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Producer Matsui reveals changes to SP Abilities
VIP
Server: Siren
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Posts: 14552
By Siren.Kalilla 2012-09-05 15:11:15
I thought about this for a few minutes and decided it would be best to make a new topic for this one post so more players might get a chance to see the news. I will be making a copy of this post in the original topic, and future updates will be posted there, but this is just to share the changes Producer Akihiko Matsui announced on the official forums.
| 09-05-2012 01:07 PM | | Akihiko Matsui | | Dev Team |  |
| | Hello this is Matsui.
Sorry to keep you waiting, but I have some follow up information in regards to SP abilities.
Today we once again looked into what would be the best way to implement the new SP abilities moving forward. I’d like to give a brief summary of the development plans based on the results of our discussion.
The below are the 4 main aspects of change for the 2-hour abilities.
New SP ability and existing SP ability recast timer separation
As we previously explained, the new SP abilities we designed based on the idea that the recast timer would be shared with the existing SP abilities and players would use them accordingly. While the effects and usages have been compared to the existing SP abilities and consideration has been given so that they are balanced, we will be completely separating the two and changing the concept so that each ability can be used separately.
We will be making them so they are complete abilities on their own and do not need to be constrained to using one or the other.
Recast time reduction
Originally the idea for SP abilities was to have players use them one time for specific content or battle situations and to use it wisely. When considering the current battle tempo and the average time for content these days, we feel that it would be beneficial to make the recast 1 hour with the ability to reduce it a minimum of 30 minutes via merit points. With this, the idea of “2-hour abilities” will changed when we explore the effects.
New SP ability effects revamp
Based on the changes stated above, we will be looking into the effects for the new SP abilities once again.
This does not mean only time related adjustments will be made. If deemed necessary we will be completely revamping the effect from the ground up.
Existing SP ability effects revamp
We will be looking into revamping existing SP ability effects based on the two points below.
- Adjustments to effects to coincide with recast shortening
- Balance adjustments to coincide with the new SP ability effects revamp
Even with the existing SP abilities there is a division between those that have good uses and those that do not depending on the job. Ultimately our aim is to make it so that by putting together the effects of the two SP abilities every job can have a boon. With that said, we will be revamping the existing SP abilities so that balance is not thrown off when incorporating usage of the new SP abilities.
As a general direction we will be raising all of the abilities so that they become useful. However, we believe that we will have no choice but add the lowering of effects of Perfect Defense and Embrava to our scope of adjustments.
With all of these changes, the previously planned implementation date for the new SP abilities as shown on the roadmap will be significantly pushed back. I apologize deeply for making you all wait, but we took a lot of time to decide the above so that we could deliver something that everyone enjoys and matches the current game.
We are currently working on preparing a revised roadmap to be released. We expect this to take a little bit of time, but please hang in there. | |
| 09-06-2012 01:45 PM | | Akihiko Matsui | | Dev Team |  |
| | Hello!
Thank you so much for the abundance of quick responses!
In regards to the comments we have been seeing from users raising concern that certain content won’t be possible to complete if the effects of Perfect Defense and Embrava are reduced. This is something that even the Development Team is keeping in mind with these adjustments. With that said, we are planning to make necessary adjustments to not only the abilities, but to content as well.
For both existing content and content to come in the future, I believe that conditions where special monsters are created for the sole purpose of counteracting Perfect Defense and Embrava is not desirable at all. The main idea behind the adjustments to Perfect Defense and Embrava is to correct the situation so it will not come to this.
As a result we would like to make it so summoner and scholar can widen their range of play and usefulness via other elements. We understand that these adjustments might be somewhat of an inconvenience, but we appreciate your understanding.
Next, I’d like to provide a follow-up in regards to the separation of the recast timers.
With the separation of the recast timers it will be possible to utilize the two special job abilities together; however, since the effects were originally added with the idea that they could not be used at the same time, there are some effects currently that create bad balance. We will be adjusting this when we revamp the current effects.
Also, the situation of not having enough recast timer slots has not yet changed. In order to resolve this problem we are currently working to expand the space; however, this resolution is critical for the separation of the special job ability recast timers. This is also one reason for the delay in implementation.
