|
|
DNC Response from the Devs
Serveur: Lakshmi
Game: FFXI
Posts: 1060
By Lakshmi.Sirafiinikkusu 2011-08-15 15:25:44
Kalima said: There is actually a small part of me that is happy to get the answers that we did get...at least I wont be wishfully hoping every update that split waltz timers may be coming just to be disappointed again and again....and again ; ;
However, now this dev team really needs to focus on one thing, not just for DNC but for every job: stop recycling JAs and give us something unique. More than anything this is what is really pissing people off because X job is getting something that Y job had.
And to those who are mad that other jobs got what we have guess what? EVERY JA that DNC has ever had came from another job in some form. The only difference is how they implemented them all.
As far as those who say they are leaving the job because DNC has lost some of its usefulness: I cant convince you otherwise because in part i agree with you, but at the same time I play the job because I like it. And for me that should be the only reason why anyone plays any job....
Oh well /rant i see what you mean, i love my dnc to death, but its kinda just sitting there with it's gear in storage for the most part because at this point in the game, dnc doesnt really bring enough to the table to make it a viable slot in the party, my old ls leader on asura said i've changed because i used to be a gigantic dnc nut (i pretty much brought dnc to 90% of the events i went to), but now i hardly ever touch it, while i play whm or what have you.
Carbuncle.Asymptotic
Serveur: Carbuncle
Game: FFXI
Posts: 2659
By Carbuncle.Asymptotic 2011-08-15 15:27:04
I just noticed that BLU got a response today too.
http://forum.square-enix.com/ffxi/threads/6218-%E3%82%B8%E3%83%A7%E3%83%96%E8%AA%BF%E6%95%B4%EF%BC%9A%E9%9D%92%E9%AD%94%E9%81%93%E5%A3%AB?p=169680&viewfull=1#post169680
I'm jealous, because it's full of good news.
*HNM spells will be added, with an ability that will allow them to be used. You'll have to use the Job Ability to have access to these spells.
*White Wind will be added in the next update.
*BLU healing spells being dependant on healing magic skill from a support job is intentional and won't be changed.
*Job traits such as fast cast and double attack will be able to increased by setting more spells in the future of levels. ADDITIONALLY, Double Attack ----> Triple Attack, Gilfinder ----> Treasure Hunter (wut?)
Cerberus.Vaness
Serveur: Cerberus
Game: FFXI
Posts: 1515
By Cerberus.Vaness 2011-08-15 15:27:17
Sylph.Kiaru said: You could land debuffs with gimp skill on low level/weak mobs easily since like WOTG, dependings on mobs stats and stuff also I guess. Sometimes I wonder if you got your lvl 90 jobs in a cracker jack box.
Your answers are just....priceless =(
Serveur: Lakshmi
Game: FFXI
Posts: 1060
By Lakshmi.Sirafiinikkusu 2011-08-15 15:30:22
Pandemonium.Ironguy said: Lakshmi.Sirafiinikkusu said: and its still taking up a good portion of my inventory, but still works nicely, i still got that jp button handy
macc gear to support enfeebles that are still subject to resist all while booting -magic gear out the door due to 80 inventory cap ahoy
and enlighten me as to how dancer doesn't get their faced mauled on hahava/celaeno/voidwrought/etc, because even with perfect -physical/-magic sets on samurai, those things as well as even the t3 can be pretty damn scary currently at level ninety thats what storage and mules are for, for ***that requires a full on resist set i would not even consider bringing my solo macc set, kinda common sense there.
as for vwnm i made a bet with blacklion that when we get the opportunity I'm going to tank voidwrought on dnc and if i can do it successfully he'll toss me a couple mil, I'll get back to you on that. t4 and down there is a handful of NMs that dnc can tank.
