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Test Server Update - Job Adjustments (October)
Carbuncle.Wulfshadow
サーバ: Carbuncle
Game: FFXI
Posts: 486
By Carbuncle.Wulfshadow 2011-10-14 14:57:41
Quick question, any reason why we're posting this information three times (here, op in this same thread, and a brand new thread) if you already made a whole separate thread for all of this?
I understand maybe making a compilation of information which you could update in the op, but to put it in 3 different places seems a tad redundant.
Ramuh.Scizor
サーバ: Ramuh
Game: FFXI
Posts: 1444
By Ramuh.Scizor 2011-10-14 14:59:13
Carbuncle.Valmur
サーバ: Carbuncle
Game: FFXI
Posts: 25
By Carbuncle.Valmur 2011-10-14 14:59:35
I see...
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2011-10-14 15:00:24
Carbuncle.Wulfshadow said: »Quick question, any reason why we're posting this information three times (here, op in this same thread, and a brand new thread) if you already made a while separate thread for all of this?
I understand maybe making a compilation of information which you could update in the op, but to put it in 3 different places seems a tad redundant. It takes 2 sec for me to do.
The whole idea was for there to be "two" threads. The main one, this, to talk about all the updates for all jobs. Then the topic of the specific update for people to talk about just that.
It may or may not work out, it was just an idea I had when the first wave was coming out.
Carbuncle.Wulfshadow
サーバ: Carbuncle
Game: FFXI
Posts: 486
By Carbuncle.Wulfshadow 2011-10-14 15:02:38
Carbuncle.Wulfshadow said: »Quick question, any reason why we're posting this information three times (here, op in this same thread, and a brand new thread) if you already made a while separate thread for all of this?
I understand maybe making a compilation of information which you could update in the op, but to put it in 3 different places seems a tad redundant. It takes 2 sec for me to do.
The whole idea was for there to be "two" threads. The main one, this, to talk about all the updates for all jobs. Then the topic of the specific update for people to talk about just that.
It may or may not work out, it was just an idea I had when the first wave was coming out. Except now every time they update something the information is repeated on these forums 3 times now, twice in the same place (this thread), and it just seems unnecessary. Especially seeing as how if there's multiple adjustments a day you're making a new thread every day already as it is.
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2011-10-14 15:05:45
Carbuncle.Wulfshadow said: »Carbuncle.Wulfshadow said: »Quick question, any reason why we're posting this information three times (here, op in this same thread, and a brand new thread) if you already made a while separate thread for all of this?
I understand maybe making a compilation of information which you could update in the op, but to put it in 3 different places seems a tad redundant. It takes 2 sec for me to do.
The whole idea was for there to be "two" threads. The main one, this, to talk about all the updates for all jobs. Then the topic of the specific update for people to talk about just that.
It may or may not work out, it was just an idea I had when the first wave was coming out. Except now every time they update something the information is repeated on these forums 3 times now, twice in the same place (this thread), and it just seems unnecessary. Especially seeing as how if there's multiple adjustments a day you're making a new thread every day already as it is. I don't see a problem with it, it's not like there are 10 updates a day. It is spread out over weeks, and when they do release the information it is only 3 jobs at a time usually.
Bahamut.Dannyl
サーバ: Bahamut
Game: FFXI
Posts: 1550
By Bahamut.Dannyl 2011-10-14 15:22:37
Interested to see how much damage output "Gates of Hades" will have. Possibly a nice addition to burning ^_^. But with added Burn effect, would suck to sleep in case you don't 1-shot the mobs.
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2011-10-14 15:24:50
Interested to see how much damage output "Gates of Hades" will have. Possibly a nice addition to burning ^_^. But with added Burn effect, would suck to sleep in case you don't 1-shot the mobs. I think that is the main reason they are adding it, because of the burn preventing sleeping the monster.
サーバ: Pandemonium
Game: FFXI
Posts: 2168
By Pandemonium.Anookulchandra 2011-11-05 18:57:21
Quetzalcoatl.Brayenn said: »would like elemental celerity I under dark arts :/
Why do SCHs think they need to take everything from BLMs and/or WHMs? Can't certain jobs just have unique traits and spells?
funny you say that, only unique spells left on sch are helix and on a previous post it was said to be getting lowered on this update. People need to stop thinking they are unique snow flakes, the only thing that matters is balance.
would like elemental celerity I under dark arts :/ Isn't that like unnecessary? lol
While it is not needed i think an overall arts bonus of even 2-5%(mainly spell cast/recast) i think would be stellar. We are a fairly slow casting job if you count the JA animation into the fritz.
