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Voidwatch FC: Weakness System Adjustments
Server: Valefor
Game: FFXI
Posts: 19393
By Valefor.Prothescar 2012-04-17 14:12:38
04-16-2012 07:45 PM | Rukkirii | Community Rep | |
| Since Arise and Meteor can be obtained through other content, we will maintain their current drop rates.
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Bismarck.Altar
Server: Bismarck
Game: FFXI
Posts: 1676
By Bismarck.Altar 2012-04-17 14:13:17
Quote: Since Arise and Meteor can be obtained through other content, we will maintain their current drop rates.
Where? Legion? The event that like nobody has fully cleared yet?
Server: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2012-04-17 14:15:48
lolLegion
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-04-27 13:53:38
Camate said: Happy Friday everyone!
After looking into everyone’s feedback in regards to Voidwatch weaknesses, we will be proceeding with the below adjustments.
• Red Mage
While there is a concern that red mages would lose the ability to exploit weaknesses that only they can execute, we have decided that there are more concerns with merit point spell limitations, so we will be removing the merit point spells similar to other jobs.
• Ninja
As a majority of feedback we received had no problems with removing San-tier of elemental jutsus, we will also be following through with this.
• Beastmaster
Since there were no real objections to this, we will be proceeding with being able to exploit weaknesses without relying on specific pets/abilities.
• Puppetmaster
It seems like there was a large amount of feedback mentioning that Strobe would be good. However, instead of limiting this to Strobe, we would like to increase the amount of freedom, while still keeping the possibility of selecting Strobe.
The above content will be reflected in the May test server update and will begin with the final chapter for now.
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Carbuncle.Enuyasha
Server: Carbuncle
Game: FFXI
Posts: 262
By Carbuncle.Enuyasha 2012-04-27 14:01:24
making RDM and NIN useless but at the same time telling BLU "take your abyssea proc style and shove it!" :|
wish they would just make the procs for PUP the RNG WS and leave it alone. With all the regain atmacites and that one fire manuever -> TP attatch we can just spam it anyway :|
also: was kinda obvious MEteor and Arise didnt only come from just provenance watcher...pretty sure it applies to any VW op that can possibly drop any 95-99 scroll..and it might be in Legion somewhere.
Sylph.Kiaru
Server: Sylph
Game: FFXI
Posts: 681
By Sylph.Kiaru 2012-04-27 14:24:44
If a job is only brought to an event because it can proc, and when procs that ONLY it can do no longer exist in a semi-big quantity, the job obviously needs major adjustments.
See: NIN and RDM. NIN has abyssea, RDM is literally worthless for pretty much everything existing in FFXI right now.
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-04-27 14:26:04
JPs bring RDM to VW for Stunning.
Ragnarok.Sekundes
Server: Ragnarok
Game: FFXI
Posts: 4189
By Ragnarok.Sekundes 2012-04-27 14:37:52
Carbuncle.Enuyasha said: »making RDM and NIN useless but at the same time telling BLU "take your abyssea proc style and shove it!" :|
I love it when someone calls a blue spell and I reset spells to proc and just after I reset they call another proc, of the element I just unset.
I'm not sure how they keep ignoring how unbalanced procs are for blu. For a dev team so obsessed with balance...
Ragnarok.Zohnax
Server: Ragnarok
Game: FFXI
Posts: 545
By Ragnarok.Zohnax 2012-04-27 17:43:42
If a job is only brought to an event because it can proc, and when procs that ONLY it can do no longer exist in a semi-big quantity, the job obviously needs major adjustments.
See: NIN and RDM. NIN has abyssea, RDM is literally worthless for pretty much everything existing in FFXI right now. RDM: See Legion.
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Sylph.Kiaru
Server: Sylph
Game: FFXI
Posts: 681
By Sylph.Kiaru 2012-04-27 17:55:06
If a job is only brought to an event because it can proc, and when procs that ONLY it can do no longer exist in a semi-big quantity, the job obviously needs major adjustments.
See: NIN and RDM. NIN has abyssea, RDM is literally worthless for pretty much everything existing in FFXI right now. RDM: See Legion. Please explain why RDM is useful there.
Bismarck.Helel
Server: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2012-04-27 18:11:52
JPs bring RDM to VW for Stunning.
That may be true, but SCH/BLM is a much better stunner, with higher dark magic skill and lower recasts. Speaking of which, I'm pretty sure wiki has incorrect information on it. I know with embrava on, my recast on stun is about 7s with alacrity up (suggesting that it does stack with haste effects). Maybe they changed it when they were modifying fast cast caps, but I don't know. I didn't start using SCH until recently.
