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#77Return1, Posted: Apr 23 2011 at 4:51 PM, Rating: Sub-Default, (Expand Post) Can the people complaining about RNG's lack of defensive tools please explain to me what defensive tools WAR has?
#78 Apr 23 2011 at 4:55 PM Rating: Excellent
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Return1 wrote:
Can the people complaining about RNG's lack of defensive tools please explain to me what defensive tools WAR has?

DEFENDAR!
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#79 Apr 23 2011 at 5:24 PM Rating: Decent
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Can the people complaining about RNG's lack of defensive tools please explain to me what defensive tools WAR has?


Strawman.

The purpose of RNG is to deal damage at a distance which requires enmity/defensive tools in order to accomplish that in todays FFXI. The job has no such tools so the job is where it is right now.

Warrior is designed to deal damage. The job doesn't need defensive tools in order to solely carry that out.

Tell me when WAR gets penalized for not being at the proper distance and then we can discuss equating RNG with WAR.



Edited, Apr 23rd 2011 7:27pm by SparthosofLakshmi
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#80 Apr 23 2011 at 5:30 PM Rating: Good
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I do like the argument that (Job A) is meant to do damage and requires defensive/enmity tools while (Job B) is meant to do damage and therefore doesn't need defensive/enmity tools.
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#81 Apr 23 2011 at 5:47 PM Rating: Excellent
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Tell me when WAR gets penalized for not being at the proper distance and then we can discuss equating RNG with WAR.

Well, you can't swing if you're too far away. So there's that.
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#82 Apr 23 2011 at 8:24 PM Rating: Good
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SparthosofLakshmi wrote:
Ammo options continue to get more and more elaborate with items no reasonable person would stock the AH with. Ruszors? Really? Dark Adaman? Are you kidding me?


Ruszor arrows are made from cheap trash it's the synergy requirement that holds them back.
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#83 Apr 23 2011 at 8:28 PM Rating: Decent
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lolgaxe wrote:
I do like the argument that (Job A) is meant to do damage and requires defensive/enmity tools while (Job B) is meant to do damage and therefore doesn't need defensive/enmity tools.


Job B doesn't take a huge damage nerf from standing next to the mob and doesn't have the survivability of a wet paper bag.
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I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#84 Apr 23 2011 at 9:33 PM Rating: Good
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Can the people complaining about RNG's lack of defensive tools please explain to me what defensive tools WAR has?



When you think of a ranged defense you should think of the distance between them and the mob. When you think of a melee defense it should be soaking, parrying, or evading incoming damage.

To make an equal comparison replace WAR with BLM then sort out the difference in defensive abilities. Both have about the same defense BUT one is actually able to keep things at a range. You can't compare Melee vs Ranged. Melee are expected to be within... melee range to be efficient. The other requires ranged efficiency. Something Ranger sorely lacks.


Edited, Apr 23rd 2011 11:34pm by MippsCat
#85 Apr 23 2011 at 9:36 PM Rating: Good
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Lobivopis wrote:
lolgaxe wrote:
I do like the argument that (Job A) is meant to do damage and requires defensive/enmity tools while (Job B) is meant to do damage and therefore doesn't need defensive/enmity tools.


Job B doesn't take a huge damage nerf from standing next to the mob and doesn't have the survivability of a wet paper bag.


...but Job B will eat every AoE the mob has to offer while Job A can stay at a safe distance and not just WTFpwn the mob like a ******, allowing the tank to remain tanking, and not need defensive tools at all?



Anyway... I'm going to go ahead and mourn the loss of PLD/RDM. I kind of needed them Cures to keep hate. GRR!
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#86 Apr 23 2011 at 10:13 PM Rating: Good
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Ruszor arrows are made from cheap trash it's the synergy requirement that holds them back.


Ruszors are pretty rare game to be fighting and due to none being in Abyssea it becomes even harder to find a steady supply. Someone has to go out to Ruszors with the intention to get those fangs to sell for gil or get some doing trials else... why are you fighting Ruszors?

A quick look at FFAH shows how hard it is to secure fangs, my name is still up on the list from December. The synergy is actually the best part since each arrowhead is guaranteed to be 99arrows at minimum.

