Sorry if anybody else said this but dia is enfeebling >.>.Originally Posted by Norelco
Sorry if anybody else said this but dia is enfeebling >.>.Originally Posted by Norelco
how many people who like this nerf has done Bahamut v2? that's the only really huge issue.
as long as they don't get ridiculous and have this affect Stun and Sleep/Lullaby, people should be able to work around everything else.
going to make a lot of things really annoying though.
What happens when you got 4 or 6 melee, in pairs of two, making constant light, and you're throwing constant thunders out?Originally Posted by szem
SE werent thinking of the players in this update, well not when they were planning the nerf. They were thinking how to make gilsellers and normal players live in the same world, like they always do.
SE took BST away from me.
I loved BST and levelled it to 75, then they took a steaming shit on it.
Same goes for my BLM, if they take BLM away, if it's useless after this update, well.. I really dont know.
To add insult to injury, a little more on my pic:
http://members.arstechnica.com/x/spungy/blmnerf2.jpg
STUN IS DARK MAGIC
Originally Posted by Mifaco
THERE'S A DAMN GOOD CHANCE THAT SE JUST FORGOT THAT DARK MAGIC EXISTED WHEN WRITING THE PATCH NOTES. JUST LIKE DEPOPPED MOBS WILL BE THE EXACT SAME MOB ACCORDING TO THE MPK NERF NOTES LOL
Wheres Max? Im sure he'd say this just revitalizes old content or some shite.Originally Posted by MisterBob
Didnt SE mention in a earllier statment that when the 'nerf' happens they will add something that will make BLM more efficent when there is fewer BLM in the PT, or something like that? or some sort of new magics![]()
That is a giant TaruOriginally Posted by Spungy
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Yes, 2-3 Blm in the party will be more efficient than the other 5 you thought about putting in who would be doing no damage, that way you can add in more melees. Duh.Originally Posted by SephirothYuyX
Didn't you read the rest of the patch notes?Originally Posted by PussPuss
SE Wrote:
Due to the consumption of so many sweets, we have decided to make the Tarutaru race more realistic by adding a "Ghetto Bootie".
I'm worried frankly because whatever SE have hit with the nerf stick in the past (NIN shadow nerf aside) has always had a very negative impact. I absolutely agree RNG needed to be nerf back in the day, but they overdid it to the point where they killed the job as no one would pay extra money to do essentially the same dmg as a regular melee would do. I'm hoping the BLM nerf won't affect the game in the same way the RNG nerf did but:
It seems like BLM won't be in such high demand anymore. I guess everyone will just turn to lvling SMN now for the physical BP's. On a plus side it will weed out all those people who play BLM just for epeen+1.a party fighting a notorious monster with one to two black mages will probably not notice the difference.
I also find it odd that SE comes along in March and says:
Whereas, to me, this nerf seems to definitely weaken what BLM is capable of in HNM situations and will practically leave things like XP manaburns untouched.We do not plan to weaken the job, but we want to create benefits for partying with other jobs.
I have noticed that when SE came in and said they were going to bring vast improvements to a number of jobs (http://www.playonline.com/ff11us/top.../060330_1.html) they have, so far, failed to implement the vast majority of these in a beneficial sense. The improvement of jobs is always seen in a positive light by the player base, and nerfs are always seen in a negative light. SE should have really introduce a BLM (and chi blast, spirits within, SMN magic etc etc) nerf along with improving the existing jobs as they said they were going to: new spells for jobs like BLM and DRK, increase dmg for THF when 2hring, throw weapon axes for WAR, etc etc. Instead they come along and hit a bunch of abilites with a detrimental affect and piss a bunch of people off (if this nerf is anything like RNG... more people will quit) instead of balancing it out and saying "hey guys, we're nerfing BLM a bit, but instead you'll get improvements to all other jobs". They once again seem to be handling the player base badly.
Anyway, that's the negative side. Maybe this won't affect BLM's too much. However, I have to be pessimistic cos this is SE and I can't offhand think of any "nerf" that's had a positive effect.
And so it came to pass that the resentful IGE RNG and whinging ZAM! bitch melee got their way and BLM is doomed.
/em unlearns d2.
Those cunts can walk.
Let's wait til Monday before we condemn them for not making changes... it seems to me like those changes might be implemented in this patch.Originally Posted by Dustybrown
- Shadida (screw you I like taggin my name at the end of posts)
Well there goes Blu's Heat Breath chance at doing any Damage :F
Anyway, is it me or SE wants to add a bajillion things this update?
Chocobos, Nerfs, Hnms, More screw ups in besieged, Assaults, Storyline, quests and etc..
Wouldnt be surprised if they add a new lame dynamis-Alzhabi ~_~ just to do something "new".
Wont they focus on 1 thing and make it right? I'm doubting chocobo racing will be good now ;;
Hope new missions/HNMs are good...
Oh and AF's better be usefull for making us wait this long.
I'm reasonably sure this is a "MDB" type of resistance.
Take, for example, the changes made to Sleep/Lullaby in Ballista. They said that players gradually increase resistance. What actually happened was you could always land Sleep/Lullaby, but the duration got shorter and shorter each time, until it would last for like 2 seconds.
The Update seems to specify that it effects only spells that deal damage. Nukes, Banish, Holy, Elemental Ninjutsu, Magical Bloodpacts (lol), Magical WS. I don't think that Sleep, Stun, or Debuffs would be affected.
The CoP Wyrms and other NMs already have an innate 50% resistance rate. Chi Blast and Nukes deal 50% of their "usual" damage to these mobs. It's possible that, through continuous nuking, this can drop even lower down to 25%. Fafnir would still be a joke even if all BLM nukes did 50% of their current damage, but it certainly would make melee damage look a lot more viable.
I think this is a great change because it will (hopefully) thwart the BLM Manaburn Armies but still allow HNMLS with half a brain to make a Skillchain + MB strategy that works well.
Making KB, Aspid, and Faf/Nid stronger is a good thing, because if people can't kill them they'll stop camping. I kind of wish they'd make Faf/Nid Unsleepable, because then 95% of the people who try to fight him would wipe (at least on Seraph, lol)
Why have a sig at all then?![]()
-Pusspuss
I'm condemning them now.Originally Posted by Shadida
They are Promising to make existing fights harder and longer without offering much in the way of new content that rewards actual skill (lolyigit). This new Hydra mob will likely follow in the tradition of HNM releases since CoP and drop exactly two things...sometimes. And only one of them is kind of maybe useful in a macro you press every 5 minutes.
I won't play a game where everything I used to do takes steadily longer amounts of time, but I'm still using that fucking gear I got 2 years ago. That's just masochism.
I have to wonder about the blm only lvl 75 job after 3 years hnm players who get 0 reward from 95% of endgame content, and only participated b/c they liked being able to do so much damage and being key in endgame fights? I see the argument so much:
BLM: Blm gets jack from hnm. /waaaaaaaahhhh
RandomDD: Yeah, but atleast your useful. /emo
I foresee increase in mage population on all WoW servers.
P.S. Im 75 blm and bst, about to lvl war from 37>75, Im glad this will give me more reason to do stuff as war eventually.
There's a layer of strategy beyond that... people seem to be forgetting that building hate while tanking will also build magic resistance as well. Flash is divine magic. Every ninjitsu ability is covered. Even spirits is on the list. Now it really becomes an issue of balance between mages and melee. Having multiple tanks actively trying to build hate fast will result in heavy magic resist.Originally Posted by Faranim
Any way you look at it, it sounds like it's not a good idea to have more than 2-3 BLMs actively casting on any HNM.
Edit: also, isn't Nether Blast considered a magic bloodpact?