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[Dev] Battle Balance Adjustments
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By Siren.Kalilla 2012-02-06 04:17:43
Just, in my mind anyways, if SE's goal was to bring back old events so players have more things to do than just two events then there should be gear more evenly spread out across all events that players will want to do and continue to do to get the equipment they want.
From what I see is they just are bringing back old content to keep themselves alive and each new event is replacing another event, so we still only keep 2-3 events around.
I'm just hoping that the new VW chapter, Legion, Limbus, Nyzul, Salvage, ZNM, and Einherjar system will work together instead of working against each other, if that makes sense.
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By Sylph.Kimble 2012-02-06 04:20:10
I guess that was just part of the reason I left as well. I feared that nothing new gear wise was going to come out that was really amazing or awesome to get that would outdate what I had when I left.
I guess I just lost the motavation to put that much work into gear that was a minor upgrade. I still see what comes out now, mostly for COR since that was my favorite job, and this update seemed to really be lacking for COR. Granted my views might be sort sighted as I probably don't take into account gear for all jobs.
I just remember something like say, E body, and Byakko's being so good for so long.
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By Sylph.Kimble 2012-02-06 04:22:47
Just, in my mind anyways, if SE's goal was to bring back old events so players have more things to do than just two events then there should be gear more evenly spread out across all events that players will want to do and continue to do to get the equipment they want.
From what I see is they just are bringing back old content to keep themselves alive and each new event is replacing another event, so we still only keep 2-3 events around.
I'm just hoping that the new VW chapter, Legion, Limbus, Nyzul, Salvage, ZNM, and Einherjar system will work together instead of working against each other, if that makes sense.
Well, the thing I see with that is, is knowing SE, they will add a few good pieces across all events, but make the drop rate horrible/put in time limits as to how much you can do the event, in order to stretch out content.
Salvage comes to mind as something that was like that.
I mean, I don't want things to be handed to me, but don't want to wait for ever on something just because it has a 1% drop rate.
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By Valefor.Prothescar 2012-02-06 04:23:16
Just, in my mind anyways, if SE's goal was to bring back old events so players have more things to do than just two events then there should be gear more evenly spread out across all events that players will want to do and continue to do to get the equipment they want.
From what I see is they just are bringing back old content to keep themselves alive and each new event is replacing another event, so we still only keep 2-3 events around.
I'm just hoping that the new VW chapter, Legion, Limbus, Nyzul, Salvage, ZNM, and Einherjar system will work together instead of working against each other, if that makes sense.
Synergism between them would be preferable, and I'm giving SE the benefit of the doubt and saying that we don't have a lot to worry about. Overall it really seems like they're building new content while building up the older content. We're essentially getting "double" the content in the same amount of time, roughly, if not slightly faster, that it took them to release new systems in the past.
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By Siren.Kalilla 2012-02-06 04:26:10
I want the beastmen strongholds to be stronger :\ just seemed so pathetic walking through them at 75.
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By Valefor.Prothescar 2012-02-06 04:28:00
Meh it's sort of fitting. They're supposed to be weakened after the war, not a threat enough to be able to wipe out the country's best soldiers. Would be exciting though, at least in the past.
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By Siren.Kalilla 2012-02-06 04:28:11
Just, in my mind anyways, if SE's goal was to bring back old events so players have more things to do than just two events then there should be gear more evenly spread out across all events that players will want to do and continue to do to get the equipment they want.
From what I see is they just are bringing back old content to keep themselves alive and each new event is replacing another event, so we still only keep 2-3 events around.
I'm just hoping that the new VW chapter, Legion, Limbus, Nyzul, Salvage, ZNM, and Einherjar system will work together instead of working against each other, if that makes sense.
Well, the thing I see with that is, is knowing SE, they will add a few good pieces across all events, but make the drop rate horrible/put in time limits as to how much you can do the event, in order to stretch out content.
Salvage comes to mind as something that was like that.
I mean, I don't want things to be handed to me, but don't want to wait for ever on something just because it has a 1% drop rate. I don't agree with 1% drop rates, but I do think that gear needs to take a bit of time to get. The development team isn't very large at all, so it takes time to get content out. By using content already in place all they need to do is upgrade the content which saves time and money, and getting new content out faster is nice even if it is old content (at least the events were popular).
By GraddHelian 2012-02-06 05:14:06
I want the beastmen strongholds to be stronger :\ just seemed so pathetic walking through them at 75.
