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Job Adjustments and Additions: Part I (10/14/2009)

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  • Viciouss
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    I dont think DRK or SAM will ever get any updates lol, what help do they need?

    Leave a comment:


  • Malacite
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    Still bummed about no BLM, DRG, PUP, PLD or DRK updates but oh well.

    >.> the new avatars (they did promise us 2 @ fan fest) had best pwn (since I doubt they'll actually address the core failings of SMN)


    I was hoping they'd buff RNG though. It's not quite what I wanted (more damage & longer sharpshot duration) but this is still plenty of incentive to take it up again. I really wanted a V-Bow but I guess I'll have to settle for S-Bow. I'm still 8/15 on Maat's cap, but RDM & NIN are high enough to take him on now. I just have to prepare accordingly (SMN is now 54 as well and speeding along nicely from astral burns )

    Leave a comment:


  • Solymir
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    Originally posted by Grizzlebeard View Post
    The only niggling doubt I have about all jobs receiving the ranged attack information change is the fact it was announced as a Ranger job update.
    Agreed. To add to that with some speculation. Ranger is specialized with certain "skills" such as Wide Scan. I do wish they would make the change available for all jobs. If Corsair's get snubbed that will suck.

    Leave a comment:


  • Takelli
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    This is better than the last update so far ^_^ Making rangers better and not needing a plugin for ranged attacks for optimal positioning. Will also help system users with Rangers. Wish this was in before a long time ago when I used to play as Ranger.

    But a Bst and Smn update. Hmmm... I wonder what beast will be... May start up bst again.

    Leave a comment:


  • Omgwtfbbqkitten
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    Originally posted by Grizzlebeard View Post
    Velocity Shot is a level 45 ranger ability.
    Apparently he believes otherwise, and has for quite some time. You can try reasoning with that one, but its just a waste of time, really.

    Leave a comment:


  • Grizzlebeard
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    Originally posted by wrongfeifong View Post
    Range's update mean corsair are happy too
    Velocity is like the "cream" in the filing for corsair

    No more missing Slugshot!!!
    Velocity Shot is a level 45 ranger ability.

    The only niggling doubt I have about all jobs receiving the ranged attack information change is the fact it was announced as a Ranger job update.

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  • Darkhound
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    I wll patiently wait for my turn

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  • wrongfeifong
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    Range's update mean corsair are happy too
    Velocity is like the "cream" in the filing for corsair

    No more missing Slugshot!!!

    Leave a comment:


  • Armando
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    Ranged enmity adjustment - OK, here's where I'm gonna nitpick. All this does is make Bow even more dominant than ever, but even then, I'm pretty sure if I stick five kaburas in something's ass, I'm going to get some attention.

    This update makes the optimal range for bow also the optimal range for less enmity, while nothing really changes for crossbow and guns since their optimal ranges are closer in. Gun is most effective just outside of melee range and crossbow lands in between the optimal gun and bow ranges.

    On paper I guess it makes sense that gun users are flashier and should get more attention, but doesn't this put COR in an unfair position given they don't really have a choice in ranged weapons other than gun? Seems like this side of the update only benefits the best two bow users - RNG and SAM.
    It depends on the implementation. It's possible each weapon has its own "enmity:distance" ratio. It's also possible that the enmity doesn't falloff linearly - for example, there's a slight reduction at the sweetspot, and then your enmity drops more sharply as you move past the sweet spot range and lose performance.

    Leave a comment:


  • Viciouss
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    Yeah I dont see my COR getting much out of this but thats ok, there is only one upgrade for cor that would make me happy (give us an A in marksmanship, duh!). Ranger was going to be my next 75 simply because duh, I leveled cor, which means I have all the gear for Ranger. Besides, its a sweet job. Not having to recast Velocity Shot will be extremely nice.

    Leave a comment:


  • Omgwtfbbqkitten
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    Originally posted by Darkhound View Post
    Let's see if they finally add that new avatar
    Quiet and wait your turn, its ranger day.

    While I don't think it was needed, many of the tweaks are nice.

    Making Velocity Shot last two hours is kinda like what they did for Scholars with Addendum, it was always annoying to reapply the ability every few minutes, so constantly having it up is a godsend. This allows RNGs to just keep on shooting.

    Unlimited Shot - I can't tell you how annoying it is to miss on a five minute ability that and then lose this effect. This was one of them. It will still be annoying to miss a Barrage, though, then again other multi-hit attacks in the game contain misses as well, so I guess its fair they picked this over Barrage.

    Camouflage getting more utility than just a brief invisibility is also nice, and also gives RNGs even more or an incentive to steer clear of the lameass Stealth Shot merit ability.

    Ranged enmity adjustment - OK, here's where I'm gonna nitpick. All this does is make Bow even more dominant than ever, but even then, I'm pretty sure if I stick five kaburas in something's ass, I'm going to get some attention.

    This update makes the optimal range for bow also the optimal range for less enmity, while nothing really changes for crossbow and guns since their optimal ranges are closer in. Gun is most effective just outside of melee range and crossbow lands in between the optimal gun and bow ranges.

    On paper I guess it makes sense that gun users are flashier and should get more attention, but doesn't this put COR in an unfair position given they don't really have a choice in ranged weapons other than gun? Seems like this side of the update only benefits the best two bow users - RNG and SAM.

    The adjustment for ranged attack messages will be helpful, though it probably should have come a lot sooner, its better late than never.

    Originally posted by Grizzlebeard
    Really nice change, I only hope it applies to all jobs that can use ranged attacks.
    I don't see why they wouldn't, all the other ranged updates have affected other ranged attack users.

    Leave a comment:


  • Lmnop
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    Originally posted by Grizzlebeard View Post
    Really nice change, I only hope it applies to all jobs that can use ranged attacks.
    Good point. And it seems like it should, considering it's not really tied to any Ranger abilities/traits. Neat-o change. On camoflauge: thinking the chance of it staying is either

    a) some mix of how far you are away from the mob and whether or not the mob is looking at you (or if your shot turns the mob towards you -- seems like that'd be a dead give-away that you've been had) orrrrr
    b) with the ranged attack enmity changes + camouflage changes, taking shots at max distance sets your enmity gain to 0 and so doesn't dispel camo. This option seems quite infeasible.

    "Refinements" indeed, for the most part. About time we get some quality of life improvements that people actually care about (as in: those of us who don't use distance plug-ins).

    Leave a comment:


  • Romyro
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    Oh man...Bst and Smn updates!?! Must be my birthday.

    Leave a comment:


  • Grizzlebeard
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    Originally posted by Malacite View Post
    - Detailed damage messages for ranged attacks
    Damage messages displayed after a successful ranged attack will indicate the effectiveness of the attack, allowing for players to better gauge their positioning.
    Really nice change, I only hope it applies to all jobs that can use ranged attacks.

    Leave a comment:


  • Vyuru
    replied
    Re: Job Adjustments and Additions: Part I (10/14/2009)

    This is rather interesting as i've always had a strong hankering to play summoner more and to pick up beast master. Picking up Bst mostly came about because I've switched my main craft over to cooking and can make my own jug pets, which had been a major obstacle. CourierCarrie looks good in some situations, but I wouldn't want to use her 24/7 like I see some Bsts doing.

    Besides, I like Diremites. I shall call my LDL either Chuck or Fluffy.

    Leave a comment:

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