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 Post subject: Re: Cure revamp
PostPosted: Wed Jun 12, 2019 1:53 am 
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Joined: Fri Mar 04, 2016 9:37 am
Posts: 353
I firmly believe if a genie popped up and offered nas a perfect era codebase, but only if he made zero modifications to it, that nas would accept; even if it meant losing coney, chatoyant staves, and whatever QOL improvements we have left.

That isn't the situation he's in. When the server started the math was a jumble of era formulas, modern retail formulas, and shit people just made up. If you take twenty different major formulas and make them all slightly more forgiving than retail, that adds up to a pretty major end difference when you actually play.

Does that mean it's harder to replicate the success of the early birds as things gradually get fixed? Yes. The other side of the coin is, the early birds didn't really get the full experience of earning everything. If you've started in the last year or so, it's possible to get a reasonable approximation of that journey. No amount of relics or +1 items on someone else's character is going to take that journey away from you if that's what you're here to experience.


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 Post subject: Re: Cure revamp
PostPosted: Wed Jun 12, 2019 2:26 am 
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^^
Possibly best deadwing post I've ever read

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 Post subject: Re: Cure revamp
PostPosted: Wed Jun 12, 2019 4:34 am 
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Posts: 767
ZweiHerzen wrote:
oh bugger off, there was nothing wrong with the cure recovery amounts before this change rolled out. I don't even wanna party anymore cause people are dying faster now cause heals are shit.
Who cares if it was or wasn't retail before. Nasomi is a custom server, deal with it. You think 10conquest points for a warp scroll is retail? Maybe retail got updated for 10 years cause it needed some various balance and fun adjustments.


Warp scroll is a basic QoL change.

Cures being overpowered is a major balance change.

You'll notice Nas has allowed for limited QoL improvements, but has been, over time, getting balance closer and closer to retail.

If shit is unbalanced compared to era retail, it's only a matter of time until it gets nerfed. And, even if it's not unbalanced, it still might get nerfed. (lolrng)

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 Post subject: Re: Cure revamp
PostPosted: Wed Jun 12, 2019 5:04 am 
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Joined: Fri Apr 12, 2019 9:14 pm
Posts: 67
How were cures overpowered?
This is a co-op party game lmao wtf. How does helping your teammates to defeat hard AI computer monsters constitute as anything overpowered? Even offensive cures on undead still did as damage only like 25% of the HP recovery amount.

Holy moly. Really?
They're cures. It's not balancing some overpowered character in a competitive moba shooter or something.

Like realtalk, i'm probably gonna stop playing if cures stay this way. The game was already hard enough keeping everyone alive and this adjustment to cure values just makes it harder for no real reason other than some vain alignment with what cures may have been like during, when exactly?
2005?
2006?
2007?

What exactly is the definition of "era" here? "Before DNC was introduced and everyone was dancing around like a fruitcake"? I sure hope the reason is more complex than that.

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I'm not responding anymore, just cause half the replies I get are just one more dummy trying to start their own conversation/argument about something else entirely.

Pretty sure jabberwacky can keep a train of thought more consistent than this forum.


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 Post subject: Re: Cure revamp
PostPosted: Wed Jun 12, 2019 5:46 am 
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Posts: 767
ZweiHerzen wrote:
How were cures overpowered?
This is a co-op party game lmao wtf. How does helping your teammates to defeat hard AI computer monsters constitute as anything overpowered? Even offensive cures on undead still did as damage only like 25% of the HP recovery amount.

Holy moly. Really?
They're cures. It's not balancing some overpowered character in a competitive moba shooter or something.

Like realtalk, i'm probably gonna stop playing if cures stay this way. The game was already hard enough keeping everyone alive and this adjustment to cure values just makes it harder for no real reason other than some vain alignment with what cures may have been like during, when exactly?
2005?
2006?
2007?

What exactly is the definition of "era" here? "Before DNC was introduced and everyone was dancing around like a fruitcake"? I sure hope the reason is more complex than that.


Nasomi killed the ranger job and doesn't give a shit. So, uh, bye.

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 Post subject: Re: Cure revamp
PostPosted: Wed Jun 12, 2019 5:55 am 
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Joined: Fri Apr 12, 2019 9:14 pm
Posts: 67
RNG has some of the highest damage TP moves.
what are you smoking. What parties are you playing in where RNG doesn't steal hate as effectively as a paladin popping invincible, on every damned mob?
The way damage is dealt here, just about the only job that doesn't fit in is PLD -- every damage dealing job besides PLD seems to do twice as much if not more damage. They're all in the same ballpark together, but PLD is in the bleachers. It may as well be as much of a dysfunctional job as PUP is, now that cures have been nerfed, when curing just about the only thing PLD could rely on short of basically just being Dia4 as a Damage-over-Time automatic function.