The present day Beastmen strongholds were pathetic yea, but low man farming the NMs in the Past strongholds that dropped the boxes for the BCNMs was fun as hell at 75 X=
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By Siren.Kalilla 2012-02-06 05:59:49
yea loved SCNM
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By Leviathan.Blackwhirlwind 2012-02-06 06:23:59
I remember when i did "The Buried God" SCNM two years ago, one my ls members was after Zha'Go's Barbut, ofcourse it didnt drop, but i was lucky to get Headsman's Ring at the time ^_^.
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By Valefor.Prothescar 2012-02-06 06:27:48
Those fights actually required a decent level of coordination, they weren't jokes. That's why I enjoy fights like Botulus Rex to an extent, though they don't harbor all out strategy like the SCNM and other such fights did, they have a little bit of that tang.
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By Leviathan.Blackwhirlwind 2012-02-06 06:39:40
Yeah i think i died from AoE TP move like 5 times lol.
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By Siren.Kalilla 2012-02-06 19:52:02
Update on topic today, about curing:
02-06-2012 07:42 PM | Camate | Community Rep | |
| Howdy!
Here are some responses from the development team to questions regarding the cure potency adjustments.
Quote: Was receiving benefits from stacking MND put off? After looking into various possibilities such a MND and healing magic skill itself, we decided to go with adjustments to healing magic skill after considering the benefits this would give to jobs that possess this skill. MND affects cure potency more than in the past and the effect will remain as it is.
Quote: Will there be any changes to the success rate of removing Death? With the current system, the higher the healing magic skill, the higher the success rate will be. However, to balance this with the rate of success of Holy Water, there is no 100% success rate even if your skill is very high.
Quote: Will the values of blue magic-type healing spells also be increased? Since the main focus of this adjustment is for Cure–Cure VI, there will be no changes to blue magic spell’s cure potency.
Quote: With this adjustment, when using Cure IV with +50% cure potency, you can cure for around 850 HP, so it would be really nice if you could lower the amount of enmity gained after curing. Since a fundamental rule of battle is that enmity increases as the amount of HP you restore increases, after considering the relationship of Cure V and Cure VI, this rule is being maintained. It would be best to mitigate this increase with Tranquil Heart and equipment that decreases enmity. | |
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Quetzalcoatl.Lishje
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By Quetzalcoatl.Lishje 2012-02-06 20:05:05
Nice changes seeing Cure IV cure for so much, sucky that the enmity will be the same for mages though.
Getting really sick of seeing the word "Balance" by the dev team, I don't think they know what it means and since they use it so much it seems like the word has lost all meaning. :(
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By Siren.Kalilla 2012-02-06 20:07:56
Quetzalcoatl.Lishje said: »Nice changes seeing Cure IV cure for so much, sucky that the enmity will be the same for mages though.
Getting really sick of seeing the word "Balance" by the dev team, I don't think they know what it means and since they use it so much it seems like the word has lost all meaning. :( Enmity will be even worse with Cure IV now for mages because they are curing for more.
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By Phoenix.Bomber 2012-02-06 20:12:43
Quetzalcoatl.Lishje said: »Nice changes seeing Cure IV cure for so much, sucky that the enmity will be the same for mages though.
Getting really sick of seeing the word "Balance" by the dev team, I don't think they know what it means and since they use it so much it seems like the word has lost all meaning. :( Enmity will be even worse with Cure IV now for mages because they are curing for more. PLD gonna be happy
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By Phoenix.Dramatica 2012-02-06 20:28:56
Curing enmity should not be an issue on anything these days. DDs will cap out far before you have a chance to get hate as a healer nowadays.
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By Siren.Kalilla 2012-02-06 20:31:00
Update on topic today, about save TP:
02-06-2012 08:06 PM | Rukkirii | Community Rep | |
| The reason that we're adjusting the specifications for save TP is that we're working to prevent weapon skills from being executed non-stop when stacking save TP, store TP, and conserve TP. As such, there are no plans to increase the effect of Miser Roll because it would cancel out the point of the save TP adjustment. Miser Roll's save TP effect will still stack with other effects and equipment. | |
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By Siren.Kalilla 2012-02-06 20:31:45
Phoenix.Dramatica said: »Curing enmity should not be an issue on anything these days. DDs will cap out far before you have a chance to get hate as a healer nowadays. Exactly, I just pointed out that enmity gain will be increasing with this update when using Cure IV and below.
