1
Forum Settings
       
Reply To Thread

New 2 Hour AbilitiesFollow

#177 Aug 06 2012 at 12:07 PM Rating: Decent
Scholar
Avatar
****
6,268 posts
Byrthnoth wrote:
DNC can't stunlock with their 2-hour because it has no effect on Flourish recast. It "resets" their timers like Spirit Surge resets jumps, but that's it.

I didn't actually look at any testing, just assumed from the same wording as SMN that it let you spam them.

THF's sounds like a continuous Trick Attack effect with a damage bonus (even if just like... 10%), but again I haven't checked test server reports. Like SCH's, if ever an enmity rework comes along it'll be amazing.

Edited, Aug 6th 2012 11:09am by Raelix
____________________________
I've seen things you people wouldn't believe. Airships on fire off the shoulder of Bahamut. I watched Scapula Beams glitter in the dark near the Three Mage Gate...

Nilatai wrote:
Vlorsutes wrote:
There's always...not trolling him?

You're new here, aren't you?
#178 Aug 06 2012 at 12:30 PM Rating: Decent
***
1,064 posts
Raelix wrote:
THF's sounds like a continuous Trick Attack effect with a damage bonus (even if just like... 10%), but again I haven't checked test server reports


That would have been nice, but unfortunately it is not a continuous Trick Attack effect like we might have hoped. It's more like a single Trick Attack that transfers enmity from THF to the person standing in front of you.

I have done my best to compile the info that we have so far on the THF forum.

Again, it's going to deal SOME amount of damage, so already it's better than Perfect Dodge. Having said that...I can see no reason for this ability to warrant a 2 hour recast.

"Underwhelming" is the word I would use.

Edited, Aug 6th 2012 2:34pm by Nebo1
#179 Aug 06 2012 at 1:38 PM Rating: Decent
Scholar
Avatar
****
6,268 posts
Yeah, why would I think any of the others could possibly be better than DRK's. Silly me, lol.
____________________________
I've seen things you people wouldn't believe. Airships on fire off the shoulder of Bahamut. I watched Scapula Beams glitter in the dark near the Three Mage Gate...

Nilatai wrote:
Vlorsutes wrote:
There's always...not trolling him?

You're new here, aren't you?
#180 Aug 06 2012 at 1:40 PM Rating: Excellent
Sage
***
2,102 posts
so, after testing it looks like drk and smn are full of win, and everything else is disappointing.
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
#181 Aug 06 2012 at 2:25 PM Rating: Decent
Avatar
****
4,780 posts
Vlorsutes wrote:
I personally am more wary of handing out mutes and everything just because earlier on here, I was...overzealous, as far as trying to change things around here, and, as mentioned, it backfired on me. I do still hand out mutes, but I try to make that my last resort. I go into the situation hoping that people will straighten up a bit once they've seen that I've asked/told them to stop whatever it is they're doing and that their own posts are now nuked. I try to be lenient just because I believe it doesn't have to come to that. Maybe it's just wishful thinking, but that's what I believe.


Then I wish you best in your attempt to do so and hope that I'm proven wrong as far as the level of cooperation you receive for your efforts.

Quote:
As far as my feelings on the new two-hours, I made a post on the first page addressing what my beliefs in them were. Given the actual new information that's come out, Paladin's and Red Mage's abilities seems very iffy, most of the others seem about straightforward and basically as we believed they would be, and Summoner's is basically broken in terms of awesomeness.


Which brings back the old discussion of dichotomy given the usefulness of specific 2hrs. Some of them are just flatly not worth the reuse timers, especially in comparison to other ones that piratically turn the job into a god.

I think for this day an age of gaming, in general, 2hrs is pretty much overkill in delay time. Content should not be drawn out in such a manner, even if it is some incredible skills.

I think the most honest and simple way to put this to them is: SE needs to not be afraid of breaking the game - regardless of what class it is. They can go back and tone it down to a moderate level if it is truly considered overkill, but some of the abilities that have come out, especially the last year, seem fairly lackluster for many jobs - all to preserve a concept of balance that is both mocking of the literal definition of the term, and highly undesirable to the player-base.

The questionable 2hrs here is just another example of this larger issue the Development team of FFXI is neglecting to address.
#182 Aug 06 2012 at 3:01 PM Rating: Excellent
***
1,064 posts
Xilk wrote:
so, after testing it looks like drk and smn are full of win, and everything else is disappointing.


I agree. Especially dissapointing because they've come out with some pretty busted 2 hours recently with Embrava and Perfect Defense. I had high hopes for them to deliver with these new 2 hours, but they missed the mark by a wide margin.

That these abilities are even considered worthy to be level 99 abilities...let alone attatched to a 2 hour recast delay...is rather absurd at this stage of the game.
#183 Aug 06 2012 at 8:03 PM Rating: Decent
Avatar
****
4,864 posts
Nebo1 wrote:

That these abilities are even considered worthy to be level 99 abilities...let alone attatched to a 2 hour recast delay...is rather absurd at this stage of the game.