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I'm not responding anymore, just cause half the replies I get are just one more dummy trying to start their own conversation/argument about something else entirely.

Pretty sure jabberwacky can keep a train of thought more consistent than this forum.


Last edited by ZweiHerzen on Wed Jun 12, 2019 5:57 am, edited 1 time in total.

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 Post subject: Re: Cure revamp
PostPosted: Wed Jun 12, 2019 5:55 am 
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Joined: Fri Mar 04, 2016 9:37 am
Posts: 353
ZweiHerzen wrote:
Like realtalk, i'm probably gonna stop playing if cures stay this way. The game was already hard enough keeping everyone alive and this adjustment to cure values just makes it harder for no real reason other than some vain alignment with what cures may have been like during, when exactly?
2005?
2006?
2007?

What exactly is the definition of "era" here? "Before DNC was introduced and everyone was dancing around like a fruitcake"? I sure hope the reason is more complex than that.


http://forum.square-enix.com/ffxi/threads/21166


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 Post subject: Re: Cure revamp
PostPosted: Wed Jun 12, 2019 6:03 am 
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Joined: Fri Apr 12, 2019 9:14 pm
Posts: 67
Just cause retail was adjusted doesn't mean every adjustment retail went through was for the worst.

Having effective cures isn't a bad thing.
If this is era, and ongoing adjustments are era, then I'm just gonna do what I did during that era and drop out here.

Thanks for the parties. Everyone who didn't suck, you know who you are. Everyone who was a shithead, you know who you are too.

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I'm not responding anymore, just cause half the replies I get are just one more dummy trying to start their own conversation/argument about something else entirely.

Pretty sure jabberwacky can keep a train of thought more consistent than this forum.


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 Post subject: Re: Cure revamp
PostPosted: Wed Jun 12, 2019 6:33 am 
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Joined: Sun Jun 17, 2018 11:24 pm
Posts: 767
ZweiHerzen wrote:
RNG has some of the highest damage TP moves.
what are you smoking. What parties are you playing in where RNG doesn't steal hate as effectively as a paladin popping invincible, on every damned mob?
The way damage is dealt here, just about the only job that doesn't fit in is PLD -- every damage dealing job besides PLD seems to do twice as much if not more damage. They're all in the same ballpark together, but PLD is in the bleachers. It may as well be as much of a dysfunctional job as PUP is, now that cures have been nerfed, when curing just about the only thing PLD could rely on short of basically just being Dia4 as a Damage-over-Time automatic function.

You ask me what I'm smoking, but then go on a deranged rant about pulling hate. Wat?

Nas severely nerfed rangers with a weird ass broken version of the distance nerf from retail. The job population dropped to a twentieth of its previous size. Even though Nas knows the population dropped and it's basically universally hated, it hasn't been changed back. It almost certainly won't be.

So no, a cure formula modification that has been generally positively received isn't going to get reverted because one dude is sad about it on the forums.

ZweiHerzen wrote:
Just cause retail was adjusted doesn't mean every adjustment retail went through was for the worst.

Having effective cures isn't a bad thing.
If this is era, and ongoing adjustments are era, then I'm just gonna do what I did during that era and drop out here.

Thanks for the parties. Everyone who didn't suck, you know who you are. Everyone who was a shithead, you know who you are too.

At least you're self aware!

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 Post subject: Re: Cure revamp
PostPosted: Wed Jun 12, 2019 6:40 am 
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Joined: Fri Apr 12, 2019 9:14 pm
Posts: 67
"Generally positively received".
Funny joke. Most shitheads i've met here sweat bullets on meta and dps stacking to the point where they hust need to have that piece of gear with +2% Haste.

And here this cure revamp has virtually slowed the pace of combat down by 30% cause everyone will run out of MP quicker and needing to cast an extra cure every time is time that is lost, else trying to keep the same pace as before is just gonna result in more people dying.

I'm leaving lol, don't reply. I ain't gonna read it. You can blow smoke up your own ass, but don't try to blow it up mine.

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I'm not responding anymore, just cause half the replies I get are just one more dummy trying to start their own conversation/argument about something else entirely.

Pretty sure jabberwacky can keep a train of thought more consistent than this forum.


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