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New 2 Hour AbilitiesFollow

#202 Aug 15 2012 at 12:39 AM Rating: Default
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It would of been nice if they could of given us two hours that the npc's use in storyline or from past final fantasy games.

Dark Knight: dark wave from Cecil, or what Zeid does in Bastok mission 10, separates into three.

Sch: I don't care how you rate it the new two hour blows. While it will give enemity to all,, it will only take one AoE move to kill many or a enemity reset move to wipe it. In addition it is not just embrava or our darknes spell, but the fact unlimited charges for 120 seconds. What would of been nice, two new charges.

Elementalga: Let us GA all out elemental or dark magic. "I say this as the sch does two hour this in storyline"
Enlightga: Triples the rate of cure, regen spells.

Blu: The new two hour blows. All those spells have a timer. Even if they CA efflux stack the timer issue is not there. To fix:

Let it turn us into a monster for a period of time. At the end, we can have 1 hp like a self destruct spell would do. Again this would follow storyline.

Other jobs have similar things but I think it would be great if it worked out this way. It would truly be nice if the expansion had new storylines for the jobs. As it is the jobs have grown 10x years, so how have they matured in the game or developed?
#203 Aug 15 2012 at 7:50 AM Rating: Excellent
kimjongil76 wrote:
It would of been nice if they could of given us two hours that the npc's use in storyline or from past final fantasy games.

Dark Knight: dark wave from Cecil, or what Zeid does in Bastok mission 10, separates into three.

Sch: I don't care how you rate it the new two hour blows. While it will give enemity to all,, it will only take one AoE move to kill many or a enemity reset move to wipe it. In addition it is not just embrava or our darknes spell, but the fact unlimited charges for 120 seconds. What would of been nice, two new charges.

Elementalga: Let us GA all out elemental or dark magic. "I say this as the sch does two hour this in storyline"
Enlightga: Triples the rate of cure, regen spells.

Blu: The new two hour blows. All those spells have a timer. Even if they CA efflux stack the timer issue is not there. To fix:

Let it turn us into a monster for a period of time. At the end, we can have 1 hp like a self destruct spell would do. Again this would follow storyline.

Other jobs have similar things but I think it would be great if it worked out this way. It would truly be nice if the expansion had new storylines for the jobs. As it is the jobs have grown 10x years, so how have they matured in the game or developed?


1) I think the new two hour given is probably one of the best they could have asked for. Having just a single, damaging attack in comparison would be a huge slap to the face of most Dark Knights.

2) It falls in line with many of the other one-shot deal two-hours that some jobs have. White Mage currently has Benediction, Ninja has Mijin Gakure, etc. In general, yes, it's inferior, but it's meant to be for those sudden situations where doing that might save the alliance because this huge monster wiped hate on the tank and is now barreling towards others. In most cases Embrava and unlimited Stratagems would be better, but I have seen some circumstances where being able to redirect everyone's enmity on to one target would be a great insta-save.

3) We don't know whether or not they do. This two-hour isn't one available on the test server, so even if they do have recast times normally, that might be different for the sake of when the two-hour is up. For all we know they might have it as a chainspell effect of sorts, simply with those Unbridled Learning spells.

As for changing into a Soulflayer (which is the only monster that Blue Mages change into storyline wise), that wouldn't work because it's established that Blue Mages become Soulflayers if we fail to maintain the balance between our humanity and the beast within, and once we become a flayer we cannot revert back. It's a situation of once we start turning, we're doomed.
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#204 Aug 15 2012 at 9:22 AM Rating: Good
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I find it amusing that they're SE is whining about how the playerbase is telling them to scrap abilities that are utterly useless.
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#205 Aug 15 2012 at 11:00 AM Rating: Excellent
cidbahamut wrote:
I find it amusing that they're SE is whining about how the playerbase is telling them to scrap abilities that are utterly useless.


