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Dev Tracker - news, discussions
サーバ: Asura
Game: FFXI
Posts: 616
By Asura.Avallon 2017-01-27 12:59:31
You have WAR and not SMN. I have SMN and not WAR. Are either of us better than each other? No, and I've never implied such a thing ever, nor do I care if one or the other job pulls ahead with specific content.
Actually... I play
WAR/DRK/BLU/RUN/RDM for Omen depending on our setup and who wants cards on what. My GEO is also on standby to be used if our normal GEO's want to come on something else. I'm also preping my RNG to be used as a backup in case our normal RNG can't attend. Our exact setup varies dramatically between the different NM's and we try to be as inclusive as possible. I need cards on multiple jobs, as does everyone else in our group, so we rotate stuff around.
Omen NM's are designed to be fought using different strategies, it's actually a lot of fun if a group does this. There is definitely a design problem with a T3 mini-boss is harder then all the Mega Boss's unless you bring a bunch of SMN's to ignore it's mechanics.
Yep, uh huh, and I too have multiple jobs I can bring to Omen. My point was you called out SMN for "cheesing" certain NM mechanics. This is no different than previous Ambuscades where SMN sucked but the key factor in beating Vol 1 Intense VD was using a little something called Tomahawk, or Mighty Guard/CDC and so on.
We can even use this month as an example. Is it cheesing to use 1-3 PUPs for Vol 1? I personally don't think so but I'm not bitching because I don't play PUP. In fact I look for specific people to play that role due to my confidence in them.
Every job has a "cheese" button as you phrase it and it's all called into service at different times for different reasons and for different NM's.
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2017-01-27 13:35:10
Like I said, now we know why you disapprove of this fix.
サーバ: Fenrir
Game: FFXI
Posts: 282
By Fenrir.Sathicus 2017-01-27 13:38:21
There's like at least 3-4 good ways with varied job comps to do Ambu 1 this month that involve 0 PUPs. This is from someone who likes to pet job as much as possible.
There's stubborn and then there is willfully obtuse, guess which one you're being.
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Lakshmi.Konvict
サーバ: Lakshmi
Game: FFXI
Posts: 878
By Lakshmi.Konvict 2017-01-27 13:46:49
ASPID REBORN!
By clearlyamule 2017-01-27 13:57:24
Ambuscade is also a bad example because you can do either volume and adjust difficulty it just effects the rate by a very small amount compared to what Omen does. And it's not a gate to something else. It's not like you have beat intense on VD just to get access to boss drops
This is a completely random wall to the actually just getting to the end of this event which you'd want different setups for and will limit the cards you can farm not to mention this whole event effectively penalizes you for not going on the job you need cards on. It's not like ambuscade said ok if you come on the jobs that can't equip this months gear you get 1/10th the points
Ragnarok.Martel
サーバ: Ragnarok
Game: FFXI
Posts: 2954
By Ragnarok.Martel 2017-01-27 14:34:12
Avallon said: The fact of the matter is there was nothing wrong with how the Thinker functioned prior to SE nerfing the NM. It just required more strategic game play aside from wipes still happening on occasion.
If a few unlucky multi-attacks can wipe a group and waste time, then it's reasonable to say that there is an issue with its current functionality.
I was forced to switch to Sword / Shield when fighting Thinker because one of my attack's alone can randomly do ~6K which is enough to wipe anyone even in max DT gear. If I proc a multi-attack, which I do 74% of the time, between the time the NM readies the move on the server and the time I get the packet saying it is, then it's practically guaranteed to wipe us. And Jesus help us if anyone hits their WS macro during that period. So instead I use Sword/Board so that my auto-attacks only deal 800~1K each, which is survivable in DT gear, and only use Savage Blade when the NM is using a move that's not Pain Sync. At low HP I end up turning for a single attack round then turning my back to see if it's going to do a TP move. Having to deal with it's TP spam under 30%, which is primeval brew level regain, slows the fight down to a crawl.
So yeah something had to be done to make the fight a little less luck based and more skill orientated.
Now let the haters roll forward... Forgive me for the mostly pointless post, but I feel the need nitpick to say... I could live through that. <,<
btw, does anyone know what dmg type pain sync is? I had assumed physical, but in retrospect I don't actually have solid evidence for that.
