How about nerf mob/NM/HNM TP gain?Originally Posted by Devek
I've been saying this for about six months......![]()
How about nerf mob/NM/HNM TP gain?Originally Posted by Devek
I've been saying this for about six months......![]()
I wouldn't support any change that made end-game fights easier.
That being said.. as a full time monk since NA launch I would prefer adjustments to fSTR regarding level difference over TP gain changes.
EDIT: On second thought... if a mob received 1 tp for every 10 magic damage it received instead of the static 10 than it does now.. that would be awesome.
That would be 10 tp for every 100 damage a black mage, thats pretty balanced with a melee. The game would be radically different and better.
lol, like I wasn't constantly talking about fixes before they saw that chart.Originally Posted by Lordwafik
This is way too hardcore of a nerf. I mean, thats 100 to 150 TP on any average spell(I'm not even thinking of AMII).That would be 10 tp for every 100 damage a black mage, thats pretty balanced with a melee. The game would be radically different and better.
I may be more supportive of nerfing than most, but I'm no SE. You guys really overdo it when talking about it.
For RNG nerf, I would have either done something similar to BLM where too many RNGs increases the monsters evasion to range attacks or nerf them in the way by level only, and give them a boost in both r.attack and r.accuracy by being farther(where they wouldn't feel the nerf much), instead of them still not being nearly as good as they were even in their "sweet spot". RNGs meleeing for TP was the only part of RNG I ever saw as being overpowered. Every nerf should come with something that makes up for it. A nerf to their ability to ignore levels would come with the gift of getting a bonus when being at a distance(which is different from them having to find their "sweet spot" to suck less and still suck with it)
BLM "nerf" in my opinion isn't strong enough in some areas and almost doesn't make sense. You can feel it on HNMs with 4-5 BLM, but not much more with 10-12. Though I wouldn't really touch it, I'd have some encounters simply not be manaburnable. I haven't tested or seen test on how exactly magic resistance wears, but hitting a monster with spells back to back(as in a volley of nukes) should suffer from the nerf greatly, like 4 Burst IIs going off at once should make the monster take 80% less damage, even to spells that happen .5 seconds later. This resistance should then wear off within 1 minute(slowly weakening in that time), unless more spells hit it. Magic Bursts would completely ignore the nerf. The only part of BLM that ever needed a nerf was/is the part that allowed them to one shot DM(a naturally interesting fight), completely own Diabolos, and make any HNM that doesn't have high magic resistance a potential joke. I rather see the tactic of mass BLMs being nerfed than having to deal with fights that don't allow a smaller group of BLM to do much. AMII is just about the best gift anyone would want with a nerf. I would remove chi blast and elemental WSes from the magic resistance thing too, however keep magical BPs.
SMN is something I find very tricky. The way they were set up was just an unbalance waitting to happen. High melee burst damage on a 1 minute timer, without hate or TP gain. Their payment for keeping an avatar out is MP, however because they can use the BP and desummon instantly they almost never feel it. Hell even their useless summoning skill does nothing.
So with Summoner, I think the best thing to do would be to give their skill importance and require them to keep avatars out longer if they want to do damage. A simple fix for skill would be, Avatar Melee Skill and Avatar Magic Skill = the Summoner's Summoning Skill. Make summoning skill raise not only from summoning, but when avatars attack, evade, and use BPs. In addition, let INT play a role similar to STR and INT in avatar attack and avatar magic attack. Let MND play a role similar to DEX and INT in avatar accuracy and avatar magic accuracy. Let CHR play a role similar to VIT and AGL for avatar defense and avatar evasion. Make all offensive BPs, both physical and magical TP depended. Strengthen some of their buffs, so some are not that laughable. And make the merit BPs kick ass, like Thunder IV kick ass. Finally, all weapons with avatars in their name should give a Perp Rate -2 or 3(depending on the teir of the weapon) to all summoners in the alliance/party with that summon out. So the sum of these changes would be having skill and stats decide the strength of the avatar, making the avatar stronger in non-BP situations, improving summoners buffing ability, and requiring their avatar to gain TP in order to pull off the high numbers they can now. PS. I would also like Spirits to be improved a lot.
RNG would be stronger, BLM would be almost uneffected in non mass-manaburn-like situations, and SMN might actually turn out stronger, though in another way. They would be able to mimic melee and BLM and become better buffs, also their avatars would become strong and there would be gear alliance members could equip(some of which is pretty damn good) to help them out.