SE gave us an emote for this sort of feeling.

I think it's:

/shocked
____________________________
Carbuncle


#184 Aug 06 2012 at 8:17 PM Rating: Decent
Jack of All Trades
******
29,633 posts
Quote:
PLD's better reflect like... 1000 damage per block. Or last like five goddamn minutes. Else why the hell would you use it over Invincible?


Because the PLD has an Ochain :p

And honestly, every serious PLD nowadays does already have one. It's very rare that I see one without, unless they are using Aegis instead.
#186 Aug 06 2012 at 11:21 PM Rating: Excellent
While it seems pretty clear that Cait Sith is going to be a more traditional Avatar (follows you around, doesn't require the 2hr, etc), I have a feeling that Atomos would probably follow Odin and Alexander's lead.
____________________________
Lady Jinte wrote:

Vlorsutes' Negotiation Skill rises 0.2 points
Vlorsutes' Observant Parent Skill rises 0.3 points
Vlorsutes' Argument Diffusing Skill rises 0.1 points

#188 Aug 07 2012 at 9:29 AM Rating: Excellent
Sage
***
3,638 posts
It's true; they did.
____________________________
http://ereblog.livejournal.com/
Erecia and Ereblog are BACK, baby!
#189 Aug 07 2012 at 10:37 AM Rating: Excellent
**
676 posts
I still want them to take a leaf out of FFXIV's book and let us summon Bahamut in a group of summoners. Black Mage gets a group-cast meteor, summoner would get a group-cast Megaflare. I'd consider that balanced enough.

Still need more solid info on the other 2hrs though. They're not yet available for testing.
#190 Aug 07 2012 at 11:41 AM Rating: Good
Drunken English Bastard
*****
15,268 posts
Zelduh wrote:
It's not a guess, they literally said Cait Sith would be a regular avatar and Atomos would be a 2-hour summon like Alexander/Odin.

POIDH!
____________________________
My Movember page
Solrain wrote:
WARs can use semi-colons however we want. I once killed a guy with a semi-colon.

LordFaramir wrote:
ODESNT MATTER CAUSE I HAVE ALCHOLOL IN MY VEINGS BETCH ;3
#192 Aug 07 2012 at 5:12 PM Rating: Decent
Zelduh wrote:
Too lazy to find it but it's on the official forums from the developers somewhere. They confirmed Cait Sith is a regular avatar like carbuncle and Atomos is a 2-hour avatar like Odin/Alexander.


FORUM SEARCH GO!

http://ffxi.allakhazam.com/forum.html?forum=10&mid=1335356002262776872&h=50&p=1

Although that time line drops atomos.
#193 Aug 10 2012 at 12:30 AM Rating: Good
Sage
**
670 posts
Hyrist wrote:

I think the most honest and simple way to put this to them is: SE needs to not be afraid of breaking the game - regardless of what class it is. They can go back and tone it down to a moderate level if it is truly considered overkill, but some of the abilities that have come out, especially the last year, seem fairly lackluster for many jobs - all to preserve a concept of balance that is both mocking of the literal definition of the term, and highly undesirable to the player-base.

Unfortunately, the community has shown their immaturity when it comes to taking things away, even if they never got it in the first place. I remember all sorts of threats to quit when they announced an adjustment to WAR and MNK weaponskills. There was all sorts of whining when Heavy Strike was adjusted, even though it never made it off the test server. There are BST's that still won't let the pet TH go, especially since it appears that pet: TH gear won't exist.
#194 Aug 13 2012 at 6:35 PM Rating: Good
Darqflame's Peon
ZAM Administrator
****
6,096 posts
Camate wrote:


The Development Team has returned from their summer break and has started preparing their responses in regards to all the feedback we have been receiving on the new 2-hour abilities.

To start off, I like to first share some changes that are being planned.

- Paladin

We will be adding the same enmity increase effect as Invincible.
The reflected damage can be increased via magic attack bonus and shield skill, but as we have seen cases where enemies were resisting it we have decided to increase the rate of accuracy and make adjustments so that it is more difficult to be resisted. We will also be correcting the bug where other effects such as reflected damage from spells would take precedence.

- Beastmaster

We will be keeping the HP recovery and status ailment recovery as is, but we will be changing the reraise effect to a stoneskin effect. The strength of the stoneskin effect will vary depending on the pet. The idea is that Familiar will increase the pet’s offensive capabilities, while the new 2-hour ability will enhance the master’s defensive capability.

- Samurai

In exchange for making the effect duration low, we will be making it so that elemental abilities are also evaded.