Well, what it's really boiling down to is that most people aren't actually giving them info as to what aspect(s) of the new two-hours they're not liking. Just saying things like "This sucks" or "Throw it away" isn't really helping things too much, because it's not giving them enough to work with necessarily. I mean, look at what Jinte did when she commented about the Pup 2-hour. Rather than just saying that it sucks, Jinte went through and pointed out the exact flaws with it and what could be done to improve it. Square Enix isn't necessarily saying to stop telling them that the abilities suck, they're just saying give them more to work with than just that.
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#206 Aug 15 2012 at 1:15 PM Rating: Good
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I hope my "any ability which consumes our expensive pet that we can only call on a long timer sucks" comment was constructive enough.
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#207 Aug 15 2012 at 1:45 PM Rating: Good
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Olorinus wrote:
I hope my "any ability which consumes our expensive pet that we can only call on a long timer sucks" comment was constructive enough.

Maybe it should also reset Call Beast timer?
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#208 Aug 15 2012 at 2:03 PM Rating: Excellent
svlyons wrote:
Olorinus wrote:
I hope my "any ability which consumes our expensive pet that we can only call on a long timer sucks" comment was constructive enough.

Maybe it should also reset Call Beast timer?


I'm not even a BST and i know that should have been the first effect listed if they insist on consuming a pet for some kind of effect on the Master.
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#209 Aug 15 2012 at 2:09 PM Rating: Decent
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I don't see why there should ever even be a need to consume a pet. The fact that SE thinks that's ever an acceptable thing says quite a lot about their design team.

Then we have stuff like Scholar's new 2-hour. Whoever put that one down on paper really needs to get raked over the coals. When SE is coming to us with rubbish like that they don't deserve an elaborate explanation of how to improve the ability. All they deserve is our contempt and a dismissive response because they didn't put any effort or thought into their design before bringing it before the playerbase.
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#210 Aug 15 2012 at 2:15 PM Rating: Excellent
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Yeah that's what gets me. It's like "we think this lackluster effect on an extremely long timer is overpowered, so we'll take away +50% of your combat ability and your [expensive, consumable] meat shield [on a long timer] to make up for it."

It would be like giving mighty strikes a "weakness effect" sort of hangover, or hundred fists a accuracy down effect. It's a frigging move on a two hour timer! Can't it just be GOOD without any downside? If PUP's auto isn't expected to disappear after using benediction, why the heck would it be considered overpowered to let bst keep their pet after getting what is, essentially, just a self-target only benediction - meanwhile whm benediction has no downsides other than enemity and hits the whole party

Edited, Aug 15th 2012 1:16pm by Olorinus
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#211 Aug 15 2012 at 2:21 PM Rating: Excellent
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I also find it extremely concerning that they still think 2 hours is an acceptable cool down time for an ability.
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I think RDM's neurotic omniscience is sooooooo worth including in any alliance.
#212 Aug 15 2012 at 2:29 PM Rating: Decent
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cidbahamut wrote:
I don't see why there should ever even be a need to consume a pet. The fact that SE thinks that's ever an acceptable thing says quite a lot about their design team.

Then we have stuff like Scholar's new 2-hour. Whoever put that one down on paper really needs to get raked over the coals. When SE is coming to us with rubbish like that they don't deserve an elaborate explanation of how to improve the ability. All they deserve is our contempt and a dismissive response because they didn't put any effort or thought into their design before bringing it before the playerbase.

To be fair, the scholar's new 2-hour is actually extremely potent from the description essentially dumping the sum total of everybody's accumulated enmity onto a single target. In a party alone this would actually be a pretty strong ability, but in an alliance it could be a serious life saver.

It's not that the 2-hour is particularly weak that bothers me, it's that it shares the same timer as our extremely potent Tabula Rasa, which not only gives us unlimited strategems (and automatically recharges any we had already used) but unlocks two of our most powerful spells, and arguably the most powerful spells in the game, Embrava and Kaustra. A potent regen, haste, TP gain spell and a very powerful DoT, both of which can be cast multiple times and are compatible with every strategem we have.

It's like choosing to use a butter knife over a steak knife when you're chowing down on a giant slab of beef. It simply makes no sense.
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#213 Aug 15 2012 at 2:32 PM Rating: Excellent
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cidbahamut wrote:
When SE is coming to us with rubbish like that they don't deserve an elaborate explanation of how to improve the ability. All they deserve is our contempt and a dismissive response because they didn't put any effort or thought into their design before bringing it before the playerbase.

