I fail ; ;Originally Posted by chesh
I fail ; ;Originally Posted by chesh
Originally Posted by Retrieving/C.D/Searain
yes indeed. or should i say "Fuck yea indeed"
My Samuraii;;;;;;;
Ugh, they need to stop dragging DRK and DRG the same amount downwards as SAM when re-adjusting the two-handed weapon adjustment.
Also, Guard needs to be tweaked for MNK/lolPUP. In its current state, it's a pretty sad job trait. Granted, I don't know how good it is when capped as getting it capped is an ordeal in itself. Can't be good enough though if there is no real urgency around for all monks to cap guard.
Instead of nerfing 2h jobs they should just fix the jobs that "dual wield." THF/MNK/etc
So they buff two-handers because they were crap compared to dual wield/monks, now dual wielders/monks are falling somewhat behind two handers (and way behind decked out samurais).Originally Posted by Leb
So, what, you want them to buff dual wielders/monks damage output? It'd be kinda ridiculous to keep buffing each job until they find a level they are happy with.
Er, I was never "crap" compared to a dual wield job pre2h patch, you're only crap pre2h patch if you just sucked at the job and didn't know how to play it.
They just need to maybe lower 2h slightly but give the dual wield jobs some things to help their damage output is all I'm saying, they don't need to completely nerf the jobs. @@
As a WAR, I 100% support the idea of both of our possible weapon setups being worthy of a nerf! Only not. Unfortunately, it's a tidbit unfair to everyone else, so I'll vote no. You also forget that dual wield was technically nerfed like 2 years ago in attempt #1 to make 2-handeds not suck.Originally Posted by Leb
Why the hell should people using merc kris and krakens for THF in exp be rewarded or enhanced in any way by a dual wield improvement? Eeeeew. BLU NIN WAR dual wield work fine, it's just THF that needs the help. Give them like 'Dagger Mastery' or something which gives them the 2-handed attk/acc rules when they have daggers in both hands 8)
...And since when did MNKs need help?
Actually, they made the mistake of ignoring everyone who doesn't dual wield being weak. That means 1-hand weapons and MNK and PUP(who btw, don't dualwield). SE did what they did to RNG in reverse: boost a job(s) in several ways at once. This was rather bad because jobs among the 2-handers weren't perfectly balanced either. So SE would have been much better off being careful rather than generous. Nerf is rather necessary now, unless one likes the idea of the scale simply crumbling to dust because of SE never taking weight off, just adding.Originally Posted by Leb
EDIT: MNKs didn't need a buff so much that everyone else didn't need as big of a buff.
Insults will get you no where with me and serve to only discredit yourself from lack of relevant or useful information to contribute to this thread.Originally Posted by Leb
Also, Samurais were the best off of the two-handed users pre-two handed weapon update as it was. Where did that leave Scythe/Great Sword DRKs or lolDRGs?
They buffed two handers to compete with dual wielders. Now you are suggesting buffing dual wielders to even it out with two handers. I'm saying that it's a terrible cycle to go on when you keep buffing a mechanic such as that while not considering the repercussions it'd have on the game as a whole.They just need to maybe lower 2h slightly but give the dual wield jobs some things to help their damage output is all I'm saying, they don't need to completely nerf the jobs. @@
Help in survivability, not damage output. Monk survivability is almost entirely dependent on /NIN right now for a number of reasons. The shortcomings of counterstance are too much to use it on a regular basis, counter is infrequent and cannot be relied or depended upon without counterstance, and guard is a joke due to how often it helps (Feels like 1% of the time, if even that. I see myself guard an attack maybe once or twice a week)....And since when did MNKs need help?
I see what you're saying, but it just wouldn't be fair to add that boost then take it out because people were complaining, I understand nerfing it slightly because, I won't lie, SAM is broken beyond anything.
I say they will nerf it only slightly but give dual wielding jobs, mnk and pup too, a boost also hidden within that nerf to help them along.
They should add the whole 1str=1atk 1dex=1acc for all jobs in my honest opinion. Just seems the fairest thing to do then give it to just the jobs that use 2handed weapons.
Since they introduced the 2h update I kinda hate exping on my MNK, just because of the whole accuracy loss going from 2h to H2H.