Serveur: Lakshmi
Game: FFXI
Posts: 1060
By Lakshmi.Sirafiinikkusu 2011-08-15 15:31:21
Sylph.Kiaru
Serveur: Sylph
Game: FFXI
Posts: 681
By Sylph.Kiaru 2011-08-15 15:32:43
What? At level 30 in like 2008 I noticed my friend could land paralyze and slow on EM worms and was like "whoa how?" as blue/whm
Cerberus.Mystina
Serveur: Cerberus
Game: FFXI
Posts: 201
By Cerberus.Mystina 2011-08-15 15:33:16
I guess we are stuck with this crap, but you get a "tatse of timers reduced under 2 hour (yay...?" i personaly do not see the point of at LEAST not separating healing waltz but i guess it's "Balance"
By Pooman 2011-08-15 15:33:58
Figures. You know the BLUs will find a way to cry about it though. DNCs got nothing but rubbish responses that tell us we won't be getting anything we want.
Cerberus.Mystina
Serveur: Cerberus
Game: FFXI
Posts: 201
By Cerberus.Mystina 2011-08-15 15:34:37
Lakshmi.Sirafiinikkusu said:
Meh, i think they needed it, adds to the job verstility i rarely play blue but i saw it coming after things like being able to get double attack and counter. it makes sense.
Pandemonium.Ironguy
Serveur: Pandemonium
Game: FFXI
Posts: 2600
By Pandemonium.Ironguy 2011-08-15 15:35:41
Lakshmi.Sirafiinikkusu said: thats what storage and mules are for, for ***that requires a full on resist set i would not even consider bringing my solo macc set, kinda common sense there.
i'm unsure as to what this even means, since you can't exactly access your storage and mules while inside abyssea but regardless, trying to correct my words that speak from experience is kind of redundant when you haven't even done the fight(s)
as for blue mage, it's the best job in the game obviously
Cerberus.Vaness
Serveur: Cerberus
Game: FFXI
Posts: 1515
By Cerberus.Vaness 2011-08-15 15:36:18
Cerberus.Mystina said: I guess we are stuck with this crap, but you get a "tatse of timers reduced under 2 hour (yay...?" i personaly do not see the point of at LEAST not separating healing waltz but i guess it's "Balance" Just separating healing waltz like they did with presto/step would be awesome D:
Serveur: Bismarck
Game: FFXI
Posts: 33979
By Bismarck.Dracondria 2011-08-15 15:36:39
Pandemonium.Ironguy said: as for blue mage, it's the best job in the game obviously
Serveur: Lakshmi
Game: FFXI
Posts: 1060
By Lakshmi.Sirafiinikkusu 2011-08-15 15:36:46
i personally would be the happiest person right now if they decided to be like "Oh hey guys, we're fixing parry, so those of you with capped parrying, rejoice! you can now tank chuck norris"
Cerberus.Mystina
Serveur: Cerberus
Game: FFXI
Posts: 201
By Cerberus.Mystina 2011-08-15 15:38:16
Cerberus.Vaness said: Cerberus.Mystina said: I guess we are stuck with this crap, but you get a "tatse of timers reduced under 2 hour (yay...?" i personaly do not see the point of at LEAST not separating healing waltz but i guess it's "Balance" Just separating healing waltz like they did with presto/step would be awesome D:
Sharing presto with step timers was obviously dumb in the beggining, because they realized that defeated the entire reason for even having presto in the 1st place.
Pandemonium.Ironguy
Serveur: Pandemonium
Game: FFXI
Posts: 2600
By Pandemonium.Ironguy 2011-08-15 15:38:56
Lakshmi.Sirafiinikkusu said: i personally would be the happiest person right now if they decided to be like "Oh hey guys, we're fixing parry, so those of you with capped parrying, rejoice! you can now tank chuck norris"
samurai was intended to be the original parrying tank anyways
what's good
Cerberus.Vaness
Serveur: Cerberus
Game: FFXI
Posts: 1515
By Cerberus.Vaness 2011-08-15 15:40:02
Cerberus.Mystina said: Cerberus.Vaness said: Cerberus.Mystina said: I guess we are stuck with this crap, but you get a "tatse of timers reduced under 2 hour (yay...?" i personaly do not see the point of at LEAST not separating healing waltz but i guess it's "Balance" Just separating healing waltz like they did with presto/step would be awesome D:
Sharing presto with step timers was obviously dumb in the beggining, because they realized that defeated the entire reason for even having presto in the 1st place. I totally agree, that was very retard and kept me from using presto until the changed it.