Fine then just delete sch and give blm and rdm helixes... I mean really dude... why play a job if it's not unique to other jobs then just put only 1 type of dd 1 type of healer and 1 type of tank in this game. BOOOOOOOOOOOOOOOOOOOORING... Official Forums that way -------------->
also... sch was always a mash up of whm and blm without actually being either. helix is what makes them unique. No one is talking about what you get on sj as a result of. If that was the case then rdm was screwed out of that too. Whm didn't get afflatus's taken over to other obs, you wanna give afflatus to any mage job? Sch also has a bad *** 2 hour now too. But ooh you don't care about that... no.......
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2011-11-05 19:09:50
I thought the official forums were the other way :( <--------------------
サーバ: Lakshmi
Game: FFXI
Posts: 98
By Lakshmi.Iambatman 2011-11-05 19:14:02
Turtles are soooooooooooooooooooooooooooooooo awesome.
with all the pdt gear we have for pets, and harden shell as a tp move, there gonna be a brick house. I just hope they will hit harder than dipper.
This wont provide anything new for the individual job adjustments, but rather this is a place to discuss all of them.
10-05-2011 02:33 PM | Camate | Community Rep | |
| We are planning to update the test server extremely soon and we will be releasing the exact schedule in the information section. Below is a planned adjustment for warrior:
Since this is an adjustment that will reduce damage output, we will proceed carefully and take our time to do this, more so than other job adjustments. |
Monk
White Mage
Black Mage
Red Mage
10-05-2011 02:33 PM | Camate | Community Rep | |
| We are planning to update the test server extremely soon and we will be releasing the exact schedule in the information section. Below are the planned adjustments for thief:
Making it so an increase in the effect of Treasure Hunter is possible when using a close range physical weapon skill (*1)
When using a weapon skill by itself, the rate of increase will be the same as a normal close range attack
When combining a weapon skill with Sneak Attack/Trick Attack, the rate of increase will be the same as using Sneak Attack/Trick Attack.
(I am sure the next comment is going to make you say “WE KNOW! GEEZ!” but one last time…)
As stated previously, with the current system we are unable to display Treasure Hunter effect increase in the log when using weapon skills.
If we were to try and make it so it is displayed in the log, the work load would be roughly equivalent to the amount of work needed to adjust multiple jobs, so because of this we are not planning to make adjustments to this. Likewise, we do not have any plans of adding the effect increase animation for the same reason. We apologize.
*1 If it is a multi-hit weapon skill, the increase will occur on only the first hit. |
Paladin
Dark Knight
10-14-2011 02:48 PM | Bayohne | Community Rep | |
| Thank you all for your suggestions, and often heated debate. I'm glad I get to be the one to post up our results after all the hard work Camate did leading up to it.
Based on numerous discussions, we have decided to implement the following pets along with the new level cap of 99.
Pets that we have been planning all along
Adamantoise
*The smaller type from Abyssea. Don't worry, they won't cause the ground to rumble non-stop!
Apkallu
And... based on your feedback!
Hippogryph
We will continue to reference your feedback when we consider adding more pets in the future. We hope you're all looking forward to the next round of pet additions once the cap is raised! |
Bard
Ranger
Samurai
Ninja
Dragoon
Summoner
10-14-2011 02:34 PM | Bayohne | Community Rep | |
| Hey blues! Got some tidbits for you about upcoming spells that we're currently looking into adding while under the effects of Unbridled Learning:
Absolute Terror
Gates of Hades
Pyric Bulwark
We'd consider the Pixie special abilities Spring Breeze, Summer Breeze, Autumn Breeze, and Winter Breeze, but they are too powerful, so they are pretty unlikely to be implemented.
We don't have any plans to allow spell Learning in areas that are related to missions and quests that players cannot repeat, so I’m sorry to say that Light Blade will not be added. |
Corsair
10-14-2011 06:14 PM | Camate | Community Rep | |
| Howdy!
Our puppetmaster adjustments are being finalized, so I would like to make an announcement before we implement these adjustments to the test server.