サーバ: Odin
Game: FFXI
Posts: 2255
By Odin.Llewelyn 2017-01-27 14:35:42
does anyone know what dmg type pain sync is? I had assumed physical, but in retrospect I don't actually have solid evidence for that. It's either magical or breath. Tartarus Platemail can absorb it.
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サーバ: Asura
Game: FFXI
Posts: 616
By Asura.Avallon 2017-01-27 14:35:48
Avallon said: The fact of the matter is there was nothing wrong with how the Thinker functioned prior to SE nerfing the NM. It just required more strategic game play aside from wipes still happening on occasion.
If a few unlucky multi-attacks can wipe a group and waste time, then it's reasonable to say that there is an issue with its current functionality.
I was forced to switch to Sword / Shield when fighting Thinker because one of my attack's alone can randomly do ~6K which is enough to wipe anyone even in max DT gear. If I proc a multi-attack, which I do 74% of the time, between the time the NM readies the move on the server and the time I get the packet saying it is, then it's practically guaranteed to wipe us. And Jesus help us if anyone hits their WS macro during that period. So instead I use Sword/Board so that my auto-attacks only deal 800~1K each, which is survivable in DT gear, and only use Savage Blade when the NM is using a move that's not Pain Sync. At low HP I end up turning for a single attack round then turning my back to see if it's going to do a TP move. Having to deal with it's TP spam under 30%, which is primeval brew level regain, slows the fight down to a crawl.
So yeah something had to be done to make the fight a little less luck based and more skill orientated.
Now let the haters roll forward... Forgive me for the mostly pointless post, but I feel the need nitpick to say... I could live through that. <,<
btw, does anyone know what dmg type pain sync is? I had assumed physical, but in retrospect I don't actually have solid evidence for that.
Breath damage? Not 100%. (EDIT: Llew beat me to it)
Either way, Scherzo, Earthen Armor and Migawari mitigate it substantially.
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2017-01-27 14:46:06
orgive me for the mostly pointless post, but I feel the need nitpick to say... I could live through that. <,<
btw, does anyone know what dmg type pain sync is? I had assumed physical, but in retrospect I don't actually have solid evidence for that.
You'd be pressed because it's non-elemental Breath damage and not Physical or Magic so your Burtang and Aegis doesn't do anything for you. I have a 50% DT set that's literally 50% Damage Reduction. It enables me to survive Pain Syncs that normally flatten others but if I'm using a Rag and it procs with my usual DA, then there is no way in hell I'm living through that. That's why I switched to Reiko + Blurred +1, Auto-attacks, while still powerful, aren't enough to instantly wipe everyone nearby and I can save TP for Savage Blade when it's doing a TP move that's not Pain Sync.
What was really unfair was that this NM punish's you for having good gear. It's not hard fighting unlocked and turning during PS, but due to server lag you would often get a single attack round off before you could turn. This NM would punish you for that. And at under 30% HP it's spamming TP moves without any player interaction at all. I've sat there holding it while turned around and the moment it's TP animation for one move was done it was doing another TP move, making it extremely difficult to get TP and WS without risking wiping everyone. Gear idea in concept but not executed very well. The 40% reduction and not in sequence are sufficient to fix this NM so that people can beat it with strategy and it not becoming a giant time sink.
Ragnarok.Martel
サーバ: Ragnarok
Game: FFXI
Posts: 2954
By Ragnarok.Martel 2017-01-27 15:11:59
Well, I'd still live. Through the 6k that is. Much higher, or a DA proc and I'd be right screwed.
6k dmg, -50% DT = 3k. PLD/BLU with 3.3K HP, Still alive. Could also pop a cure 6 from my alt for cureskikin before it fired...
btw, how was it determined that it was non elemental?
Disclaimer. I'm not saying pain sync mechanics weren't a problem. I'm just nitpicking a specific statement that I felt wasn't accurate.
Fenrir.Snaps
サーバ: Fenrir
Game: FFXI
Posts: 1139
By Fenrir.Snaps 2017-01-27 15:12:59
I actually am wondering if it's dark based because of some results while using BST plant tank (not hard data though so speculative.)
サーバ: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2017-01-27 15:21:13
It's not Dark, Lux wards do nothing. Other elements could be tested, but I'm lazy and forgetful.
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Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2017-01-27 15:41:37
btw, how was it determined that it was non elemental?
