


Mat wrote:
if you consider raising HP abs, please make change on dual and 2h sword only, increase them to 3, 4 or 5% is good enough. RDPS(sorc, wiz, gunner) and debuffer don’t need it. Their lives aren’t at stage all the time. You gave them dynamic range, let them learn how to use it. It’s good to see what’s coming from far distant and they can plan things out in advance.
Side suggestion to Sedy:
Can you consider giving healing increased effect on Healer rods? For instance: Healing increased 5%. Healers are the most negatively affected from this All stats, especially Prophet. Dungeon like ToAI and GTI MIGHT require an extra healer. We don’t want to have 2 healers just for non-raid-required dungeons. It takes too long and we might fail, especially, lots of players are dpser, we want to make full use of that source. We don’t want to see dpsers go online and QQ they can’t find a place in party because there are only 3 spots left, and it would negatively affect melee the most. Moreover, healers haven’t got any changes for months, as I remember,except for circle being changed to not being able to remove high Efficiency debuff. This healing effect won’t affect their overall status but healing.
Mat wrote:
2. HP abs.
That’s what needed fixing, and Sedy did. I believe he wants tanker and healer to be a must for every party from now on, so he did that change. We don’t want 6k to 15k healing from HP abs.
If you’re rdps (sorc, wiz, gunner), why would you want HP abs? Are you supposed to tank? Do bosses target you first? Do you stand next to boss like tanker? The answer to all of those is no. If any of you said yes, I think you need to read game guide for beginner, and learn the role of your class.
If you are melee, excluding debuffer, you need to play better and smarter. If boss can oh-ko you, little abs won’t help you. Even if you get hit and have time to cover, you better back off and heal yourself first. Don’t make me tell you everything a melee should know because you play melee too, know it yourself. I don’t think Sedy wants to give melee the power to tank dungeon. That will cause tanker losing their place in party, and there is usually only 1 tanker/party.
Correct me if I’m wrong, although I’m sure I’m not, but most of melee have abs skill. Either buff for short period of time or skill invoke buff. Isn’t it enough?
If you are debuffer, you should know what you’re supposed to do. If you were given HP abs, you would take over melee place in party. We don’t want it to happen. We have RDPS Online at the moment. We don’t want to have RDPS+Debuffer online. As I said, you’re not supposed to DPS. And if you do dps, I believe bosses/mobs can miss you. I’ve seen debuffers tanking liskH, CI, and ToAH, some of them didn’t even need healer when DMG abs wasn’t fixed. And quite a few V-carded their gears. Not to mention Sedy gave WW Camouflage and Vanish. Those 2 skills remove aggro, so please don’t tell me bosses/mob follow you.
Monmo wrote:
Well if you really need hp abs, pvp weapon lvl 85 gives you 5% hp steal.
If im not msitaken there arent many hp abs Sword at lvl 85 to begin with.
Boobier wrote:
I feel like the HPS nerf on lv85 weapons is a bit too much. Now lv85 weapons have the same %HPS as lv75.
I suggest keeping lv75 weapon HPS at 3% and increase the HPS% on lv85 weapons to 5%.
Also when you guys are discussing about g-cast, it is as if you assume every sorc/wiz in the game can g-cast. G-casting is not an easy skill to master. And if you want to nerf cloth users so that cloth user with g-casting is balanced with other classes without g-casting, then why play cloth user at all when I can just play the other classes without wasting hundreds of hours to master g-casting?
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