[edit]
I was not insulting you, I was just saying in general. >_>
I've easily out-damage any non-SAM 2-handed user who is subbing NIN (obviously there are those better geared than me that would likely have different results) when I'm on MNK/NIN. I've gone about even with the SAM/NINs I've merited with, with maybe me falling 6000 damage behind at the end of a 3 hour party. This is at a colibri camp where I can't reliably use sushi and the 2-handed users cannot reliably use meat, so for all intensive purpsoes it was if I had no food versus 2-handed weapon users who have the innate increased accuracy and attack.
Now, if the great axe WAR/NINs were using /SAM instead and knew how to use the sub effectively, then I have no doubt I'd of been out-damaged by a good margin. However, if I could sub warrior, then chances are it'd likely favor MNK again over great axe WAR and scythe/great sword DRKs, with SAM pulling ahead of everyone.
Main discrepency in this scenario is that /SAM is a good defensive and offensive sub job for 2-handed users, whereas /WAR is either suicide or a huge MP sink for MNK.
Paladin
Considering a reflect spell to reflect damage.It's probably just some form of divine spikes, like how pld roll is just some form of blaze spikes.Originally Posted by http://wiki.bluegartr.com/Gallant%27s_Roll
Hope its subbable on RDM. It'd be nice being an enfeebling job with both light and dark based sleep spells.Originally Posted by Shadowhusky
Watch it be based on Divine skill though just to fuck with us.
New teleports sound awesome.
Blah blah SC/MB, the transportation spells interest me more. Perhaps a Homing Ring-like spell, or maybe even a black magic that enhances movement speed (SE seems to be whoring it out lately)?Originally Posted by Shadowhusky
Magic eh? Well if the Enspells aren't enough, perhaps a spell that adds a set amount of damage per strike, based on enhancing skill? Like the opposite of Phalanx?Originally Posted by Shadowhusky
Hi Divine Spikes. Maybe make that Enhancing skill on PLD worth something.Originally Posted by Shadowhusky
Too bad it'll be useless at 75 because of /NIN.
Aspir 2!Originally Posted by Shadowhusky
That sound you hear is all BLMs across the world simultaneously blowing their brains out.
Yay new songs! But every Bard will still stick to March, Minuet, Madrigal and Ballad.Originally Posted by Shadowhusky
-1 inventory space for carrying another ninja tool.Originally Posted by Shadowhusky
MP Chakra is that you? Have my prayers finally been answered? Actually, I find it more likely that the ability will convert an Avatar's TP to MP for the SMN (though this would completely suck if only available for use with Elementals).Originally Posted by Shadowhusky
New avatars make me cream all my good pairs of pants.
That's about it.
On the topic of Scholar Roll, watch it be something like "enhances weather effects"
Letting Quick Draw uses stack is cool. Wondering where exactly new WHM teleport spells would be for, unless they also go back in time to wotg zones or something weird. WHM sleep is kind of odd, but I'm curious if it could be used while a subjob. Another form of sleep that is light based on RDM would be great. A lot of the other jobs sound vague, mediocre, or poorly worded atm.
To some extent it feels a little like some jobs are beginning to bleed into other jobs specialties. There a lot of enmity dealing JA's listed for instance. It sounds like still have no idea how to treat RDM and NIN. Putting more emphasis on RDM melee can seriously eat a dick, I don't care how many roses my joyeuse shoots out. Although if the sneak ninjitsu is usable as a subjob thats a lot less recasting sneak on cheap melees on my part.
lmaoOriginally Posted by Aymee
The funny thing is, unless the SAM nerf is huge it really won't actually hurt a SAM's damage. Most likely it'll be a small reduction which will result in us taking hate less, allowing more hasso usage and less Tanking/Seigan. I don't really see anything to be afraid of here.
I really don't know how it'll work out, scholar doesn't really hit a bell like DNC and regain did =/Originally Posted by Kaslo
Seriously doubt that the "frontline" move for RDM will do anything besides give me more toys for soloing. Merit parties anymore tax my MP enough as it is, I need all the resting time I can get.
Also, I really hope this 1h/2h/dw buff/nerf bouncing settles down soon. I don't care what setup my WAR uses to dish out damage, and I know some jobs really need a change. However I'm gonna be pissed if I have to change my merit setup every few months, especially if/when i decided to level a second melee job. Luckily right now I can go 8/8/4 GAxe/Sword/Axe, but I'm gonna need those extra merits sometime.
Enhances weather effect could make blms drool over you in some zones.Originally Posted by Zarath
IMO they're not going to nerf 2 handers, instead they're going to nerf multi-hit weapons.