* FAQ    * Search
It is currently Wed Jun 25, 2025 12:48 pm

All times are UTC




Post new topic  Reply to topic  [ 553 posts ]  Go to page Previous 142 43 44 45 4656 Next
Author Message
PostPosted: Wed Mar 06, 2019 4:42 pm 
Offline

Joined: Fri Nov 16, 2018 9:27 pm
Posts: 59
Myupih wrote:
Aewyn wrote:
Amele wrote:

piercing mobs became even more popular for meriting and some additional sam equippable racc gear was added in toau which helped offset the ranged accuracy issues.

It would kill it here on nasomi too except everyone is already doing polearms pretty much


Makes sense. I played sam during the TOAU era, but I was riding the polearm train for merits and using GKT for everything else. /RNG was a mystery to me, one of those things I heard about but wasn't interested in enough to really chase.


SAM/RNG would never take off here, given current mechanics, with or without distance patch. It's a fun toy for certain things, but with the 2007 2h mechanics in SAM/RNG is inherently inferior to polearm for exp (and penta seems pretty OP here anyway :lol: but even back in the day). SAM has higher polearm skill than archery, access to better melee gear than ranged gear (lack of rattk gear, even if you can stuff enough racc to help make up for lowly C+ archery), polearm benefits from ezmode dex/str calculations & hasso accuracy, and unlike ranged WS, penta stacks with Overwhelm. You could use Yoichi for enmity fun I guess... but yeah it's a pretty insurmountable difference in my opinion. It wouldn't really kill here unless you want to be the guy who demands nas rollback 2h buff (I am not that guy, even if my Kikoku and BLU wouldn't mind) :lol: gl with that, probably won't make friends that way though :twisted:



I don't want him to nerf any other jobs like rolling back 2h buff, I do want him to rollback the ranged changes though, they suck. I wonder how many pages this needs to get to before Nas will respond personally or through Nabutso.


Top
   
PostPosted: Wed Mar 06, 2019 5:18 pm 
Offline

Joined: Thu Mar 29, 2018 11:37 pm
Posts: 91
The racc is a bit much, that is why it was corrected in retail. Ratt is understandable and I remember running back to find the spot in parties or on HNM- it’s very doable with a semi-decent tank or thf support in parties.

Sam/rng was awesome with soboro but it wained after gekko was available and more-so when you got love halberd access. Loved sam/rng on anything 60 cap- ballista, up in arms and other BCNM. But you had to be conscious of the rest of the party- you pull too much hate and the party got tired of running back and forth.

Ive been leveling thf and the racc penalty really dumbs down the job a bit. I’d like to see racc return at the least. Thieves and low-mid level jobs that use bolts/arrows are really taking a hit.

_________________
Image
http://rfklinkshell.com/


Top
   
PostPosted: Wed Mar 06, 2019 5:35 pm 
Offline

Joined: Tue Mar 13, 2018 6:12 am
Posts: 191
Soboro Sam/Rng with demon arrows was incredibly strong for sub-75 exp on Nas, at least with merits. Probably not anymore, of course...


Top
   
PostPosted: Wed Mar 06, 2019 7:38 pm 
Offline

Joined: Fri Nov 16, 2018 9:27 pm
Posts: 59
I experienced exactly what Locke was talking about last night fighting darkspark for thf AF hands, two friends and I ran out there and we killed everything on the way to DS and i tested out my xbow and I was not hitting the mob in melee range, popped out to 4 yalms and I was able to hit mobs consistently.


Now no big deal right? What about solo'ing? Let's face it Thief doesn't get many party invites so most of us go out and solo our xp, with this change to ranged that basically ends that for us.


Top
   
PostPosted: Wed Mar 06, 2019 8:21 pm 
Offline
User avatar

Joined: Fri Mar 25, 2016 5:16 pm
Posts: 16
RNG was my first 75 in late '06 and from what I remember, you always had to be conscious of your rate of fire and the kind of hate you were pulling, or else you would disturb your party's efficiency and your own damage potential. No opening fights with Sidewinder/Slugshot; you had to wait until <50% or even <25% mob HP. If a mob was moving, but you'd begun firing while it was in range/optimal range, you'd land the hit, but the damage would not always be optimal. Constant repositioning for kited mobs. Has he changed something outside of those parameters?