While I camped the AH long enough to scoop up enough for months of Ranger, the idea of ammo being made from parts of such an obscure monster family goes right back to my point of SE clearly not getting it. Why is it even Ruszor in the first place?



Edited, Apr 24th 2011 12:14am by SparthosofLakshmi
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#87 Apr 23 2011 at 11:09 PM Rating: Excellent
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Stalwart Soul DKN Lv.45 Reduces HP consumption when using Souleater.
Dead Aim RNG Lv.50 Improves power of critical hits for ranged attacks.



NEW JOB CONFIRMED, DKN!

I'm calling it now, it's going to be Donkey Kong.



So is this some sort of a translation issue or do the devs simply know almost nothing about the FFXI community? I haven't seen anyone call Dark Knight by "DKN" since 2004.

A quick google of "ffxi dkn" confirms this.
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#88 Apr 23 2011 at 11:12 PM Rating: Excellent
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The problem with 'being able to deal damage while outside of aoe range without pulling hate' is that if successfully implemented you have given a job a constant ability to damage a mob without ever taking damage. Currently, if a ranger pulls hate he will get his skull thumped. But taken to the other extreme they would be able to pepper a mob outside the aoe zone without ever taking a single point of damage. It would be more akin to the wall of justice than anyone would like to admit.

Unfortunately there is no middle ground. Either a rng will pull hate (and gimp their sweetspot damage and die a horrible death due to no defensive abilities) or they won't pull hate. Is it really reasonable to think that rangers (and ranger was my first 75) should be able to shoot and not pull hate? Of course not. The answer may lie in some sort of defensive stance, but not the ability to whittle a mob down without ever having to fear getting hit.
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#89 Apr 24 2011 at 12:52 AM Rating: Default
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Job B doesn't take a huge damage nerf from standing next to the mob and doesn't have the survivability of a wet paper bag.


You must have missed the part where Job A and B have the exact same survivability.

WAR has nothing but loldefender, which a WAR shouldn't use, making WAR and RNG equal in survivability.


Quote:
To make an equal comparison replace WAR with BLM then sort out the difference in defensive abilities. Both have about the same defense BUT one is actually able to keep things at a range. You can't compare Melee vs Ranged. Melee are expected to be within... melee range to be efficient. The other requires ranged efficiency. Something Ranger sorely lacks.


BLM's defense has nothing to do with keeping range these days. It's all about being an unkillable ******* wall. -75% damage taken, Phalanx, and Refresh. That's a poor comparison.

Also I'm talking about survivability, not efficiency/damage.
#90 Apr 24 2011 at 1:43 AM Rating: Excellent
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OrofinOdin wrote:
NEW JOB CONFIRMED, DKN!

I'm calling it now, it's going to be Donkey Kong.

Finally, a job that's main combat skill is throwing, gonna need to stock up on barrels though...
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#91 Apr 24 2011 at 2:02 AM Rating: Good
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I was thinking more of a Dunkin' Donuts guy with synergistic bonuses to cooking. Mmm, pastries.
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#92 Apr 24 2011 at 2:28 AM Rating: Good
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KodoReturns wrote:
OrofinOdin wrote:
NEW JOB CONFIRMED, DKN!

I'm calling it now, it's going to be Donkey Kong.

Finally, a job that's main combat skill is throwing, gonna need to stock up on barrels though...


barrels don't stack and equipping them will give you gravity effect due to them being filled with monkeys.
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#93 Apr 24 2011 at 2:56 AM Rating: Excellent
Return1 wrote:
Quote:
Job B doesn't take a huge damage nerf from standing next to the mob and doesn't have the survivability of a wet paper bag.


You must have missed the part where Job A and B have the exact same survivability.

WAR has nothing but loldefender, which a WAR shouldn't use, making WAR and RNG equal in survivability.


Quote:
To make an equal comparison replace WAR with BLM then sort out the difference in defensive abilities. Both have about the same defense BUT one is actually able to keep things at a range. You can't compare Melee vs Ranged. Melee are expected to be within... melee range to be efficient. The other requires ranged efficiency. Something Ranger sorely lacks.


BLM's defense has nothing to do with keeping range these days. It's all about being an unkillable @#%^ing wall. -75% damage taken, Phalanx, and Refresh. That's a poor comparison.

Also I'm talking about survivability, not efficiency/damage.