You don't give constructive feedback because you think the developer's have meritted it. You give constructive feedback because you want to try and improve the game.
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#214 Aug 15 2012 at 2:39 PM Rating: Good
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Glitterhands wrote:
cidbahamut wrote:
I don't see why there should ever even be a need to consume a pet. The fact that SE thinks that's ever an acceptable thing says quite a lot about their design team.

Then we have stuff like Scholar's new 2-hour. Whoever put that one down on paper really needs to get raked over the coals. When SE is coming to us with rubbish like that they don't deserve an elaborate explanation of how to improve the ability. All they deserve is our contempt and a dismissive response because they didn't put any effort or thought into their design before bringing it before the playerbase.

To be fair, the scholar's new 2-hour is actually extremely potent from the description essentially dumping the sum total of everybody's accumulated enmity onto a single target. In a party alone this would actually be a pretty strong ability, but in an alliance it could be a serious life saver.

Not really. Until the enmity system gets overhauled it will remain absolute rubbish.
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I think RDM's neurotic omniscience is sooooooo worth including in any alliance.
#215 Aug 15 2012 at 2:42 PM Rating: Decent
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svlyons wrote:
cidbahamut wrote:
When SE is coming to us with rubbish like that they don't deserve an elaborate explanation of how to improve the ability. All they deserve is our contempt and a dismissive response because they didn't put any effort or thought into their design before bringing it before the playerbase.

You don't give constructive feedback because you think the developer's have meritted it. You give constructive feedback because you want to try and improve the game.

And my advice is for them to go sit in a damn corner and think about why they have been reprimanded.

It's one thing to come to the table with mediocre game design and ask for feedback, it is quite another to show up with truly terrible game design and then wonder why your playerbase is so upset. It's like they're so far removed from the reality of the game that they don't understand what they have done wrong and that is the real problem here.
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I think RDM's neurotic omniscience is sooooooo worth including in any alliance.
#216Glitterhands, Posted: Aug 15 2012 at 2:57 PM, Rating: Sub-Default, (Expand Post) BLM overnukes, SCH uses their new 2-hour and the NM's target is now fixed solidly on the Paladin / Ninja / Rune Knight / <Insert tank here>.
#217 Aug 15 2012 at 3:01 PM Rating: Good
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Glitterhands wrote:
cidbahamut wrote:
Glitterhands wrote:
cidbahamut wrote:
I don't see why there should ever even be a need to consume a pet. The fact that SE thinks that's ever an acceptable thing says quite a lot about their design team.

Then we have stuff like Scholar's new 2-hour. Whoever put that one down on paper really needs to get raked over the coals. When SE is coming to us with rubbish like that they don't deserve an elaborate explanation of how to improve the ability. All they deserve is our contempt and a dismissive response because they didn't put any effort or thought into their design before bringing it before the playerbase.

To be fair, the scholar's new 2-hour is actually extremely potent from the description essentially dumping the sum total of everybody's accumulated enmity onto a single target. In a party alone this would actually be a pretty strong ability, but in an alliance it could be a serious life saver.

Not really. Until the enmity system gets overhauled it will remain absolute rubbish.

BLM overnukes, SCH uses their new 2-hour and the NM's target is now fixed solidly on the Paladin / Ninja / Rune Knight / <Insert tank here>. and the DDs all have capped hate so it doesn't matter.

Ok, so you don't know how the enmity system works. Got it.
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I think RDM's neurotic omniscience is sooooooo worth including in any alliance.
#218 Aug 15 2012 at 4:27 PM Rating: Excellent
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The sch 2-hr should be a 3 or 5min ja honestly. It's not worthy of a 2hr and I'm not going to use it over embrava ever.
#219 Aug 15 2012 at 5:44 PM Rating: Excellent
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cidbahamut wrote:
[/spoiler]
BLM overnukes, SCH uses their new 2-hour and the NM's target is now fixed solidly on the Paladin / Ninja / Rune Knight / <Insert tank here>. and the DDs all have capped hate so it doesn't matter.