Usually we make these kinds of announcements at the same time as the changes are implemented in the test server, but it’s going to take us a little bit longer to implement our adjustments, so we decided to make the announcement first.
Attachments - Increased the effect boost based on number of maneuvers for the following attachments
Strobe/Inhibitor/Flame Holder/Steam Jacket/Auto-Repair Kit II
- Lowered the required capacity from 2 to 1 for the following attachments
Reactive Shield/Scope/Schurzen/Volt Gun
- Attachment adjustments as follows
Attachment | Adjustments |
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Reactive Shield | Added a bonus to the amount of spike damage dealt based on the frame’s skill level | Mana Booster | Effect changed from shortening recast times to that of a fast cast effect | Drum Magazine | Lessened the negative impact to accuracy | Replicator | Increased the number of shadows based on the number of wind maneuvers used | Shock Absorber | Bonus added to the amount of damage absorbed based on the frame’s skill level and the number of earth maneuvers used | Armor Plate
Armor Plate II | Effect changed from increasing defense to decreasing the amount of physical damage taken | Analyzer | Tripled the amount of damage that can be mitigated | Hammermill | Shield Bash will be 100% accurate when Hammermill is equipped | Volt Gun | Removed the level dependence and added a bonus to additional damage based on the frame’s skill level and the number of thunder maneuvers used | Heatsink | The decrease in the probability of overload will be based on all maneuvers instead of just fire maneuvers | Damage Gauge | Shortened the recast time for cure spells | Eraser | Changed so that only light maneuvers are consumed to fix multiple status ailments |
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Automatons - Re-examine automaton logic
- Add/adjust spells
- Recast times for spells will be set up independently for each category (such as enhancing/enfeebling magic)
*Cure, regen, status ailment recovery spells will each have their own recast times - The following spells will be added
Protect (I-V)/Shell (I-V)/Stoneskin/Haste/Phalanx/Erase/Absorb-Attri/Dispel/Dread Spikes/Addle/Regen IV
*Phalanx and Stoneskin will only be used on the master
*Protect, Shell, and Haste will only be used on the master and party members - Tier IV elemental spells will be added to Stormwaker Y-700
- Cure IV or Cure V will be chosen based on remaining HP
- Weapon skill adjustments
- Magic Mortar will have a set amount for its minimum amount of damage
- Sharpshot automaton adjustments
- Distance adjustments will be removed for ranged attacks
Puppetmasters - A job ability that removes automaton status ailments will be added (Lv30 recast time: 1 minute)
These changes will be implemented in the test server in a while, and we plan on making final adjustments based on feedback once these changes are implemented in the test server. Thank you! |
11-07-2011 01:43 PM | Camate | Community Rep | |
| Puppetmaster adjustments cont.
• Flame holder
We feel that the current stats and functionality aren’t reasonable when considering the space needed to equip this attachment. With this said, if we were to make so the power is shared with other attachments (for example, making it so it doesn’t consume a Fire Maneuver, as was suggested), we would have to increase the capacity cost to be higher than it is currently.
However, since I believe that attachment uses differ from person to person, instead of the above adjustment, we are looking in the direction of adding a different attachment that has similar stats to the Flame Holder so you will be able to choose the proper one to use based on the situation. (The addition of this attachment is planned for after the level cap increase to 99.)
Also, when there are changes made with Test Server updates, we also update the content posted in the “Testing In Progress” forum, but the development team and QA team have been testing and making adjustments up to the last minute, more than you can imagine.
As a result, there may be times that we cannot announce the specific changes right away and we appreciate your understanding. (Don’t worry, we aren’t trying to hide anything!) |
10-05-2011 02:31 PM | Camate | Community Rep | |
| We are planning to update the test server extremely soon and we will be releasing the exact schedule in the information section. Below are the planned adjustments for scholar:
Light Arts will give a bonus to the effect and effect duration of Regen
Dark Arts will give a bonus to the effect and effect duration of Helix spells
Tabula Rasa will give a bonus to Regen and Helix spells’ effect and effect duration
While under the effects of Tabula Rasa, there will be no recast times for Light Arts and Dark Arts
The levels at which you learn Regen III/IV will be adjusted
The levels at which Helix spells are learned, as well as their MP cost will be adjusted
The recast time for Modus Veritas will be adjusted
The effect duration of Klimaform will be adjusted
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