The whole issue comes down to being more about efficiency, not survivability. For a Warrior or any other melee, other than taking hits, pulling hate isn't necessarily going to hamper their damage output. They aren't going to receive some distance penalty due to the mob attacking them, nor are they going to potentially put anyone in danger of AoEs that wouldn't have been in danger if they hadn't pulled hate.

For Ranger, one of the things they're most reliant on is keeping the mob in question a certain distance away, and without hate shedding tools that makes it necessary to hold back their damage. Otherwise the mob rushes towards them, which not only hampers their own damage output because they'll no longer be at the "sweet spot" distance, they'll also put others standing near where they were before at risk cause the mob is now so close to them.

Black Mage has the ability to shed off the majority of their own hate instantly, allowing it to continue doing damage to the mob without worrying as much about pulling hate with their actions. Ranger, who fills a similar function as far as being a long-ranged damage dealer, doesn't have this capacity unless they go with either of the ranged relic weapons or the Armageddon, so whereas Blm can nuke to their hearts content and then instantly toss their enmity aside, a Rng has to hold back more if they want to keep the mob with the tanking melee.
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#94 Apr 24 2011 at 3:06 AM Rating: Good
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Comparing WAR to RNG shows you don't understand the fundemental problems RNG is having. I don't even have rng leveled except for a sj to cor, but Its plain and simple the issues the job is having. I would never want a RNG in a 6-man nm farming group because the job makes things messy. If your DD-ing a NM - do you want to be running after after it to re-secure hate until the next ws? It also means mages have to run too and risk getting hit by aga or aura while casting a spell when the tank brings it back etc, or when your fightin a mob that really needs to be kept in the area your fighting it in, you risk pulling aggro from nearby mobs etc.

DRK sounds like it is pretty muched fixed now (Being able to sit at 65% haste with spell and LR nearly 75% of the time... yeah, and as a BRD is needed to cap, a nice /BRD March will take the DRK over 70% haste. PUP wasn't really broken but its got some nice additions. >>>RNG and PLD still need fixing and both the issues are around enmity at the opposite ends of the scale<<<

PLD fix is alot harder imo and if it just comes down to 1 job out of 20 being broken then that hardly means the games unbalanced (see nin for 2-3years prior to RR). RDM and SCH just need C5, so very simple. Give RNG enmity degeneration traits every 20 levels that gives enmity generation -10% meaning by level 80 the dmg they deal generates 40% less CE/VE then other jobs. Either that or give a couple new JA's like a 30sec Stoneskin on a 1min30sec timer and enmity sheding JA's similar to jumps. More people playing RNG will mean more demand for arrows on ah too.
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#95 Apr 24 2011 at 4:32 AM Rating: Default
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You seemed to have missed the point. Never did I say anything about efficiency. I was talking about those idiots whining about RNG's survivability, like:

Quote:
Job B doesn't take a huge damage nerf from standing next to the mob and doesn't have the survivability of a wet paper bag.


Which is blatantly wrong. And when it comes to survivabilty, RNG and WAR is a perfect comparison.

BLMs don't have to worry about pulling hate, not because they can just douse it, but because they are the sturdiest of all jobs when it comes to taking hits to the face.

Quote:
I do like the argument that (Job A) is meant to do damage and requires defensive/enmity tools while (Job B) is meant to do damage and therefore doesn't need defensive/enmity tools.


lolgaxe gets it.
#96 Apr 24 2011 at 5:33 AM Rating: Decent
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Lobivopis wrote:
Job B doesn't take a huge damage nerf from standing next to the mob and doesn't have the survivability of a wet paper bag.
(Job B) takes a bigger damage nerf from standing away from the mob since then it does 0 damage, and is required to stand within facerape range to do that damage while having paper bag defense.

I'm not saying Ranger doesn't have problems, but the argument you are making is criminally inaccurate.

Edited, Apr 24th 2011 7:34am by lolgaxe
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#97 Apr 24 2011 at 7:30 AM Rating: Good
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BLM's defense has nothing to do with keeping range these days. It's all about being an unkillable @#%^ing wall. -75% damage taken, Phalanx, and Refresh. That's a poor comparison.

Also I'm talking about survivability, not efficiency/damage.


Range is survivability mixed nicely with efficiency/damage.