Once we have completed this expansion, we believe that we will be able to improve not only the special job abilities, but other abilities that have been limited by this restriction (Steal/Despoil, Soul Jump/Spirit Jump, etc.) | |
Server: Shiva
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By Shiva.Viciousss 2012-09-05 15:13:29
Quetzalcoatl.Mitosis
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Posts: 317
By Quetzalcoatl.Mitosis 2012-09-05 15:14:16
I wonder how Tanaka feels about all this...
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Server: Phoenix
Game: FFXI
By Phoenix.Cathaldus 2012-09-05 15:15:16
I see no real negative with this.
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Leviathan.Draylo
Server: Leviathan
Game: FFXI
By Leviathan.Draylo 2012-09-05 15:17:20
Lame if they just nerf it without dealing with the NMs.
Fenrir.Camiie
Server: Fenrir
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Posts: 817
By Fenrir.Camiie 2012-09-05 15:18:29
So they're delaying Cait Sith even more AND weakening Perfect Defense. I guess SE's hate-on for SMN continues even under new management.
[+]
Quetzalcoatl.Zubis
Server: Quetzalcoatl
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Posts: 235
By Quetzalcoatl.Zubis 2012-09-05 15:20:36
I'm annoyed at the Cait Sith delay, but we're getting an ability that lets us spam blood pacts every 30 minutes. That's a game changer for SMN's now, in particular for Voidwatch shouts and alliance fights.
I'm more than happy with that.
The butthurt at the Embrava nerf kinda shows it needed to be looked at though.
Asura.Werdxi
Server: Asura
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Posts: 248
By Asura.Werdxi 2012-09-05 15:23:31
Well good thing im 15/15 on nyzul gear, cuz when this hits, it goes back to near impossible to beat
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Cerberus.Tikal
Server: Cerberus
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Posts: 4947
By Cerberus.Tikal 2012-09-05 15:24:31
Brava nerf? Link?
EDIT: Nevermind. It's just a small foot-note.
By bigdave1978 2012-09-05 15:25:10
im pretty excited about this
Quetzalcoatl.Zubis
Server: Quetzalcoatl
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By Quetzalcoatl.Zubis 2012-09-05 15:25:38
It's in the original post.
Quote: However, we believe that we will have no choice but add the lowering of effects of Perfect Defense and Embrava to our scope of adjustments.
Carbuncle.Xenhas
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By Carbuncle.Xenhas 2012-09-05 15:25:46
[+]
VIP
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By Siren.Kalilla 2012-09-05 15:28:41
I've been wanting a PD nerf for a very long time honestly >.> I feel the same way about Embrava as well. :x I know the rest of you don't think like that though D: but it's how I feel about them.
Carbuncle.Xenhas
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Posts: 664
By Carbuncle.Xenhas 2012-09-05 15:30:23
Embrava was so OP it was ridiculous. PD was also somewhat overkill, but I'd say to a lesser extent based on its duration.
As much as I don't want to see them get nerfed, embrava at least needs it in some form :/
Siren.Mosin
By Siren.Mosin 2012-09-05 15:33:46
Quetzalcoatl.Zubis said: »It's in the original post. Quote: However, we believe that we will have no choice but add the lowering of effects of Perfect Defense and Embrava to our scope of adjustments.
and with one fell swoop, Matsui destroys everyone's strategy for everything.
Asura.Werdxi
Server: Asura
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Posts: 248
By Asura.Werdxi 2012-09-05 15:34:40
I've been wanting a PD nerf for a very long time honestly >.> I feel the same way about Embrava as well. :x I know the rest of you don't think like that though D: but it's how I feel about them.
i as well feel they are a bit OP, but to me, they are the new age bard rotation. with harder things like legion and who knows what to come, it seemed that these aspects recreated teamwork and organization in events. We'll see what they do with it.
By Avitori 2012-09-05 15:35:15
Its called perfect defense for a reason don't nerf it :/
Bismarck.Zagen
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By Bismarck.Zagen 2012-09-05 15:35:40
I've been wanting a PD nerf for a very long time honestly >.> I feel the same way about Embrava as well. :x I know the rest of you don't think like that though D: but it's how I feel about them. I felt like this for a while now but, if all they do is nerf those abilities then a few endgame events will be "impossible" (like AV @75 post DRK nerf) without adjusting them as they were "working as intended" because of those two 2 hours.
