa you cannot access to -na spells (erase etc) while in Black Arts, and you cannot access to the related stratagems.
    DA/BA scenario is a bit different from the other "stances" we talked about, but I concur something could be done about that as well. Like incorporating the two addenda into the related arts, or reducing Enlightenment to like 1 min, or allowing Enlightenment access to Stratagems of the opposite art as well. All of these or a mix of these things would be a welcome change.

    Points taken for the rest.

  12. #1392
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    Quote Originally Posted by Sechs View Post
    One thing I forgot to ask is about new survival skills. They're adding more with the February Patch but what is exactely the purpose of these? I always wondered.
    Not like they make you immune from the "plant" NPC that give certain debuffs in each zone. So what do they give you exactely?
    These are the simple KI quests that grant you access to new areas (Climbing, etc.) ... they're probably just adding a couple to match up with the new areas/content they're adding at the same time.

  13. #1393
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    Ah... Thought it was about those para/poison etc KIs you get through quests. I still don't get what's their Real purpose. I had no doubts for watercrafting, climbing etc of course lol

  14. #1394
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    Hmmm..

    Change specifciations for the Couriers' Coalition.
    Possible nerf to using homepoint warps for delivery missions? As it stands now, 2 tags to deliver supplies to Kamihr Drifts is 14k exp/bayld and 3 tags is over 20k which only takes 2 minutes to complete.

    Also, I wonder what items they will add that can be purchased with Plasm?

  15. #1395
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    Quote Originally Posted by Sechs View Post
    Ah... Thought it was about those para/poison etc KIs you get through quests. I still don't get what's their Real purpose. I had no doubts for watercrafting, climbing etc of course lol
    Those KIs greatly reduce the potency of the debuffs on you. For example, the poison debuff in Cirdas is 50/tic without the KI, and 24/tic with.

  16. #1396
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    Quote Originally Posted by Sechs View Post
    On sub? No way, what are you saying >.>
    But I agree they need to buff them for good.
    Remove the decay over time first, make them undispellable and change the -acc on Yonin into something else because it hurts NIN way too much for the things where Yonin could potentially be useful.
    Yes!!! I want my blm to get +30% magic dmg from behind while it dual wields +magic dmg wands!!!!

  17. #1397
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    Quote Originally Posted by Treize Kordero View Post
    I'd like to see tiers of ninja tool expertise on NIN like how RNG and COR have recycle. Also a new trait to give a version of recycle to NIN for shuriken and make shuriken cheap to make.. or introduce those giant ones from naruto (lol I know) that act like chakram that have high dmg and low delay like shuriken.

    Maybe even give NIN katanas magic damage and allow element NIN spells to be affected by magic damage.

    I'd also like to see those gawd awful restrictions on yonin and innin removed. Hell if it were up to me I'd remove it for NIN main and leave it for NIN sub.
    Ninja Tool Expertise would be nice and all but it'd do nothing to fix the job. Yonin/Innin limitation removed would just make the job even more useless, but I guess it might help a couple jobs that sub NIN for some reason.

    I doubt NIN elemental spells arn't affected by magic damage, the problem is that none of the katana have that stat and none of the current staves can be worn by NIN. If they want to fix NIN to be a mixed DPS they need to completely redesign ninjutsu. As it stands, if you need to do elemental damage on NIN you're better off just subbing RUN and chipping away with the free enspells.

    Quote Originally Posted by Sechs View Post
    You mean, even more?
    With 5/5 Cat #2 Merits, Koga+2 midcast and Yonin active you get free spells like 85% of the times or something. And you want more than that? D: Might as well remove tools at that point lol


    I always loved to mess up with magic on NIN and got up to the point (in Abyssea) where NIN was really really cool. It was basically what BLM and SCH is today. Spamming low tier spells for small but constant damage at the cost of no mp, with occasional spikes on Hyoton: San.
    But... I dunno, do we really need this today? In the future, maybe, but for now I'd rather have them focus on way more important issues concerning NIN.


    On sub? No way, what are you saying >.>
    But I agree they need to buff them for good.
    Remove the decay over time first, make them undispellable and change the -acc on Yonin into something else because it hurts NIN way too much for the things where Yonin could potentially be useful.
    How to fix the current NIN JAs:
    -Remove directional requirement
    -Remove Yonin's accuracy debuff
    -Remove Innin's enmity penalty, possibly evasion penalty but that's not too important
    -Elemental Ninjutsu are worthless, stop trying to fix them, there's too many obstacles just because of how the game works. The only way to "fix" them, in my view, is to make them into en-spells, which isn't going to happen. The only other way is to make them insta-cast giant nukes with like a 10 minute timer on each. (So basically they'd become the equivalent of a RUN's lunges)

    Also removing tools honestly isn't that bad of an idea at this point, it's one of the contributors to inventory issues. If not that just introduce a single universal tool, that way only one slot is ever taken, also allow everyone to trade in all their current tools in for the universal one so people don't get butthurt. Let every job outside of NIN use them too.

    Quote Originally Posted by TummieGaruda View Post
    Possible nerf to using homepoint warps for delivery missions? As it stands now, 2 tags to deliver supplies to Kamihr Drifts is 14k exp/bayld and 3 tags is over 20k which only takes 2 minutes to complete.
    That's a possibility, but I'm actually somewhat inclined to believe that they're going to allow you to teleport using the waypoint and lower the reward, given their general way of designing the game recently.

  18. #1398
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    Quote Originally Posted by Kincard View Post
    -Remove Innin's enmity penalty, possibly evasion penalty but that's not too important
    Ehr what? I don't get this D: I'm clearly missing something because from my point of view the -enmity on Innin is one of the coolest things :O in fights where it's absolutely vital to leave hate control on the PLDs Innin is a powerful tool for NIN!
    Why should they remove it?

    Also removing tools honestly isn't that bad of an idea at this point, it's one of the contributors to inventory issues. If not that just introduce a single universal tool, that way only one slot is ever taken, also allow everyone to trade in all their current tools in for the universal one so people don't get butthurt. Let every job outside of NIN use them too.
    I'd love that but it's not going to happen
    They could make universal tools work on all jobs though, I wouldn't complain.

  19. #1399
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    Yeah plus since innins bonuses only work from behind the -enmity is kinda the point. If anything should be more.

  20. #1400
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    New items that can be bought with plasm...

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