If SAM's not broken, why did the devs say they want other jobs to "catch up" with its strength from 75-99? Implying that it's more powerful than other DD jobs. AKA overpowered. AKA broken. AKA duh.
If SAM's not broken, why did the devs say they want other jobs to "catch up" with its strength from 75-99? Implying that it's more powerful than other DD jobs. AKA overpowered. AKA broken. AKA duh.
Low drop rates are just a means to keep people doing something. However, I've never liked the luck factor, and the lower the drop rate, the greater the luck factor. I feel that when it comes to obtaining anything, there should be a sense of progression. Seeing people go "1/3 *rare item*" when others have done the same thing over 100 times without any luck is absurd. It devalues any testament of skill. Is someone who gets a Morrigan body in 3 kills better than someone who hasnt seen the rats put out in over a year? No.
In regards to the posts about SE's expectations of Salvage drop rates, certain-ain-ain events-ts-ts skew-ewed-ewed numbers-ers-ers.
I am excited about this. This is most of the reason I came back. I am hoping that all jobs get an equal balancing and that at 99 the term DD refers yo virtually any job instead of SAM. And I am talking the PUP can keep within 95% of MNKs damage (pet included) and that BST is just as accepted in PT and end game as SAM and BLM.
I hope 99% of all level 75 gear is obsolete at level 99. Put everyone on equal footing.
Also give me a blurple hauberk. It doesn't have to be the original. I just want the looks. It could be 10 def and that's it for all I care.
What.
SAM doesn't own DRK in zergs if Blood weapon works, MNKs in Salvage when TP feeding is an important factor, RNG on very few HNMs, good DRGs on birds and that's it. Everywhere else SAM is notoriously overpowered and outperforms the other melee jobs easily.
There is no shame in admitting that, just like RDM is a far better soloer than BST. This is how things are.
BIRDS IS EVERYTHING
http://i6.photobucket.com/albums/y250/Rocl/kingbri.png
King Colibri is not keen on the fact you are relegating him to unimportant status.
I've always thought giving a mob or HNM with a (pardon mah Pokemons) Bide effect would be interesting. Beat the mob up with huge rapid-fire damage? It hoses down X number of people on it's enmity list with the same damage, divided up. Skillchain and MB damage reduces the effect by the amount of damage they deal. Triggered when the mob is "fed" too much damage in a short period of time (ie, zerged). Basically, a mob Limit Break from being kicked too hard, too fast...that isn't a matter of feeding it TP, but rather spamming damage without rhyme or reason.
Zerg it with KClub/WS spam and don't kill it? The counterstrike vaporizes half your group. Set up an SC + MB series? Hits like a normal monster and uses normal TP attacks instead.
heheh i was being silly. I apologize if it didnt translate well.
Anywho, this idea about making enemies non-zerg friendly is pretty interesting. But, i wouldnt apply these mechanics to every HNM. I love diversity. And making enemies strenths/weaknesses more diverse is a wonderful thing to me. Figuring out an enemies weakness, then exploiting it has always been one of the funner things for me to do. And i veiw it as being an aspect of a quality game.
As of yet, we have the tank > melee zerg > timed nuke > kite > zombie mechanic's. Any idea which serves to diversify those catagories is a wonderful idea. Any idea that serves to nullify any of those strategies is a horrible idea. I do agree that it would be possible to diversify our general catagories a bit more, through some sort of retribution attack. Namely, i see that melee zerg and timed nuke can be diversified through existing game mechanics interwined with some sort of retribution attack. That would make for more diverse strategies to try when a new HNM is added to the game. And, that is a great thing.
There's a lot of interesting mob behavior in the game that just isn't common, and thus overlooked in terms of what we expect to see in the future.
Could include world spawns that act like two particular BC fight mobs - Snoll Tzar and Time Bomb.
The recent Formor HNM have very peculiar and interesting abilities such as leveling up and responding to incoming attack/spell/ability with counters. We've seen something like that before in a certain KSNM and it might be expanded upon.
I do agree that more diverse mob behavior is a good thing, because it necessitates more strategic playing styles, just keep in mind there are a lot of neat things in FFXI already and SE doesn't have to reinvent the wheel - just have, uh, five wheels instead of one (or something).
In "What Price Loyalty" (the final Bastok wotg quest so far), the boss immediately rushes at any mage who casts certain self-buffs such as Stoneskin or Blink. The boss calls you a coward in /say, uses a specific weaponskill on the stoneskin/blink person, then goes back to fighting the tank normally.
Now that I've seen this and know that SE has programming already in place to have NMs give special reactions to certain spells/abilities, I would like to see a lot more of it!
I was thinking that they should make the grind from 76-99 less intense. For example...exp needed to ding 76 is 44k, then from 76-77 it starts at like 20k, or 30k, and then goes up 2k to 4k per level thereafter. I think that would really go well with SEs more casual attitude about the game....basically i dont want to be 80k tnl 99 (or worse!)
and maybe you need to use bards
Produce me a list of the DDs which can outdamage or equal SAM's damage output in non-biased situations. Remove WAR and MNK from the list. How many remain?