Bahamut.Zangada
Server: Bahamut
Game: FFXI
Posts: 383
By Bahamut.Zangada 2012-04-27 18:22:12
If a job is only brought to an event because it can proc, and when procs that ONLY it can do no longer exist in a semi-big quantity, the job obviously needs major adjustments.
See: NIN and RDM. NIN has abyssea, RDM is literally worthless for pretty much everything existing in FFXI right now. RDM: See Legion. Please explain why RDM is useful there.
Any job can work anywhere, the prob is ppl who dont know how to use it.
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Sylph.Kiaru
Server: Sylph
Game: FFXI
Posts: 681
By Sylph.Kiaru 2012-04-27 18:24:14
JPs bring RDM to VW for Stunning.
That may be true, but SCH/BLM is a much better stunner, with higher dark magic skill and lower recasts. Speaking of which, I'm pretty sure wiki has incorrect information on it. I know with embrava on, my recast on stun is about 7s with alacrity up (suggesting that it does stack with haste effects). Maybe they changed it when they were modifying fast cast caps, but I don't know. I didn't start using SCH until recently. Yeah SCH has insanely low recast on stun and higher dark magic skill, plus isn't completely worthless when not stunning.
Carbuncle.Enuyasha
Server: Carbuncle
Game: FFXI
Posts: 262
By Carbuncle.Enuyasha 2012-04-29 03:32:14
If a job is only brought to an event because it can proc, and when procs that ONLY it can do no longer exist in a semi-big quantity, the job obviously needs major adjustments. See: NIN and RDM. NIN has abyssea, RDM is literally worthless for pretty much everything existing in FFXI right now. RDM: See Legion. Please explain why RDM is useful there. Any job can work anywhere, the prob is ppl who dont know how to use it. when they do the enfeebling denerfs.....womg, ***is gunna get wild with all that enfeeblin' ima be doin' (Q_Q .....)
Necro Bump Detected!
[102 days between previous and next post]
Caitsith.Bakura
Server: Caitsith
Game: FFXI
Posts: 5
By Caitsith.Bakura 2012-08-09 15:14:01
Valefor.Prothescar said: »One spell per element would be ideal. Optimal effectiveness as it stands now is either bringing 2 BLUs to share the brunt of the spells, or one BLU that can not set them all at once. In both situations, neither BLU should be expected to be forgoing all of their set points for proc spells. Have gone over it several times in the past, but needless to say, BLU's damage output outweighs the few extra seconds that you save, on average, by setting extra sets of spells.
Making the BLU waste time on NQ procs is stupid as *** too. Any job really.
are you HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE ? set 1 spell per element you know theres least 4-5 spells per element and those 1 spells u picked basicly cannot be it... wow genius your server must be geniuses like you LOL Insert "Facepalm" here
This is what BLU should be doing, activating boss status.
Siren.Stunx
Server: Siren
Game: FFXI
Posts: 903
By Siren.Stunx 2012-08-09 15:15:47
gj
Phoenix.Sehachan
Server: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-08-09 15:17:49
Do you always necro to say stupid things?
Server: Phoenix
Game: FFXI
Posts: 72
By Phoenix.Supakoneko 2012-08-09 15:19:13
fml, when I saw this, was hoping it was BLU spell proc fix x_x
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By ScaevolaBahamut 2012-08-09 15:21:00
whoever drew his avatar managed to make an anime bishonen conventionally ugly (as opposed to uncanny-valley-unsettling/horrifying), which is by itself no mean feat
(wide-set eyes, frog-like mouth, etc.)
03-30-2012 01:53 PM | Camate | Community Rep | |
| I have quite a bit of information to share regarding adjustments to the weakness system for the final chapter of Voidwatch.
Mizuki Ito said: Hello. Director Mizuki Ito here.
For the final chapter of Voidwatch, we are currently revamping the effects of weakness exploitation as well as weakness options. Below I will explain about the plans for each adjustment and specific adjustment content.
Effect of weakness exploitation revamps
Currently, the main objective of exploiting weaknesses has been to gain temporary items, but we would like to improve this and make the actual action of exploiting a weakness elicit an effect that is advantageous in battle (weakening a monster’s attack).The severity of the effect will be larger with the amount of “!” weaknesses hit, with the maximum gains coming from weakness exploits with “!!!!!”.