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By Leviathan.Hohenheim 2012-02-06 20:50:55
Update on topic today, about save TP:
02-06-2012 08:06 PM | Rukkirii | Community Rep | |
| The reason that we're adjusting the specifications for save TP is that we're working to prevent weapon skills from being executed non-stop when stacking save TP, store TP, and conserve TP. As such, there are no plans to increase the effect of Miser Roll because it would cancel out the point of the save TP adjustment. Miser Roll's save TP effect will still stack with other effects and equipment. | |
or just make it lvl75 cap again and remove all the new ***, that's what it seems like you want.
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By Bahamut.Krizz 2012-02-06 21:17:38
850 Cure IV? O_o
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By Fenrir.Nightfyre 2012-02-06 21:20:23
Multiply what you can currently do by 40% and... yeah.
Disappointed about no blue magic changes. ~520 Magic Fruits (~600 with dedicated curepot weapon+Genbu's) with a very strong set really just isn't where it should be if they're going to buff everyone else. I'm not asking to cure for 800 but a 600ish Magic Fruit in normal weaponry would have been nice. That would have put us at a ~700 Magic Fruit in a dedicated healer role, with Plenilune Embrace coming close to new Cure IV values but falling severely behind from an MP efficiency perspective. SCH and RDM have a lot more MP to work with these days, so that is a strong limiting factor for content where choice of healer would actually matter in some capacity.
Just changing it so BLU spells operate off your blue magic skill instead of healing magic skill would have covered most of what's needed tbh.
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By Siren.Kalilla 2012-02-08 17:59:05
Update on topic today:
02-08-2012 05:54 PM | Camate | Community Rep | |
| There were a few questions in regards to the enfeeble adjustments that we wanted to answer.
For those asking if additional effects on WS will rely on enfeeble skill once the adjustment takes place the answer is no, as the proc rate for a weapon skill’s additional effect is determined by the respective weapon’s skill rank (A, B, C, etc.)
In regards to whether or not these enfeeble adjustments would be applied to other enfeebling type effects from bloodpacts, songs, ninjutsu, and blue magic spells, etc, yes, these changes will be applied to any type of enfeebling effect that relies on skill. Also, automaton magic skill level will play a part in the calculation of enfeebles. However, additional effects on equipment (like Additional Effect: Silence) will not be subject to these adjustments.
When it comes to magic that enemies use, it will remain as it always has. These can be resisted through effects from bar-type spells, so they will not be affected by the adjustments. | |
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By Bahamut.Krizz 2012-02-08 18:10:46
Proc rate is based off of skill rank.... Did we know that already? I suppose it isn't really relevant in the end, but still.
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By Bismarck.Sylow 2012-02-08 18:11:52
Wow...I didn't know that o_O
SE accidentally releasing mechanic information?
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By Leviathan.Quetzacoatl 2012-02-08 18:21:57
WS with enfeebling effect potency based on Weapon Skill? Sounds Legit.
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By Ragnarok.Ghishlain 2012-02-08 18:45:05
02-06-2012 07:42 PM | Camate | Community Rep | |
|
Quote: Will there be any changes to the success rate of removing Death? With the current system, the higher the healing magic skill, the higher the success rate will be. However, to balance this with the rate of success of Holy Water, there is no 100% success rate even if your skill is very high. | |
So, uh, assuming Death was a bad translation and was meant to say "Doom", did they just confirm Healing Magic skill affects Cursna's ability to remove Doom after they sorta half implied that Healing Magic skill had no bearing on the how often Cursna removes Doom??? ~Confused~
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By Bismarck.Sylow 2012-02-08 18:56:29
They say with the current system, so yeah, currently if you have a higher healing magic skill, you have a better success rate at removing doom.
02-03-2012 04:56 PM | Bayohne | Community Rep | |
| Battle Balance Adjustments
Since increasing the level cap to 99, we have been making systematic adjustments to jobs, battles and various other parameters.
The reason being that since our original plan was to maintain the level cap at 75, it was necessary to make adjustments to allow continued growth up to level 99 and to be able to add other types of new content.
We plan on addressing the following three issues with the next round of adjustments.
Resistance to Enfeebling Magic
We will be removing the instances of enfeebling magic not taking effect on monsters and HNMs that have resistance to specific elements. A very small number of special monsters will maintain the ability to completely resist enfeeblement, but it will become possible to cast enfeebling spells on most monsters that used to resist outright.
