| Veteran Member Brain of Knowledge Join Date: Nov 2003 Posts: 1,803 Style: Thanks: 61 Thanked 309x in 158 Posts Gil: 45,958 Bank: 0 Total Gil: 45,958 Donate | Re: New Notorious Monsters (06/04/2008) It doesn't matter if you personally bot, if someone in your LS does (for kings purposes). But that's beside the point anyway - if the gear is broken, it's broken for the people who have X hours a week to spend at kings spawn points *and* for the people who don't.
And the fact that more people trying to get that gear won't actually get more gear, just divide the same amount among more people, is a game design flaw in its own right. Sky, sea, Dynamis, Limbus, Assault, Salvage, Nyzul, Campaign are all self-scaling: more players doing those activities will get more total rewards. (Or the same players doing them more often, but all except Campaign have their own limits on that.) The biggest old limit on the scalability of sky - Ulli - was deliberately replaced with a drop from regular mobs, partly because of RMT, but partly because it was becoming too limiting when more and more players wanted to do sky. Now they just kill more statues and get as much diorite as they want.
New ulli > old ulli. The fight didn't change, but the pop conditions make it something that players can work for instead of just trying to outclaim other players (a bad system that bears no relation to actual playing skill, and where many people always go away disappointed if not angry - even aside from the RMT involvement).
The new NMs will probably have this property too, which is why some people want to see the rewards from *non*-scalable content added to something scalable. Why the heck do you think people make the same suggestion about *every* new content that comes along that looks like it might be scalable? Non-scalability is a big problem, and getting bigger as the high-level population continues to increase.
Other than that, I agree with Lmnop (as usual). Except about the Souleater/Haste issue - either one is already really good, even without allowing them to synergize. Gear that directly improves souleater would be fine; it already works with acc and +hp; anything that improves your regular damage (including haste) improves your regular+souleater damage. And at the current point in game balance, it would be a very bad idea IMO to improve haste in *any* way, even a minor one.
Why can't we have a DD job that *isn't* a haste monkey? DRK seems like a good candidate for a job that does something awesome that *doesn't* involve haste. More haste = more win; am I the only person that thinks that's a *bad* thing and there should be more than one way to be awesome?
"Nobody tanks anything serious with their face anymore" - this is partly because of the evolving redefinition of "serious", but mostly, it's the strongest possible condemnation of utsusemi anyone could come up with. Even aside from what it does in merits, it's now the ONLY (accepted) way to tank HNMs. Holy Shield (or whatever they call it) is very unlikely to change that, even if the reflected damage is a percentage *and* gives you hate (unlikely on both counts IMO, but then, as previously noted in this thread, I'm a bit pessimistic about updates).
If something is too much win (haste and utsusemi being the leading suspects right now) it doesn't help to give everyone access to it - that just narrows the possible/acceptable strategies for everyone. PLD/NIN tanking is a *symptom* of the problems with tanking, not a solution to them. Haste and utsusemi are so much free win that it doesn't even matter that you're abandoning the basic design of your job to exploit them - you STILL come out ahead. What more proof does SE want of how broken they are (individually, but especially in combination)?  Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh
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