* FAQ    * Search
It is currently Wed Jun 25, 2025 11:29 am

All times are UTC




Post new topic  Reply to topic  [ 553 posts ]  Go to page Previous 143 44 45 46 4756 Next
Author Message
PostPosted: Thu Mar 07, 2019 1:50 am 
Offline

Joined: Sun Jul 29, 2018 6:51 pm
Posts: 475
Fhuri wrote:
Just to put it in perspective...

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

Life goes on, we’ve adapted before.


We got 100+ more pages to go guys.


Top
   
PostPosted: Thu Mar 07, 2019 8:05 am 
Offline

Joined: Tue Aug 14, 2018 4:39 pm
Posts: 596
Fhuri wrote:
Just to put it in perspective...

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

Life goes on, we’ve adapted before.


Oh man, BG threads were epic sometimes. For nostalgia I sometimes read the salvage ban threads.

_________________
Image
Image


Top
   
PostPosted: Thu Mar 07, 2019 10:17 am 
Offline

Joined: Mon Jun 05, 2017 10:04 pm
Posts: 35
lolBST wrote:
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.


Yes, also agreed. The changes would benefit from being revised to distance from mob only effecting damage and ranged accuracy not getting penalised.

Just from things he's said Nas hates solo play though, so although I am sure limiting the ability of Thf or other jobs to solo with bolts/arrows is an unintended consequence I'm doubtful it will get changed. And definitely not quickly...he'll want all the initial emotion to die down and then decide if the player base has accepted the changes and moved on, or not!

From my experience - the proc rate of bolts is way down on retail in EXP and slightly so on soloable mobs anyway - so this also needs changing/fixing to make any meaningful difference for Thf (possibly other jobs) both in party and (to a lesser extent) solo situations.

I'd make that my next live stream question but Nas seems to go through those alphabetically and never reaches the lofty heights of the T's :cry:


Top
   
PostPosted: Thu Mar 07, 2019 10:40 am 
Offline
User avatar

Joined: Thu May 10, 2018 6:01 pm
Posts: 798
gd! I totally didn't notice that shit about alphabetical order. Has anyone had a question answered from their alt or mule?


Top
   
PostPosted: Thu Mar 07, 2019 4:58 pm 
Offline

Joined: Tue Aug 14, 2018 4:39 pm
Posts: 596
Quickly making a mule called Aaaaaardvark to ask questions about his Tractor!

_________________
Image
Image


Top
   
PostPosted: Thu Mar 07, 2019 6:47 pm 
Offline

Joined: Sun Jun 03, 2018 3:08 am
Posts: 196
Have had a few xp parties since the patch. Pretty much each goes the same each time. After 2nd or 3rd arrow usually pull hate and all the melee have to run to me (or me to them). I've had to come up with a system of basically shoot an arrow, wait 2-3 seconds, shoot another, rinse and repeat. As pointed out by others in the thread, can only use ws once I know it will kill or get very near killing the mob. I've had a PLD tank, NIN tank, and 4 dd + 2 mage setup. Each one is roughly the same result. Pre-patch it was easy to get chainx50+ and now lucky to get chainx10. Sidewinder damage has varied wildly as well. As low as 750 and up to 1300. So even with that it's hard to determine what will kill a mob each time. Also I don't know if any other RNG have noticed but I swear the "sweet spot" seems to move with every mob. At first I was standing at 7.5, then 7.9, then 8.5, then 8.9, then 9.5. I've had the most dmg at 5.5 before with bow as well, which shouldn't be a sweet spot. 5.5 is where I hit my 1300 sidewinder. So either the dmg is no longer constant and just varies with every shot or the sweet spot is constantly moving.

I know Nabutso said "this is not a nerf" but this is 1000x a nerf. Nobody wants a RNG anymore and even when you do get a PT it's sub-optimal. Time to gear up another job, just glad it happened before I bought ebow.


Top
   
PostPosted: Thu Mar 07, 2019 8:10 pm 
Offline

Joined: Tue Oct 25, 2016 5:51 pm
Posts: 208
So what I've learned from this thread is that before the patch, every RNG was constantly meleeing?

As someone who always used RNG/SAM with Vulcan's on retail this sounds weird to me. Pulling hate as Siknoz stated above, on retail was always an issue. I even used a Novia Earring at 75 to help alleviate the problem. Obviously I didn't play with enough Nasomi RNGs.