Not to mention enmity douse... agree with Cid here, this sch ability is NOT two hour worthy. Then again, most of the suggested ones are crap.


Edited, Aug 15th 2012 4:45pm by Olorinus
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#220 Aug 15 2012 at 9:24 PM Rating: Decent
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cidbahamut wrote:
Glitterhands wrote:
cidbahamut wrote:
Glitterhands wrote:
cidbahamut wrote:
I don't see why there should ever even be a need to consume a pet. The fact that SE thinks that's ever an acceptable thing says quite a lot about their design team.

Then we have stuff like Scholar's new 2-hour. Whoever put that one down on paper really needs to get raked over the coals. When SE is coming to us with rubbish like that they don't deserve an elaborate explanation of how to improve the ability. All they deserve is our contempt and a dismissive response because they didn't put any effort or thought into their design before bringing it before the playerbase.

To be fair, the scholar's new 2-hour is actually extremely potent from the description essentially dumping the sum total of everybody's accumulated enmity onto a single target. In a party alone this would actually be a pretty strong ability, but in an alliance it could be a serious life saver.

Not really. Until the enmity system gets overhauled it will remain absolute rubbish.

BLM overnukes, SCH uses their new 2-hour and the NM's target is now fixed solidly on the Paladin / Ninja / Rune Knight / <Insert tank here>.
and the DDs all have capped hate so it doesn't matter.

So the DD's no longer have capped hate and your primary tank now has control.

Ok, so you don't know how the enmity system works. Got it.

Clearly you missed the part where it floors enmity for everyone else...
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#221 Aug 16 2012 at 3:37 PM Rating: Good
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Okipuit wrote:

Greetings!

During this week’s Test Server update we will be making the below changes and additions to the new 2-hour abilities.

New 2-hours will be added to the below jobs:

- Bard/Samurai/Blue Mage/Corsair/Scholar

*Currently there is a known issue wherein using the 2-hour abilities for bard, blue Mage, and scholar via the action command menu will result in not being able select the target properly. (In regards to blue mage, the spells for Unbridled Learning are grayed out and cannot be selected.)
We apologize for this, but please use the above job’s abilities and blue magic with either command line execution or macros.


Effect adjustments:

- Paladin

Addition of an enmity increase effect equivalent to Invincible
(We understand the feedback about the enmity cap, but we would like to look into and address this separately from the 2-hour abilities.)

- Beastmaster
Reraise effect will be changed to a Stoneskin effect
(The strength of the Stoneskin effect will differ depending on the type of jug pet called, and will be half of the pet’s max HP.)

While this week’s update will only encompass the above changes, we are continuing to look into other jobs as well, so there is a possibility for further changes and adjustments.

http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=353495#post353495

Edited, Aug 16th 2012 5:38pm by Szabo
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#222 Aug 17 2012 at 8:29 AM Rating: Excellent
http://forum.square-enix.com/ffxi/threads/26302

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[dev1135] New Special Job Abilities

New special job abilities will be introduced.
*These special abilities will share the same recast time as previous ones.
*The abilities displayed with a gray background have not been included in the August 17 test server update.

Job Effect
Warrior Auto-attacks will not be considered physical damage. Greatly increases accuracy.
Monk Counters almost every enemy auto-attack and greatly increases enmity.
White Mage Prevents party members from receiving status ailments.
Black Mage Greatly lowers the amount of enmity accrued from spells.
Red Mage Bolsters the effects of enhancing magic.
Thief Deals severe damage and transfers your enmity to the party member in front of you.
Paladin Greatly increases chance of blocking with shield and damages target. Increases enmity.
Dark Knight Auto-attacks absorb target's TP.
Beastmaster Sacrifice your pet to recover HP and remove status ailments.
Grants the effect of Stoneskin.
Bard Greatly reduces target's magic defense, magic evasion, INT and MND.
Ranger Allows you to deliver optimally accurate and powerful ranged attacks from any distance.
Arrows are not expended during attacks.
Samurai Evades all special attacks that deal physical or magic damage.
Enhances the potency of your next weapon skill every time you evade a special attack.
Ninja Greatly increases the chance of parrying.
Reduces ninjutsu casting times by half and eliminates the need for ninja tools.
Dragoon Recovers wyvern's HP and removes status ailments. Enhances breath effects.
Summoner Eliminates "Blood Pact" recast times.
Blue Mage Allows unlimited casting of blue magic spells that use Unbridled Learning.
Corsair Allows for up to three Phantom Rolls to be in effect simultaneously.
Puppetmaster Allows automatons to use a special ability that varies by head.
Harlequin Head: Mighty Strikes
Valoredge Head: Invisible
Sharpshot Head: Eagle Eye Shot
Stormwaker Head: Chainspell
Soulsoother Head: Benediction (will only affect the automaton and members of its master's party)
Spiritreaver Head: Manafont
Dancer Gives five finishing moves and resets flourish recast timers.
Eliminates the cost of finishing moves.
Scholar Transfers the whole party's enmity to a party member of your choice.