Server: Odin
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By Odin.Tsuneo 2012-09-05 15:38:45
I hope they're going to do something with Nyzul if they're nerfing Embrava, or do they just want us to suffer that badly? Luckily, I should be capped on my Nyzul gear before this takes effect.
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By Shiva.Viciousss 2012-09-05 15:38:54
I dont see any endgame events becoming impossible with an embrava nerf. It makes things easier, but they aren't removing the spell.
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By Odin.Almont 2012-09-05 15:41:22
What we really need is a re-examination of the mobs & conditions that make the playerbase want to rely on PD & Embrava in the first place. Giving everything under the sun enmity reset or potential alliance-killer TP moves doesn't make things challenging, it only makes things random.
Valefor.Kitheren
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By Valefor.Kitheren 2012-09-05 15:44:43
Embrava was so OP it was ridiculous. PD was also somewhat overkill, but I'd say to a lesser extent based on its duration.
As much as I don't want to see them get nerfed, embrava at least needs it in some form :/
Yes but to what?
That aside, Embrava is still dependent on the gear and enhancing magic of the SCH so it's not a flat rate for everything.
What we really need is a re-examination of the mobs & conditions that make the playerbase want to rely on PD & Embrava in the first place. Giving everything under the sun enmity reset or potential alliance-killer TP moves doesn't make things challenging, it only makes things random.
Exactly.
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Shiva.Gib
Server: Shiva
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Posts: 1264
By Shiva.Gib 2012-09-05 15:47:50
I know there is gonna get tons of Rage and Q.Qing... but honestly I'm really glad
cause with the PD/Embrava stuff, Strategy has just gone out the F'ing window, and I was a little concerned that some of the new fights in Seekers were gonna be a joke right off the bat cause of Embrava/PD.
Oh, btw, better grind NNI if you don't have 15/15
[+]
Fenrir.Sylow
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By Fenrir.Sylow 2012-09-05 15:47:51
Embrava is unbalanced on a 2hr timer.
This post suggests that a Matsui led development team may actually be capable of wielding the word "balance" as something more than a Biblical non-excuse.
I look forward to future updates from this dude.
Server: Odin
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Posts: 2767
By Odin.Tsuneo 2012-09-05 15:49:40
Strategy has gone out the window, but the alternative is not winning at all, so who is to blame for us doing the only thing we can?
Leviathan.Komachii
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By Leviathan.Komachii 2012-09-05 15:51:30
cant wait to mijin every 30min
Valefor.Kitheren
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By Valefor.Kitheren 2012-09-05 15:51:30
Strategy has gone out the window, but the alternative is not winning at all, so who is to blame for us doing the only thing we can? I don't know if I can count using 2 hrs as strategy but it's all we have. It's not the tools we were given... it's the content. That's what needs to be changed.
Fenrir.Camiie
Server: Fenrir
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Posts: 817
By Fenrir.Camiie 2012-09-05 15:51:46
Quetzalcoatl.Zubis said: »I'm annoyed at the Cait Sith delay, but we're getting an ability that lets us spam blood pacts every 30 minutes. That's a game changer for SMN's now, in particular for Voidwatch shouts and alliance fights.
I'm more than happy with that.
We're also getting a delay in the recast time for avatars. I can already feel the goddess-like power flowing through me. We'll be the bestest DD job ever now. Soon people will be crying out for SMN nerfs while we all run around like Yuna except without the whiny boyfriend.
Server: Sylph
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By Sylph.Wardeniii 2012-09-05 15:58:45
I've been wanting a PD nerf for a very long time honestly >.> I feel the same way about Embrava as well. :x I know the rest of you don't think like that though D: but it's how I feel about them.
Its just going to cause a rejuvinated glory for stun bots - not some enhanced quality of gameplay (imo at least).
Encumberance/Add. Effect KO/Amnesia/All stats -50/etc. are simply too devastating to just let the TP moves follow through. The current answer is PD and stuns, and if the nerf is significant enough on PD, it will cause enough of an increase to the significance on stuns to cause people to just re-install their bots (if they were ever gone in the first place).
Hell, 30 second terror, Terra Slash, and splitting into dopplegangers that all duplicate TP moves on ADL is still too much for PD/Embrava at times -- even with all of the best equipment/players.