Maybe you don't understand that ranged jobs want ranged? BLM's are still ranged. THEY DON'T WANT THINGS BREATHING DOWN THEIR NECK. When something gets close to them they pop it in attempts to lose hate or regain control to make that range. This is a perfect comparison, you just don't play the game. WAR is never a good choice since they want to ride the monster as much as possible. THEY WANT TO BE BREATHING DOWN THEIR NECK. That means they can be within RAEP TIEM™ distance of the monster.

I figured this would be a basic concept by now.


Edited, Apr 24th 2011 9:36am by MippsCat
#98 Apr 24 2011 at 7:34 AM Rating: Decent
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At this point RNG and WAR have nothing in common, yes they used to, then again if anyhing RNG was comparable to SAM gameplay wise, sure if your stupid you will get one shotted as a meele DD from time to time but being in range of the mob and being hit/missed/blinking will shed some enmity so your next big dmg spike will turn the mobs attention for a fraction of the time a RNG would simply because WAR pulling hate means the other meeles are still hitting the thing thus gaining hate over the person that is now losing some of his.

If you pull hate on RNG everyone has to move around and the tank has to rebuild hate by voke and possibly even running into range to do some dmg for the mob to turn back.
(Again you dont pull hate on RNG because your doing OMGWTFBBQ dmg, its because you dont loose enmity from being in range and getting your share of hits from time to time)

The distance thing is sh*t, ranged acc and att are still broken and will always be, why the hell does RNG get a JSE axe in abys when we shouldt even be in meele range?
Just undo the distance stuff its pointless RNG is a Meele and was designed as one. All the stuff they added post nerf feels like its meant for another job right now it plays like a pile of ideas with no direction... bounty shot... really?!





Edited, Apr 24th 2011 9:38am by DosenMilch
#99 Apr 24 2011 at 8:09 AM Rating: Good
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The best fix for RNG would be to give it a hate shedding ability like what was recently given to the other ranged attacking class - blm's enmity douse. I've mentioned this in other threads. Add hate shedding to Camo and change the recast to 3 mins. Sound familiar? Would work exactly like Super Jump.
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#100 Apr 24 2011 at 9:00 AM Rating: Good
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lolgaxe wrote:
Lobivopis wrote:
Job B doesn't take a huge damage nerf from standing next to the mob and doesn't have the survivability of a wet paper bag.
(Job B) takes a bigger damage nerf from standing away from the mob since then it does 0 damage, and is required to stand within facerape range to do that damage while having paper bag defense.

I'm not saying Ranger doesn't have problems, but the argument you are making is criminally inaccurate.

Edited, Apr 24th 2011 7:34am by lolgaxe


I do not think that word means, what you think it means. Actually, scratch that, maybe you do think it's a crime to degrade WAR in any way.


Lobi's argument is not inaccurate and it pretty succinctly sums up Ranger's problems along with SpartosofLakshmi.

WAR can always run up to the mob to fully DD and/or tank without moving the mob. RNG can't fully DD without ******** with mob placement and it can't tank as well once it has hate. If RNG pulls hate off a tank, it can't deal as much damage, can't tank well, and it ***** up everyone else, including wiping mages and then the whole group. If WAR pulls hate off a MNK, the WHMs just change who they are spamming Cure VI on.

RNG needs enmity tools more than WAR by virtue of WAR having more tankability and survivability in nearly every stat while still maintaining full-out DD. High HP, Haste, Retaliation, and other stats are advantages RNGs don't have, no matter how minute. RNG can't tank for long because once the enemy is up close their damage pales.

Yes, RNG can stand outside of AoE and deal damage, but so can BLM and they have received Enmity Douse and Mana Wall for Abyssea. RNG needs similar abilities too, clearly not bounty shot and clearly not whatever you think they need.



I don't know if it's just your sense of reactionary zealotry for WAR staying on top, even though you don't even seem to play FFXI anymore, but I find your posts on the subject hilarious.
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#101 Apr 24 2011 at 9:21 AM Rating: Default
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OrofinOdin wrote:
I don't know if it's just your sense of reactionary zealotry for WAR staying on top, even though you don't even seem to play FFXI anymore, but I find your posts on the subject hilarious.
Yeah, zealotry. Not that its a silly argument.
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