*The names, help text, and effects that appear on the test server for these abilities are still under development and are subject to change.



Rather than having them gray, I just made them bold.
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#223 Aug 17 2012 at 3:11 PM Rating: Excellent
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Did anyone bother to tell them that combining reverse flourish with waiting about 30 seconds for flourish recast to reset ONCE doesn't make an acceptable 2hour for DNC?
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#224 Aug 17 2012 at 4:47 PM Rating: Excellent
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Did anyone bother to tell them that combining reverse flourish with waiting about 30 seconds for flourish recast to reset ONCE doesn't make an acceptable 2hour for DNC?


Repeatedly.
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#225 Aug 20 2012 at 1:01 PM Rating: Good
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Okipuit wrote:

Good morning!

We just wanted to give a brief update regarding monk’s new 2-hour ability and apologies that it is taking a bit to implement it onto the Test Server.
We are currently making adjustments for how AoE damage will be handled while this new ability is active. We performed various tests to see if we could make it possible to counter AoE attacks, but there were some difficulties with log recognition, so we decided to look into an alternative effect. Our objective is to implement this with the next Test Server update and we are working very hard so everyone can try it out!


http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=354946#post354946
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#226 Aug 20 2012 at 7:24 PM Rating: Default
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Vlorsutes wrote:
cidbahamut wrote:
I find it amusing that they're SE is whining about how the playerbase is telling them to scrap abilities that are utterly useless.


Well, what it's really boiling down to is that most people aren't actually giving them info as to what aspect(s) of the new two-hours they're not liking. Just saying things like "This sucks" or "Throw it away" isn't really helping things too much, because it's not giving them enough to work with necessarily. I mean, look at what Jinte did when she commented about the Pup 2-hour. Rather than just saying that it sucks, Jinte went through and pointed out the exact flaws with it and what could be done to improve it. Square Enix isn't necessarily saying to stop telling them that the abilities suck, they're just saying give them more to work with than just that.

sadly, most of the community lacks the level of creativity I have and the knowledge of game mechanics to come up with realistic, workable alternatives for their respective jobs, and I'm not well versed enough in the current state of affairs with the jobs I don't currently play to be able to propose viable alternatives. If this were a few years ago, I could probably belt out 20 rock solid ideas, but I know the status quo has shifted since then.
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#227 Aug 20 2012 at 7:29 PM Rating: Excellent
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Yeah. I don't understand why "This new 2hour ability isn't nearly powerful / versatile to ever use over the first one," said however you like (up to, and including, OMG THIS SUCKS) doesn't get the point across well enough.
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#228 Aug 20 2012 at 7:32 PM Rating: Good
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Erecia wrote:
Yeah. I don't understand why "This new 2hour ability isn't nearly powerful / versatile to ever use over the first one," said however you like (up to, and including, OMG THIS SUCKS) doesn't get the point across well enough.

it gets the point that we're not happy with them across, but doesn't help the fact that the devs apparently thought these would all be good, useful alternatives based on the current state of the game. They're at least owning up to the fact that they can't think of anything better on their own.
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Am I the only one who clicked on this thread expecting actual baby photos [of Jinte]? o.O

Except if it were baby photos, it would be like looking at before and afters of Michael Jackson. Only instead of turning into a white guy, he changes into a chick!
#229 Aug 22 2012 at 2:05 AM Rating: Good
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I'm glad that BST will now get a very potent stoneskin instead of Reraise that you should have up anyhow.

