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Job Adjustments: Scholar & Summoner (01/25/2012) Follow

#1 Jan 25 2012 at 2:30 AM Rating: Good
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Gildrein wrote:
[dev1073] Job Adjustments: Summoner

The Elemental MP Cost merit point enhancement will reduce MP cost by three points per level instead of one.


http://forum.square-enix.com/ffxi/threads/20045

Gildrein wrote:
[dev1074] Job Adjustments: Scholar

The required charges for the following abilities will be reduced from two to one:
Altruism / Focalization / Tranquility / Equanimity


http://forum.square-enix.com/ffxi/threads/20049

Edited, Jan 25th 2012 3:41am by Szabo
#2 Jan 25 2012 at 2:43 AM Rating: Decent
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Three MP off ele spirits instead of one--and spirits will still have exactly one use: Elemental Siphon, then stuffed back into the ether while the REAL avatars do the work.
Oh..and is that per tic or total MP cost to summon, I haven't been on in a while, so I iz confused...

Scholar job changes...I'm rusty as hell, what good are those again?

Edited, Jan 25th 2012 3:45am by Magicalsquirrel
#3 Jan 25 2012 at 2:44 AM Rating: Decent
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(That's interesting.)
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#4 Jan 25 2012 at 2:55 AM Rating: Excellent
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#5 Jan 25 2012 at 3:48 AM Rating: Excellent
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Magicalsquirrel wrote:
Scholar job changes...I'm rusty as hell, what good are those again?


-enmity and +MACC for light and dark magic respectively. For the most part, the only useful one could be the -enmity for nukes in longer encounters, but you'll undoubtedly find protest from some what would favor Ebullience's +MATK to presumably kill the foe faster.

Overall, I agree with the adjustment, but this one of those cases where merit spells and JAs should really have just been learned conventionally.
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#6 Jan 25 2012 at 3:56 AM Rating: Good
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So, finally, the merit stratagems get the cost they always shoud have had.

Nice, and depending on what they do, it might be interesting to drop 4 levels of Enlightment and put them on -enmity for nukes... Or +macc for trying to proc a difficult enfeble in VW (but if RDMs have problems, I don't see how we could land them anyway...).
#7 Jan 25 2012 at 5:01 AM Rating: Excellent
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SE needs to do a lot more than this to fix spirits. Overpriced, and under leveled, they justaren't worth using.
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#8 Jan 25 2012 at 5:27 AM Rating: Excellent
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I'm sure Mellowy would enjoy that, but in the long run...?

It's just another addition to the list of "Here, look, we're giving you an update so you cannot complain anymore, but dont expect it to be even remotely useful or for an ability or spell anyone still uses".
#9 Jan 25 2012 at 6:03 AM Rating: Good
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They could make spirits give you MP and they'd still suck ***.

I never knew why those stratagems needed two charges to begin with; they were never even that good. Most likely will not remove Enlightenment/Stormsurge.
#10 Jan 25 2012 at 7:06 AM Rating: Excellent
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Gildrein wrote:
[dev1073] Job Adjustments: Summoner

The Elemental MP Cost merit point enhancement will reduce MP cost by three points per level instead of one.


Thanks SE - real useful. I tried my hardest to get spirits to be useful, but try as you might they just plain suck. So I guess now they Suck-1.

How about you just do this:

Quote:
Job Adjustments: Summoner

The elementals now have the same attributes (hp/mp/defense/magic defense/MATT/MACC/recast times) as even-match elementals found in the wild. In addition, elementals' skills are now enhanced by equipment you wear.


THAT may have been useful.

Edited, Jan 25th 2012 8:09am by ManifestOfKujata
#11 Jan 25 2012 at 7:31 AM Rating: Decent
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Gildrein wrote:
[dev1074] Job Adjustments: Scholar

The required charges for the following abilities will be reduced from two to one:
Altruism / Focalization / Tranquility / Equanimity


I wonder what this means for the af2 +2. I heard that the pieces that enhanced these strats allowed the strats to use only one strat at 5/5 anyway. Incoming Emergency Maintenance where the strats are costing 0 charges.

#12 Jan 25 2012 at 1:57 PM Rating: Decent
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ManifestOfKujata wrote:
Gildrein wrote:
[dev1073] Job Adjustments: Summoner

The Elemental MP Cost merit point enhancement will reduce MP cost by three points per level instead of one.


Thanks SE - real useful. I tried my hardest to get spirits to be useful, but try as you might they just plain suck. So I guess now they Suck-1.

How about you just do this:

Quote:
Job Adjustments: Summoner

The elementals now have the same attributes (hp/mp/defense/magic defense/MATT/MACC/recast times) as even-match elementals found in the wild. In addition, elementals' skills are now enhanced by equipment you wear.


THAT may have been useful.

Edited, Jan 25th 2012 8:09am by ManifestOfKujata


Even more useful, with that new buzzword "balance" thrown in...

Quote:
Job Adjustments: Summoner

In order to enhance the usefulness of Elemental Spirits, we have removed them from the game. To balance this, we have removed all avatars but Carbuncle.



Yes, I'm bored, little sleep, and in a mood to test a bad sense of humor.