Serveur: Shiva
Game: FFXI
Posts: 23653
By Shiva.Flionheart 2011-08-15 15:41:08
Healing waltz and curing waltz shouldn't share a timer, it's not that like that would be OP
Serveur: Lakshmi
Game: FFXI
Posts: 1060
By Lakshmi.Sirafiinikkusu 2011-08-15 15:41:58
Pandemonium.Ironguy said: Lakshmi.Sirafiinikkusu said: i personally would be the happiest person right now if they decided to be like "Oh hey guys, we're fixing parry, so those of you with capped parrying, rejoice! you can now tank chuck norris"
samurai was intended to be the original parrying tank anyways
what's good lol good point
Cerberus.Mystina
Serveur: Cerberus
Game: FFXI
Posts: 201
By Cerberus.Mystina 2011-08-15 15:42:22
Shiva.Flionheart said: Healing waltz and curing waltz shouldn't share a timer, it's not that like that would be OP
Oh no, it is perfectly fine to choose between removing a 200 tick poison/bio and left with 300 hp waiting on timers or healing the hp only to lose it again due to the dot that is still on you, waaay to unbalanced. -_-
They don't see that apprently.
Pandemonium.Ironguy
Serveur: Pandemonium
Game: FFXI
Posts: 2600
By Pandemonium.Ironguy 2011-08-15 15:44:39
Lakshmi.Sirafiinikkusu said: you're speaking from personal experience from watching me or something? what you got lec checking me out or something? Lakshmi.Sirafiinikkusu said:
By Pooman 2011-08-15 15:44:59
Shiva.Flionheart said: Healing waltz and curing waltz shouldn't share a timer, it's not that like that would be OP
Obviously SE thinks that will break DNC somehow. "Take off paralyze and then immediately cure yourself? Hah, think again." Those two shouldn't have ever shared job abilities.
Serveur: Lakshmi
Game: FFXI
Posts: 1060
By Lakshmi.Sirafiinikkusu 2011-08-15 15:45:53
Pandemonium.Ironguy said: Lakshmi.Sirafiinikkusu said: you're speaking from personal experience from watching me or something? what you got lec checking me out or something? Lakshmi.Sirafiinikkusu said:
 i said T4 and down, i dont know about t5, you may want to read the REST of the post that you hyperlinked
Here's your link
Here's the text
Greetings dancers! Here is some feedback from the development team in regards to your comments about the job adjustments concepts. Enjoy
Add new modes for dancers. Add dances that give sphere effects.
Since sphere effects are extremely strong and completely negate the opposite enfeebling effect, we won’t be implementing the sphere effect itself. However, we are planning to add something that gives your party members some kind of effect while continuing to consume your TP. As we are not at the stage where can give info on specific effects, we would love to hear your ideas.
Make it so Waltzes don’t all share the same timer.
We would need to completely remake the system as it was originally balanced to have a unified recast timer with limitations placed on the amount of TP consumed. If we removed that, the cure capabilities of the job would be greatly enhanced throwing the balance off between other healing magic. If we were to split the Waltz timers, we would have to raise the TP consumption as a trade-off.
Reduce the recast timer on Waltz. (Especially higher tier Curing Waltz and Healing Waltz)
Since Curing Waltz was designed to be different from Cure in the sense that it has advantages with short execution time and it is hard to interrupt, but on the flip side is difficult to use in quick succession, we do not have any plans to reduce the recast time further. Instead we wish for dancers to focus on specific tactics taking into account the levels of Waltz and use the most appropriate one for the situation.