Quote:
I experienced exactly what Locke was talking about last night fighting darkspark for thf AF hands, two friends and I ran out there and we killed everything on the way to DS and i tested out my xbow and I was not hitting the mob in melee range, popped out to 4 yalms and I was able to hit mobs consistently. Now no big deal right? What about solo'ing? Let's face it Thief doesn't get many party invites so most of us go out and solo our xp, with this change to ranged that basically ends that for us.


Yeah, that's not right. Some rebalancing needed there obviously.


Top
   
PostPosted: Wed Mar 06, 2019 9:50 pm 
Offline

Joined: Tue Oct 25, 2016 5:51 pm
Posts: 208
The ranged accuracy penalty at point blank range should be minimal or non-existent, especially for crossbows and guns. If we're trying to make things semi-realistic, crossbows and guns should have no accuracy penalty at close range, and only a slight penalty at ranges over 15 yalms or so (remember that the guns in FFXI are more like a Blunderbuss or musket pistol than a modern 9mm or 45 .ACP with a rifled barrel). Throwing weapons should have a small accuracy penalty <5 yalms and >15 yalms and bows should have a small accuracy penalty at close ranges but be good all the way out to 25 yalms.

This would not only be the most realistic way to balance it but also give THF the ability to shoot at close range.

_________________
Therin / Erith

Fairy (ThoseGuys/LostParadise)
Cerberus (Resurgence)
Phoenix (Beyond/DynamisBums)
Shiva (Apathy)
Nasomi (DraconicBallad)


Top
   
PostPosted: Wed Mar 06, 2019 10:12 pm 
Offline
User avatar

Joined: Mon Jun 04, 2018 7:54 pm
Posts: 187
Therin wrote:
The ranged accuracy penalty at point blank range should be minimal or non-existent, especially for crossbows and guns. If we're trying to make things semi-realistic, crossbows and guns should have no accuracy penalty at close range, and only a slight penalty at ranges over 15 yalms or so (remember that the guns in FFXI are more like a Blunderbuss or musket pistol than a modern 9mm or 45 .ACP with a rifled barrel). Throwing weapons should have a small accuracy penalty <5 yalms and >15 yalms and bows should have a small accuracy penalty at close ranges but be good all the way out to 25 yalms.

This would not only be the most realistic way to balance it but also give THF the ability to shoot at close range.


100% agreed. It just makes sense.

_________________
LSs: DysKai | FunWithJugs | Ragnarok
formerly Krinkle of Kujata
some handy tips for total newbies: Click Here


Top
   
PostPosted: Wed Mar 06, 2019 10:13 pm 
Offline

Joined: Sat Jun 25, 2016 5:30 pm
Posts: 230
Reiterating on above posts, I lvl'd RNG in ToAU on retail, and gun/crossbow barely took a hit in dmg/acc while at melee range and kclub rng was still a real thing esp for gun with the closest sweetspot. As I said previously this implementation is terrible and nothing like what SE did.


Top
   
PostPosted: Wed Mar 06, 2019 11:32 pm 
Offline

Joined: Sat Sep 23, 2017 12:48 pm
Posts: 75
Boötes wrote:
RNG was my first 75 in late '06 and from what I remember, you always had to be conscious of your rate of fire and the kind of hate you were pulling, or else you would disturb your party's efficiency and your own damage potential. No opening fights with Sidewinder/Slugshot; you had to wait until <50% or even <25% mob HP. If a mob was moving, but you'd begun firing while it was in range/optimal range, you'd land the hit, but the damage would not always be optimal. Constant repositioning for kited mobs. Has he changed something outside of those parameters?

Quote:
I experienced exactly what Locke was talking about last night fighting darkspark for thf AF hands, two friends and I ran out there and we killed everything on the way to DS and i tested out my xbow and I was not hitting the mob in melee range, popped out to 4 yalms and I was able to hit mobs consistently. Now no big deal right? What about solo'ing? Let's face it Thief doesn't get many party invites so most of us go out and solo our xp, with this change to ranged that basically ends that for us.


Yeah, that's not right. Some rebalancing needed there obviously.


No one is saying that theyre blasting sidewinders to start fights. We are saying that 3-4 normal arrows moderately paced will pull hate


Top
   
PostPosted: Thu Mar 07, 2019 12:51 am 
Offline

Joined: Thu Mar 29, 2018 11:37 pm
Posts: 91
Just to put it in perspective...

https://www.bluegartr.com/threads/33055 ... anger-NERF

Life goes on, we’ve adapted before.

_________________
Image
http://rfklinkshell.com/


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 553 posts ]  Go to page Previous 142 43 44 45 4656 Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 109 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Limited