※Spells will not take effect every time and spells may still be resisted if your enfeebling skill is low. Monsters with high resistance will be enfeebled for a shorter amount of time.
Cure Potency
Cure potency will be affected more significantly by healing magic skill. If a player has high healing magic skill, cure potency will be greatly increased, but low healing magic skill will have almost no effect on cure potency. The effect of skill level on cure potency will vary based on the type of cure, but cures lower than Cure V will be affected the most. Note that Curaga, Cura and Waltzes will not be affected.
- Cure I-IV: Up to 1.4 times the normal cure potency
- Cure V-VI: Almost no change
With this adjustment combined with the increase of cure potency mentioned earlier, we would like to increase opportunities for mages jobs other than white mage to serve as healers.
TP Gained through Use of a Weaponskill
We will be adjusting the specs of save TP so that it serves as the minimum possible TP amount gained through using a weaponskill. In other words, the greater the amount of TP gained through the weaponskill and the save TP value itself will be the actual TP gained.
For example:
- Save TP value is 20, TP gained through the weaponskill is 25: 25TP
- Save TP value is 20, TP gained through the weaponskill is 15: 20TP
- Save TP value is 20, weaponskill misses: 20TP
The TP gained after using a weaponskill will be more stable, but there will be fewer instances where players gain a very large amount of TP through one weaponskill. Also, with the adjustments to save TP, samurai’s job ability Hagakure’s save TP effects will be increased.
To descuss these topics on the official forums, please refer to the following threads:
TP Gained through Use of a Weaponskill
http://forum.square-enix.com/ffxi/threads/20483
Resistance to Enfeebling Magic
http://forum.square-enix.com/ffxi/threads/20484
Cure Potency
http://forum.square-enix.com/ffxi/threads/20485 | |
02-06-2012 07:42 PM | Camate | Community Rep | |
| Howdy!
Here are some responses from the development team to questions regarding the cure potency adjustments.
Quote: Was receiving benefits from stacking MND put off? After looking into various possibilities such a MND and healing magic skill itself, we decided to go with adjustments to healing magic skill after considering the benefits this would give to jobs that possess this skill. MND affects cure potency more than in the past and the effect will remain as it is.
Quote: Will there be any changes to the success rate of removing Death? With the current system, the higher the healing magic skill, the higher the success rate will be. However, to balance this with the rate of success of Holy Water, there is no 100% success rate even if your skill is very high.
Quote: Will the values of blue magic-type healing spells also be increased? Since the main focus of this adjustment is for Cure–Cure VI, there will be no changes to blue magic spell’s cure potency.
Quote: With this adjustment, when using Cure IV with +50% cure potency, you can cure for around 850 HP, so it would be really nice if you could lower the amount of enmity gained after curing. Since a fundamental rule of battle is that enmity increases as the amount of HP you restore increases, after considering the relationship of Cure V and Cure VI, this rule is being maintained. It would be best to mitigate this increase with Tranquil Heart and equipment that decreases enmity. | |
02-06-2012 08:06 PM | Rukkirii | Community Rep | |
| The reason that we're adjusting the specifications for save TP is that we're working to prevent weapon skills from being executed non-stop when stacking save TP, store TP, and conserve TP. As such, there are no plans to increase the effect of Miser Roll because it would cancel out the point of the save TP adjustment. Miser Roll's save TP effect will still stack with other effects and equipment. | |
02-08-2012 05:54 PM | Camate | Community Rep | |
| There were a few questions in regards to the enfeeble adjustments that we wanted to answer.
For those asking if additional effects on WS will rely on enfeeble skill once the adjustment takes place the answer is no, as the proc rate for a weapon skill’s additional effect is determined by the respective weapon’s skill rank (A, B, C, etc.)
In regards to whether or not these enfeeble adjustments would be applied to other enfeebling type effects from bloodpacts, songs, ninjutsu, and blue magic spells, etc, yes, these changes will be applied to any type of enfeebling effect that relies on skill. Also, automaton magic skill level will play a part in the calculation of enfeebles. However, additional effects on equipment (like Additional Effect: Silence) will not be subject to these adjustments.
When it comes to magic that enemies use, it will remain as it always has. These can be resisted through effects from bar-type spells, so they will not be affected by the adjustments. | |
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