- Puppetmaster

The same enmity properties for the player version of Invincible and Benediction will be added.
(In cases where the head’s respective 2-hour ability will not work due to the combination of head and frame, such as a sharpshot head with a frame other than a sharpshot frame or a stormwaker head with a valoredge frame, we will be making it so Mighty Strikes is used.)


Finally, I have one request when submitting feedback. We have been seeing comments stating that “we don’t want this” and “totally remake it.” Your feedback is something we wish to utilize in our efforts to make the game better, so instead please try to be as specific as you can with how you’d like it aspects to change.

http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=351764#post351764

Edited, Aug 13th 2012 8:36pm by Szabo
#195 Aug 14 2012 at 8:45 AM Rating: Good
**
863 posts
Szabo wrote:
Camate wrote:

Finally, I have one request when submitting feedback. We have been seeing comments stating that “we don’t want this” and “totally remake it.” Your feedback is something we wish to utilize in our efforts to make the game better, so instead please try to be as specific as you can with how you’d like it aspects to change.

http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities?p=351764#post351764

Edited, Aug 13th 2012 8:36pm by Szabo


The last part there made me a happy panda, if they actually listen to the new suggestions they get.
#196 Aug 14 2012 at 9:47 AM Rating: Good
****
9,526 posts
Fynlar wrote:
The new MNK 2hr is trash because Counterstance already exists.

MNK already had a good 2hr though and several of the jobs now have TWO crap 2hrs though, so I don't think many MNKs are going to complain.


Yeah, I seriously can't believe they added a second, worse, two hour to bst.

I feel like saying, hey SE, forget the second two hour. Keep it, and take tame while you are at it. Just give me DW1 instead so for pet only fights I can use whatever bloody subjob I want, and keep my dual pet -pdt axes
#197 Aug 14 2012 at 10:36 AM Rating: Good
****
5,745 posts
Olorinus wrote:
Fynlar wrote:
MNK already had a good 2hr though and several of the jobs now have TWO crap 2hrs though, so I don't think many MNKs are going to complain.

Yeah, I seriously can't believe they added a second, worse, two hour to bst.

Familiar was actually a very strong 2 hour at one time. It let you do stuff that you couldn't do without it. But then Abyssea came along, the level cap went up, BST got stronger jug pets, and CoP level caps were removed. In other words, it wasn't the 2 hour that changed, but rather the available game content that made Familiar less than useful.

So whether or not Familiar continues to be useless depends largely on what SE does with the new expansion. If BSTs are allowed to charm mobs in the new zones and new content, we could find situations where Familiar becomes a power house 2 hour once more.
#198 Aug 14 2012 at 11:17 AM Rating: Excellent
****
9,526 posts
yeah Familiar wasn't bad for the old days, agreed. I used to use it for a much needed break from decharms when leveling. It is just garbage now. It's like tame, a vestige of what once was... however, if they are going to completely change the way a job works (it is clear that they want BST to use jugs more than natural pets) - they need to update the abilities the job has to make sense. A new two hour that disappears half or more of our melee output as well as our meat shield in favour of DEFENSIVE buffs? R U KIDDING? It's like they don't play this game. Defensive buffs? For serious?

And what, was reraise too powerful?

Edited, Aug 14th 2012 10:18am by Olorinus
#199 Aug 14 2012 at 12:13 PM Rating: Good
****
5,745 posts
Olorinus wrote:
And what, was reraise too powerful?

Perhaps they decided reraise was redundant. There's already plenty of sources for reraise.
#200 Aug 14 2012 at 12:27 PM Rating: Decent
Quote:
Infinte ammo RNG is on the right track.


Maybe for a JA with 10min recast that lasts 3min...

For a 2h its stupid what is it supposed to actually do when sh*t hits the fan... "Its ok guys i got this i have infinite ammo" Oh wait the Rng is still pulling hate and dying because everyone was hate capped at the moment the fight went south.

AT this point both Rng 2hs will do ******** the last time i used EES it did 700 dmg... a set proc plus empy double dmg does like 1700 dmg on a crit and that happens every ~20min and sometimes twice in a row or on double shots so how is the stuff Rng has for 2h useful ?

If anything we need a enmity reset or 0 enmity for the duration of the 2h.


Edited, Aug 14th 2012 2:31pm by DosenMilch
#201 Aug 14 2012 at 3:09 PM Rating: Excellent
Sage
***
2,102 posts
Stoneskin could be better than reraise on the bst 2-hour. I mean... really, the pet is already my 5k hp shield before the mob starts eating my hp... So it would have to be a HUGE stoneskin, but it would be better for savingyour butt in a bad situation.

I still don't like it. I submitted 1/2 a dozen better ideas to SE.
____________________________
Server: Bahamut
90BST|90BLU
LS: MONSTERSINC

Choh Moui | Rongo-Nango | Lhu Mhakaracca | Lungo-Nango | Nyumomo
--Beastmaster Forever--
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 227 All times are in CST
Anonymous Guests (227)