How much TP does a monk give Nidhogg after he does the equivilant damage?Originally Posted by BRP
I don't see how thats hardcore at all, seems kind of balanced.
I like how you said MNK, because MNK usually can outdamage BLM in most situations in the game if they are equipped well enough. You should of said DRG.Originally Posted by Devek
Not talking about damage..
But if MNK outdamages AND gives less tp why use BLM?Originally Posted by Devek
And evrybody has to stop assuming DRG has to suck when making suggestions.
Use the best of what you got?Originally Posted by Jooeetheplatypus
It would be like if you had 20 black mages standing around, you'd grab the best ones you had.
Except instead of 20 black mages..
lol, you know sometimes I wonder why DRG hasn't been improved much at all. Then I see the KI DRG forums and how they try. DRG isn't a bad job and I like every job an equal amount, but the fact they are in such denial, how is SE ever going to know how weak they are in many situations? It was a blessing that they were given a real 2hr for stuff like CoP, but it doesn't help them when their limit is below the limit of a WAR or MNK or even a DRK.And evrybody has to stop assuming DRG has to suck when making suggestions.
The idea of giving 150 TP in one nuke completely destroys BLM as a job. It would be the worst nerf ever to happen in FFXI. Coming from someone who thinks nerfs can be a good thing, your idea of a nerf is completely harmful and dumb. I'll guess I'll never solo again, or kill stuff in general.
And it doesn't effect more than 2 BLMs much, as TP caps at 300. Gogo smart fix.
Your nerf is a perfect example of a bad nerf. Nerf should stop jobs from being too strong(in certain situations), not make other jobs stronger by shitting on the job.
To be truely balanced the numbers would need to be adjusted... I think this is wonderful, because the reaction I see blms get when I even mention it is funny and kind of opens their eyes regarding how broken they are.
You might complain that 150 tp for a 1500 nuke would destroy the game.. but how is 10 tp for 1500 damage not broken?
I see, because of this, melees would be stronger.Originally Posted by Devek
Are you on the CoP team?
Melee wouldn't be stronger.. DDs would be equal.Originally Posted by BRP
Look at it like this.. the two biggest complaints across almost every ffxi forum is RMT and crowding at the three kings.
A significant blm nerf would of prevented this thread from even existing. The herds at Nidhogg would also be thinned significantly.
The only people afraid of a blm nerf would be people who are worried they might be in one of the shells thinned from Dragon's Aery.
Originally Posted by Heian
Its ok, you have WoW now, you can relaxOriginally Posted by Heian
You do realize RMT used mostly SMN on Tiamat right? Just stop talking, I don't know what you are trying to prove, but your nerf has no positive aspects. All it would do is make more people be alienated and quit. Instead of making a job more unique or limiting the use of the job in mass number against HNMs, your nerf just flat out kills the job in all situations. You suck at this.Originally Posted by Devek
How about TP=(DamageDealt/(level*.5))
a 2000 damage nuke would be 53 tp. Damn, I'm such a genius I think this game would be a quadrillion times better if they hired me to fix the problems [/septimus]
You still don't get it. That would still be too much TP gain. To hell with messing with spell TP gain, improve melee TP gain. That is the problem, not spell TP gain.Originally Posted by Jooeetheplatypus
I wonder if the fact people propose these insanely dumb nerfs limits my ability to suggest nerfs that are not insane and not get critized.
This one is much more realistic. Lowering melee enemy tp gain should happen too, but honestly, being able to have 10 BLMs deal 20000 damage (thundersday+double thunder ftw) and only have it be 100 tp is definately a joke. If melee TP is lowered as it should of course this should be lowered too, but the equation as I put it would be on par with being significantly more TP efficient than melees (except DRK and SAM) while still not being the rediculousness that it is today.Originally Posted by BRP
But melee TP gain isn't broken.. its exciting and adds a level of tactics and stratigy to HNM fights.
Even with 4-5 melee on Nidhogg he isn't that hard and they can kill him without any other sources of damage. (We once killed him with nothing but two war/nins for damage and they were also tanking... took awhile)
Black mages get to go all out without any worry about the consequence of what they do to their alliance.. that broken.
You are hopeless. Topic over lol.Originally Posted by Devek