But there's two things that worry me.

One: Why not give both? Is it so overpowered to get reraise -and- a 2300+ stoneskin?

And Two: They better remember to time it diffirently and not let this stoneskin wear off after 5 minutes like the normal one. 30 minutes or bust.
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#230 Aug 22 2012 at 7:57 AM Rating: Good
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ITT: 2 hours = SE's way of rick rolling us (YMMV * depending on job)


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#232 Aug 22 2012 at 1:29 PM Rating: Good
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Okipuit wrote:


The new 2-hours were developed based on the idea that they would share the existing 2-hour ability's recast timer and players would be selecting which ability to use based on the situation. Instead of these being a higher-tier or universal abilities that can be used for any situation, they are abilities that are designed to be used for specialized conditions.

Below are the envisioned applications of some abilities as well as planned adjustments.

- Warrior

While Mighty Strikes offers a lot of physical damage through critical hits for a period of time, the idea was to add a way to attack enemies that have strong resistances to physical damage.

Based on testing and feedback, we are planning to make adjustments to extend the effect duration to 60 seconds. (Planning to make this change during this week’s Test Server update.)

- Paladin

The new 2-hour ability can be used for cases where just turtling up with Invincible and letting an enemy wail on you will not turn the tides of the fight, since you can enhance your defenses while reducing an enemy’s HP with the reflected damage.

*As mentioned previously in the post about adding an enmity boost effect to this ability, we understand the problems with the enmity cap. We plan on considering this for paladin in general and not limiting it only to the new 2-hour ability effect.

- Bard

In addition to INT and MND, we will also be adding CHR to the stats that are lowered.

- Samurai

Meikyo Shisui excels in instantaneous power. On the other hand, the new 2-hour ability is for cases where an enemy's AoE damage is too strong and getting close is dangerous. It will allow you to evade special attacks while dealing damage.

*Magical attacks will not be evaded, but will be made so that the damage received is 0. This will not have any effect on breath attacks, though.

With this ability we are aiming to make it possible to have a stable way of fighting by increasing defensive capabilities and diverting your time in battle towards enhancing offense capabilities.

- Dancer

Trance is an ability that allows the player to take advantage of Waltzes and Steps, while the new 2-hour ability makes it possible to utilize Flourishes to the maximum. The advantage of this ability is that it makes it possible to always use the maximum effect for Building Flourish, Reverse Flourish, Climatic Flourish, etc., as you are granted 5 finishing moves.

There have been requests asking for the recast times for Flourishes to be reduced or removed. The reason we did not do this is as you can expect, due to consideration for Reverse Flourish.
While it's not our intention to allow for weapon skills to be used continuously without limitations, it would be nice to be able to utilize Flourish II and Flourish III continuously, so we will be changing the effects as outlined below to allow for instantaneous damage.

- Reduce effect duration from 60 seconds to 30 seconds
- In addition to the Flourish recast timer being reset, it will be possible to use Flourish continuously up to a total of 3 times.
- The effect will wear off when either 30 seconds elapses or Flourish is used 3 times.


During this week's Test Server update, we will be adding white mage's 2-hour ability as well the warrior adjustment listed above and fixing related bugs.

We are planning to address the bard and dancer adjustments in the following Test Server update.

Amongst the feedback we have been receiving, there have been a lot of comments about changing the effects, reducing the 2-hour recast time, removing the shared recast timer aspect, and other ideas for largely changing the concept. It may take a bit of time to discuss and look into all of these, but we are planning to spend time on this without rushing implementation so that these are abilities that everyone is satisfied with.


http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=355503#post355503
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#233 Aug 22 2012 at 4:55 PM Rating: Decent
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It's like they don't know how their game works at all. This is amazing.
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#234 Aug 22 2012 at 5:40 PM Rating: Excellent
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Quote:
- Bard

In addition to INT and MND, we will also be adding CHR to the stats that are lowered.