Edited, Jan 25th 2012 2:58pm by Magicalsquirrel
#13 Jan 25 2012 at 2:04 PM Rating: Excellent
Summoner will need a better cure spell if that happens!
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#14 Jan 25 2012 at 2:22 PM Rating: Excellent
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Magicalsquirrel wrote:


Quote:
Job Adjustments: Summoner

In order to enhance the usefulness of Elemental Spirits, we have removed them from the game. To balance this, we have removed all avatars but Carbuncle.



Yes, I'm bored, little sleep, and in a mood to test a bad sense of humor.




Thayos wrote:
Summoner will need a better cure spell if that happens!


In order to balance this, we will be giving SMN Cure V. In the name of balance, RDMs, PLDs, and SCHs highest cure tier will remain at IV.
#15 Jan 25 2012 at 3:24 PM Rating: Good
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You mean I might actually have a reason to merit those strategems now? I'd been avoiding them due to their abhorrent costs, but if they're going to cost as much as any other strategem, I might just consider picking out a favourite or two.

As for the Summoner changes, I'll just throw a half-hearted 'meh' out. Elementals will never really be that useful aside from MP batteries for Siphon, so I doubt this will entice many people to keep them out longer.
#16 Jan 25 2012 at 5:29 PM Rating: Excellent
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So they completely forgot about spirits when it came to updating their spell list post 75...

(I'm assuming they still haven't changed that? Although wiki says they randomly gave light spirit an extra tier of banish and holy post 90, it lists no changes for the rest of them. Why they would give only the light based pet new nukes is an entirely unrelated mind boggle..but to be fair I haven't cast any of them, except for siphon, in years.)

...but they remember spirits when it comes to adjusting a merit that 99% of SMNs don't have anyways and still won't bother with. But, even if every single SMN had spirit cost maxed out to 5/5, this adjustment wouldn't affect anyone, because no one in their right mind would keep spirits out regardless.

But this goes a step beyond just 2 degrees of uselessness. Even assuming that every SMN ever had this merit maxed out, and that we all kept our spirits out all the time, this adjustment would still be useless because with all the new gear they have been throwing at us since abyssea, it's almost certainly possible to get a positive tick with spirits out already, with or without merits, and while an even greater positive tick would be nice, it's not extremely important because you don't have to spend mp on blood pacts when you have a spirit out.

/rantoff

Don't get me wrong, I'm happy that it's at least not detrimental, and most of the job adjustments recently have looked kinda "meh," so I didn't expect anything good. I just don't see why SE insists on being so utterly, unbelievably, and remarkably stupid when it comes to SMN.
#17 Jan 25 2012 at 7:54 PM Rating: Decent
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I saw SCH changes and was excited.

I am now disappoint.
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#18 Jan 25 2012 at 11:13 PM Rating: Decent
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Quote:
In order to balance this, we will be giving SMN Cure V. In the name of balance, RDMs, PLDs, and SCHs highest cure tier will remain at IV.


At least SMN would have something to offer the party outside of an Alex here and there. I say go for it, as long as SE fixes the issue with healing caps I could care less if my 3 cure 4 only healing jobs got C5.
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#19 Jan 26 2012 at 10:05 AM Rating: Excellent
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HAaaaahahahahaha @ that SMN change!

Such a slap in the face! Ouch, SE!
#20 Jan 26 2012 at 3:01 PM Rating: Excellent
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I think I'd rather be rickrolled for a SMN update. :(
#21 Jan 26 2012 at 10:29 PM Rating: Excellent
At this point I'm grateful it wasn't a nerf to how avatar damage is calculated. Smiley: glare

SE: All physical blood pact damage formulas will be adjusted. We can't have SMNs actually doing real damage, now.
#22 Jan 26 2012 at 11:30 PM Rating: Decent
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SMN got that, I can only wait to see SE's RDM tweaks.

my prediction
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#23 Jan 27 2012 at 2:17 PM Rating: Excellent
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Quote:
SE: All physical blood pact damage formulas will be adjusted. We can't have SMNs actually doing real damage, now.


An issue where Summoners' avatars proved more useful than their support job skills has been resolved. We apologize for any inconvenience this may have caused.
#24 Jan 27 2012 at 3:09 PM Rating: Good
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Camate wrote:
Got some information from the development team that they would like to hear feedback on.

Regarding “reduced elemental MP cost,” we decided to implement this given that we’re planning on adjusting elementals in the future, as we mentioned previously.

At first, we were considering changing “reduced elemental MP cost” to a totally different effect, “reduced summoning casting time,” so the possibility exists that we change it to this.

However, please note that we wouldn’t use “reduced elemental MP cost” if we switch to “reduced summoning casting time” and that we will need some time to implement this change.

Please let us know your feedback on this.

http://forum.square-enix.com/ffxi/threads/20057-SMN-adjustments....seriously?p=269500#post269500
#25 Jan 27 2012 at 3:59 PM Rating: Excellent
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the changes to elemental summons can probably be chalked up to a combination of mellowy ceaselessly campaigning and the devs figuring "meh, they're useless anyway, this lets us say we updated something without actually making smn better"
#26 Jan 27 2012 at 4:18 PM Rating: Excellent
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If they want to make them useful, they can simply add their spells into the Blood Pact Ward/Rage lists and let us pick the ones they use and when. As useless as they are, they might actually serve a purpose if they were controllable rather than autonomous.
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