_________________
Therin / Erith

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


Top
   
PostPosted: Thu Mar 07, 2019 8:19 pm 
Offline

Joined: Wed Dec 06, 2017 2:35 pm
Posts: 2629
Therin wrote:
So what I've learned from this thread is that before the patch, every RNG was constantly meleeing?

As someone who always used RNG/SAM with Vulcan's on retail this sounds weird to me. Pulling hate as Siknoz stated above, on retail was always an issue. I even used a Novia Earring at 75 to help alleviate the problem. Obviously I didn't play with enough Nasomi RNGs.



Nah, tons of people used fire staff or thunder staff. It depends the situation.

_________________
Kazen wrote:
...TopShelf told Nas to roll back all your ZNM gear, do the gilpocalypse and nerf Fishing/RNG into the ground.


Image


Top
   
PostPosted: Thu Mar 07, 2019 8:29 pm 
Offline

Joined: Fri Nov 16, 2018 9:27 pm
Posts: 59
siknoz wrote:
Have had a few xp parties since the patch. Pretty much each goes the same each time. After 2nd or 3rd arrow usually pull hate and all the melee have to run to me (or me to them). I've had to come up with a system of basically shoot an arrow, wait 2-3 seconds, shoot another, rinse and repeat. As pointed out by others in the thread, can only use ws once I know it will kill or get very near killing the mob. I've had a PLD tank, NIN tank, and 4 dd + 2 mage setup. Each one is roughly the same result. Pre-patch it was easy to get chainx50+ and now lucky to get chainx10. Sidewinder damage has varied wildly as well. As low as 750 and up to 1300. So even with that it's hard to determine what will kill a mob each time. Also I don't know if any other RNG have noticed but I swear the "sweet spot" seems to move with every mob. At first I was standing at 7.5, then 7.9, then 8.5, then 8.9, then 9.5. I've had the most dmg at 5.5 before with bow as well, which shouldn't be a sweet spot. 5.5 is where I hit my 1300 sidewinder. So either the dmg is no longer constant and just varies with every shot or the sweet spot is constantly moving.

I know Nabutso said "this is not a nerf" but this is 1000x a nerf. Nobody wants a RNG anymore and even when you do get a PT it's sub-optimal. Time to gear up another job, just glad it happened before I bought ebow.



The damage and sweetspot does seem completely random, i have yet to find this magical 20% increase sweet spot, but that could be because just like you said after three arrows the mob is on me. I like a dummy farmed a bunch early to get my ebow, i was only lvl 13 before the nerf and now I have a 3 million gil paperweight. Glad you didn't make the same mistake my dude.


Therin wrote:
So what I've learned from this thread is that before the patch, every RNG was constantly meleeing?

As someone who always used RNG/SAM with Vulcan's on retail this sounds weird to me. Pulling hate as Siknoz stated above, on retail was always an issue. I even used a Novia Earring at 75 to help alleviate the problem. Obviously I didn't play with enough Nasomi RNGs.


Nah we just stood in melee range so when we eventually pulled the mob off the tank it didn't run 8-15 yalms away from the group to attack us. No rangers were intending on getting melee hits for tp, too busy spamming the ranged macro.


Top
   
PostPosted: Thu Mar 07, 2019 9:55 pm 
Offline

Joined: Sun Jun 03, 2018 3:08 am
Posts: 196
Nadrojj wrote:
Therin wrote:
So what I've learned from this thread is that before the patch, every RNG was constantly meleeing?

As someone who always used RNG/SAM with Vulcan's on retail this sounds weird to me. Pulling hate as Siknoz stated above, on retail was always an issue. I even used a Novia Earring at 75 to help alleviate the problem. Obviously I didn't play with enough Nasomi RNGs.


Nah we just stood in melee range so when we eventually pulled the mob off the tank it didn't run 8-15 yalms away from the group to attack us. No rangers were intending on getting melee hits for tp, too busy spamming the ranged macro.


Ya I'm not sure where people get that rangers were melee like mad men to get TP. I do happen to use daggers and pre-patch my general guidelines were to stand anywhere between 4-5y to tp, and only engaged/meleed when I was about to WS or waiting for a skillchain. Plus I'm tapping /ra as fast as I can so there's literally no time to melee anyways. I've also been a brd in meripos at mis and colibri and I never noticed an imbalance with RNG, maybe a slight improvement to xp like I do when DRGs are in the pt as well, but nothing game breaking. Again, why did we fix something that didn't need fixing?


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 553 posts ]  Go to page Previous 143 44 45 46 4756 Next

All times are UTC


Who is online

Users browsing this forum: Bing [Bot] and 90 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