Similarly for Healing Waltz, since it is possible to address a large variety of status ailments covered by na-related spells and Erase, the recast timer was set to be somewhat long.
Make it possible to use Healing Waltz on people outside of your party.
It would be necessary to look into not only Healing Waltz, but also extending Erase to people outside of your party. In the case that we decide to extend the effects of Erase to people outside of your party, we will make it possible for Healing Waltz, too.
Increase the effect of Animated Flourish.
We are looking into adjustments for this. We are considering making it so you can generate the same level of enmity as Provoke when consuming two finishing moves.
Increase the accuracy for Desperate Flourish.
We are exploring the direction of adding equipment that enhances the accuracy.
Make it so you can perform level 2-3 skill chains with Wild Flourish.
Comparing this to samurai’s Konzen-ittai, the recast timer is shorter and it has multiple uses so the effect itself was set rather low for balance purposes.
Make it so you can stack steps over level 5.
This would require us to look into the effects carefully. Since the effect of level 5 is currently very strong, we do not have any plans of increasing this at the moment.
Lengthen the effect duration for steps.
We are looking into the direction of making it so the duration gets longer at higher levels.
Make it so you can generate two finishing moves even after you have reached level 5.
It can be thought that the fundamental problem here is that in order to maintain the effect of the step you need to continuously use the same step. First we will revamp the step effect duration and determine how many times you can use a step in a single battle, and then make a decision based on that.
The idea is to be able to fight by using a variety of steps and not using the same one over and over just to maintain its effect.
Make Chocobo Jig an AoE effect.
Since there is no cost for Chocobo Jig the effect is set to be only for the dancer.
In the event that we were to extend the effect to party members, there would be some room to explore this if there were TP consumption or some other trade-off.
Make it so you can overwrite Spectral Jig.
Please understand that this is the same as magic and items and it is following the rule that in order to re-apply the effect you need to remove it first.
Irrelevant stuff:
http://forum.square-enix.com/ffxi/threads/11584-%E3%82%B8%E3%83%A7%E3%83%96%E8%AA%BF%E6%95%B4%E3%82%B3%E3%83%B3%E3%82%BB%E3%83%97%E3%83%88%EF%BC%9A%E8%B8%8A%E3%82%8A%E5%AD%90/page6
It's up on the Japanese forums. The whole thing looks pretty grim, but I won't make specific comments until I'm done translating it for myself. My Japanese is rusty though, so I apologize ^_^ English one should be up later today (usually around 7est)
Questions Addressed:
1.) Want to add a new mode/sphere effect dance?
2.) I don't want to share waltz recast timers.
They pull out both system-related woes and balance related woes. Simply splitting recast timers would make waltzes too powerful compared to other forms of recovery magic (apparently - this is what I've been saying is on their minds all along lol). Something about splitting might require substantial increases in TP cost if they did do it?
3.) I want waltz recast reduced.
Basically they pull that waltz can't be interrupted, so they don't want to decrease recast timers. They want us to use 1-3 for regular waltzes and IV + V "situationally." The recast on healing is similarly "deliberately high." -_-
4.) I would like to use healing waltz outside of PT.
5.) I would like to increase the effectiveness of Animated Flourish.
6.) I would like to increase the hit rate of Desperate Flourish.
7.) I would like wild flourish to do higher tier skillchains.
They draw a comparison to Konzen-Ittai. They set the effect of Wild lower than Konzen-Ittai because Konzen-Ittai has a significantly longer recast, which makes sense, really.
8.) We want more than 5 stages of step.
This is really disappointing. They already consider the effect of level 5 daze to be very high, so they probably won't increase the potency like I listed in my suggestion thread :(
9.) I want to increase step duration.
10.) I want to earn 2 finishing moves when step level 5 is present.
11.) I want chocobo jig to affect the party.
12.) I want to be able to overwrite spectral jig.
|
|