Weakness option revamps
Based on feedback, we are working on improving this aspect, with focus on those options that are difficult to exploit weaknesses.
Specifically for the current adjustments, we will be revamping the below, focusing on abilities and spells acquired via merit points as well as special abilities of pets.
- Removal of abilities/spells acquired via merit points
We will be removing these from the weakness options due to the large effects it is eliciting on restricting the freedom of how players can spend their merit points. - Weakness adjustments related to pet’s special abilities
With the limited number of options available for pets as well as the frequency of use when compared to other jobs, it is more difficult to exploit weaknesses. Therefore, in order to improve this aspect, we will be adjusting this by focusing on refinement.
The below outlines the adjustments for each pet.
- Familiars
Consolidated to the special ability “Sheep Charge”(Sheep).
(This was chosen based on pet level, amount of HP, attack power, and jug cost.) - Wyverns
Breath will be removed as an option.
While wyverns will lose the special ability for weakness, dragoon job abilities can be utilized. - Avatars
Consolidated to one option for each avatar.
- Carbuncle: Holy Mist
- Fenrir: Lunar Bay
- Ifrit: Fire IV
- Shiva: Blizzard IV
- Garuda: Aero IV
- Titan: Stone IV
- Ramuh: Thunder IV
- Leviathan: Water IV
- Diabolos: Night Terror
- Automaton
Consolidated to the special ability “Armor Shatterer” (Sharpshot frame).
(This was chosen based on the fact that it is possible to attack from long-distance without getting close.)
- Adjustments for other job abilities
- Replace Bounty Shot with Shadowbind
- Replace Modus Veritas with Libra
- Addition of Bully to weakness options
※For each option that will be removed, we will be replacing it with a spell or ability for that same job, and we will be doing our best so that ratio in which each job can exploit weakness does not change.
(We will only be reducing the number of options and will make it so that the utility of that job is not reduced.)
In regards to these revamps for the weakness effects and weakness options, based on feedback for the final chapter, we would like to continue making adjustments and ultimately reflect these changes in the previous chapters of Voidwatch.
Finally, in regards to adjustment progress, as long as everything continues to go smoothly, we estimate that we will be able to implement the above content.
By all means, please give us your feedback on these adjustments as well as feedback after implementation. |
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04-16-2012 07:45 PM | Rukkirii | Community Rep | |
| Greetings,
Mocchi was able to speak to the dev. team to clarify a few things in regards to the Voidwatch Final Chapter regarding loot and weaknesses.
A player asked whether or not drop rates would be affected by Treasure Hunter, which caused some strategies to be changed around when compared to previous chapters. We can say that yes, Treasure Hunter does have an effect on loot drop rates and we plan on further increasing gear drop rates on top of this as well.
Some players suggested that we remove the low quality drops, or “useless” items, from the rewards at the end. We aren’t providing those lower tier rewards to cause players to be upset, and it is possible for us make it so those drops are removed and no item drops in their place instead.
However, if we were to replace certain items that are perceived as useless, with no drop players may feel that the loot system is bugged when they don’t receive any reward. As such, we would like to provide some sort of drop each time. Also, we have received many comments asking that the items dropped are improved slightly, but we have no plans to make any adjustments at the moment. We feel that we have to draw a line somewhere, or else the requests would begin to get out of hand. As such, we will maintain our current system.
We understand those that would like the drop rates of scrolls to be raised, but we consider gear to be the main aspect of rewards from the final chapter of Voidwatch. Since Arise and Meteor can be obtained through other content, we will maintain their current drop rates.
Weaknesses
Beastmaster
It seems like opinions are split on call beasts. Seems like there are bit more calls for Gerard to be used, but we would like to continue to receive feedback.
Puppetmaster
For PUP’s weakness, we’re considering using “Strobe” as their trigger.
What about implementing weakness regardless of specific pets, avatars or automaton frames?
We didn’t touch on this last time, but in terms of this function, it will be implemented. However, we have to consider if it is acceptable to place weaknesses on support jobs when it comes to adding weaknesses to SMNs and PUPs.
To explain what we are trying to accomplish: we want to offer an exploitable weakness from the player’s pet/avatar/automaton at a certain rate if they use a special ability. Basically, we’re not trying to make it so “certain abilities will always result in a weakness trigger.” The reason is that it would be too difficult to manage which abilities are used in which situation when also needing to consider weaknesses in battle. | |
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