I thought about this for a few minutes and decided it would be best to make a new topic for this one post so more players might get a chance to see the news. I will be making a copy of this post in the original topic, and future updates will be posted there, but this is just to share the changes Producer Akihiko Matsui announced on the official forums.
| 09-05-2012 01:07 PM | | Akihiko Matsui | | Dev Team |  |
| | Hello this is Matsui.
Sorry to keep you waiting, but I have some follow up information in regards to SP abilities.
Today we once again looked into what would be the best way to implement the new SP abilities moving forward. I’d like to give a brief summary of the development plans based on the results of our discussion.
The below are the 4 main aspects of change for the 2-hour abilities.
New SP ability and existing SP ability recast timer separation
As we previously explained, the new SP abilities we designed based on the idea that the recast timer would be shared with the existing SP abilities and players would use them accordingly. While the effects and usages have been compared to the existing SP abilities and consideration has been given so that they are balanced, we will be completely separating the two and changing the concept so that each ability can be used separately.
We will be making them so they are complete abilities on their own and do not need to be constrained to using one or the other.
Recast time reduction
Originally the idea for SP abilities was to have players use them one time for specific content or battle situations and to use it wisely. When considering the current battle tempo and the average time for content these days, we feel that it would be beneficial to make the recast 1 hour with the ability to reduce it a minimum of 30 minutes via merit points. With this, the idea of “2-hour abilities” will changed when we explore the effects.
New SP ability effects revamp
Based on the changes stated above, we will be looking into the effects for the new SP abilities once again.
This does not mean only time related adjustments will be made. If deemed necessary we will be completely revamping the effect from the ground up.
Existing SP ability effects revamp
We will be looking into revamping existing SP ability effects based on the two points below.
- Adjustments to effects to coincide with recast shortening
- Balance adjustments to coincide with the new SP ability effects revamp
Even with the existing SP abilities there is a division between those that have good uses and those that do not depending on the job. Ultimately our aim is to make it so that by putting together the effects of the two SP abilities every job can have a boon. With that said, we will be revamping the existing SP abilities so that balance is not thrown off when incorporating usage of the new SP abilities.
As a general direction we will be raising all of the abilities so that they become useful. However, we believe that we will have no choice but add the lowering of effects of Perfect Defense and Embrava to our scope of adjustments.
With all of these changes, the previously planned implementation date for the new SP abilities as shown on the roadmap will be significantly pushed back. I apologize deeply for making you all wait, but we took a lot of time to decide the above so that we could deliver something that everyone enjoys and matches the current game.
We are currently working on preparing a revised roadmap to be released. We expect this to take a little bit of time, but please hang in there. | |
| 09-06-2012 01:45 PM | | Akihiko Matsui | | Dev Team |  |
| | Hello!
Thank you so much for the abundance of quick responses!
In regards to the comments we have been seeing from users raising concern that certain content won’t be possible to complete if the effects of Perfect Defense and Embrava are reduced. This is something that even the Development Team is keeping in mind with these adjustments. With that said, we are planning to make necessary adjustments to not only the abilities, but to content as well.
For both existing content and content to come in the future, I believe that conditions where special monsters are created for the sole purpose of counteracting Perfect Defense and Embrava is not desirable at all. The main idea behind the adjustments to Perfect Defense and Embrava is to correct the situation so it will not come to this.
As a result we would like to make it so summoner and scholar can widen their range of play and usefulness via other elements. We understand that these adjustments might be somewhat of an inconvenience, but we appreciate your understanding.
Next, I’d like to provide a follow-up in regards to the separation of the recast timers.
With the separation of the recast timers it will be possible to utilize the two special job abilities together; however, since the effects were originally added with the idea that they could not be used at the same time, there are some effects currently that create bad balance. We will be adjusting this when we revamp the current effects.
Also, the situation of not having enough recast timer slots has not yet changed. In order to resolve this problem we are currently working to expand the space; however, this resolution is critical for the separation of the special job ability recast timers. This is also one reason for the delay in implementation.
Once we have completed this expansion, we believe that we will be able to improve not only the special job abilities, but other abilities that have been limited by this restriction (Steal/Despoil, Soul Jump/Spirit Jump, etc.) | |
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