Oh goody goody gumdrops!
#235 Aug 22 2012 at 5:42 PM Rating: Good
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cidbahamut wrote:
It's like they don't know how their game works at all.


Pfft, they haven't known how their game works since the CoP era, if they ever did at all.
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#236 Aug 22 2012 at 5:46 PM Rating: Good
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*As mentioned previously in the post about adding an enmity boost effect to this ability, we understand the problems with the enmity cap.


Holy sh*t, they do?

And lulz at not adjusting blu's.
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#238 Aug 22 2012 at 6:24 PM Rating: Excellent
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Quote:
Before everyone sarcastically comments on the addition of -CHR to the BRD 2-hour, remember that CHR increases resistance to bard songs, so BRD will be able land other enfeebling songs easier after using it (along with a volley of nukes/bloodpacts from the INT/MND/MDEF reduction pretty much doubling damage) and if the mob happens to be a BRD it'll have decreased song/charming accuracy :P And it's a modifier for some weaponskills.
So it's not completely useless


You know what else makes a BRD's songs easier to land on the mob?

Soul Voice.
#240 Aug 22 2012 at 9:56 PM Rating: Excellent
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My point is pretty simple: Landing songs easier with the new 2hr is not a selling point because Soul Voice does that too.

Quote:
Obviously you wouldn't use it JUST to land songs easier, in a melee party, because you'd be using soul voice.


I rest my case.
#242 Aug 22 2012 at 10:38 PM Rating: Good
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Quote:
...If you use the new 2-your, you can't use soul voice

Quote:
If you're in a situation where you're using the new 2-hour, you're not using soul voice too,

Quote:
if you're using soul voice, you're not using the new 2-hour.


Oh, thank goodness for straightening that out for us, I never would have figured that one out otherwise Smiley: rolleyes
#246 Aug 23 2012 at 12:10 AM Rating: Excellent
Fyn never mentioned anything about using both at the same time. All he was saying is that you can't use the improved accuracy of debuff songs as a selling point for the new two-hour because Soul Voice for debuff songs pretty much does the same thing. It's best not to take that aspect of the two hours into account since both will be able to pretty much do the same thing in that specific regard.


Edited, Aug 23rd 2012 2:24am by Vlorsutes
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#247 Aug 23 2012 at 12:11 AM Rating: Excellent
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Stay with me here.

New BRD 2 Hour: Makes a target weak to magic for a period of time, effectively letting your party/ally do more damage/enfeeble/etc. with magic only.
Soul Voice: Lets you floor a chosen dSTAT, should you choose, effectively letting you party/ally do more damage/enfeeble/etc. with magic... oh, and sh*t, it lets you do all sorts of other stuff we've been using it for, too.

Lets try this again.

New BRD 2 Hour: Makes a target weak to magic for a period of time, effectively letting your party/ally do more damage/enfeeble/etc. with magic only.
Soul Voice: Lets you floor a chosen dSTAT, should you choose, effectively letting you party/ally do more damage/enfeeble/etc. with magic... oh, and sh*t, it lets you do all sorts of other stuff we've been using it for, too.
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#248 Aug 23 2012 at 1:39 AM Rating: Good
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Vlorsutes wrote:
you can't use the improved accuracy of debuff songs as a selling point for the new two-hour because Soul Voice for debuff songs pretty much does the same thing.



Actually, it is a very standard advertising technique. "Same great taste, now with less calories"

I think it is relevant to say "It does things that Soul Voice does, plus X"
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#249 Aug 23 2012 at 5:43 AM Rating: Good
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Seriously Vlor what the f*ck... That post was so vanilla it's unreal.
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#250 Aug 23 2012 at 6:05 AM Rating: Excellent
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And yet the post asking me if I'm retarded is still there

(Editor's note: I did not find such questioning legitimately offensive, but rather more ironically hilarious, given the context)

Edited, Aug 23rd 2012 8:06am by Fynlar
#251 Aug 23 2012 at 6:29 AM Rating: Excellent
It shouldn't have still been there. For whatever reason it didn't register the nuke though it still showed it in the rating.
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