Because our RUN tank has tried them all with valiance and none of them reduced it's damage. Once time we thought it was dark cause he used Liement and got healed from the attack, but we couldn't reproduce it (He's got an Epo) and we later determined it to be an absorb damage proc off his armor.
So no elemental reduction works on it and the only way to reduce it seems to be BDT or DT. Conclusion is non-elemental breath damage. Shell does nothing for it so it's not pure Magic though I suspect things like Tartarus that state "magic" actually works on breath too.
サーバ: Sylph
Game: FFXI
Posts: 2623
By Sylph.Jeanpaul 2017-01-27 15:47:48
I suspect things like Tartarus that state "magic" actually works on breath too. Englufer's Cape/+1, Warder's Charm/+1, and likely Tartatus as well can absorb breath damage (but they don't stack). Shadow Ring doesn't apply, however.
Ragnarok.Martel
サーバ: Ragnarok
Game: FFXI
Posts: 2954
By Ragnarok.Martel 2017-01-27 15:57:16
btw, how was it determined that it was non elemental?
Because our RUN tank has tried them all with valiance and none of them reduced it's damage. Once time we thought it was dark cause he used Liement and got healed from the attack, but we couldn't reproduce it (He's got an Epo) and we later determined it to be an absorb damage proc off his armor.
So no elemental reduction works on it and the only way to reduce it seems to be BDT or DT. Conclusion is non-elemental breath damage. Shell does nothing for it so it's not pure Magic though I suspect things like Tartarus that state "magic" actually works on breath too. Nice. Thank you.
I suspect that Rampart would likely reduce it as well. Again, it says magic, but I know for a fact it reduces the damage from incinerate, the breath attack used by Erucas. So that could bring the dmg down a bit too.
I'm aware that the real method to deal with this is to not dmg it during Pain Sync, but I have fun thinking of ways to survive it anyway.
On that note, does RUN SP work? The boundary between breath and magic damage gets kinda blurry sometimes. Like on Absorbs Magic gear, as mentioned.
Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2017-01-27 16:25:08
We've never tried using RUN's SP on that, would probably work cause I seem to remember not taking breath damage while it's up.
Yeah Breath and Magic damage types seem to be a bit mixed sometimes and when non-elemental gets tossed in the results can be wonky. This is why I've gone to using pure DT gear instead of combinations of PDT/MDT.
By clearlyamule 2017-01-27 17:01:38
btw, how was it determined that it was non elemental?
Because our RUN tank has tried them all with valiance and none of them reduced it's damage. Once time we thought it was dark cause he used Liement and got healed from the attack, but we couldn't reproduce it (He's got an Epo) and we later determined it to be an absorb damage proc off his armor.
So no elemental reduction works on it and the only way to reduce it seems to be BDT or DT. Conclusion is non-elemental breath damage. Shell does nothing for it so it's not pure Magic though I suspect things like Tartarus that state "magic" actually works on breath too. Nice. Thank you.
I suspect that Rampart would likely reduce it as well. Again, it says magic, but I know for a fact it reduces the damage from incinerate, the breath attack used by Erucas. So that could bring the dmg down a bit too.
I'm aware that the real method to deal with this is to not dmg it during Pain Sync, but I have fun thinking of ways to survive it anyway.
On that note, does RUN SP work? The boundary between breath and magic damage gets kinda blurry sometimes. Like on Absorbs Magic gear, as mentioned. Along with that Fealty sometimes works on large non-element attacks so maybe?
By Ruaumoko 2017-01-27 17:34:58
On that note, does RUN SP work? The boundary between breath and magic damage gets kinda blurry sometimes. Like on Absorbs Magic gear, as mentioned. No, it doesn't.
If a WS goes off during Pain Sync your only chance of surviving it is to have your Carmine Cuisses +1 locked and to run like hell.
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Asura.Saevel
サーバ: Asura
Game: FFXI
Posts: 9910
By Asura.Saevel 2017-01-27 17:55:51
Our tank has spoken, RUN SP doesn't work for PS.
By Ruaumoko 2017-01-27 18:02:06
It doesn't work on Unfaltering Bravado, Dancing Fullers or Zero Hour either.
Cerberus.Jiko
サーバ: Cerberus
Game: FFXI
Posts: 1741
By Cerberus.Jiko 2017-01-27 19:28:22
I personally don't think so but I'm not bitching because I don't play PUP. In fact I look for specific people to play that role due to my confidence in them.
Cerberus calls ***.
サーバ: Odin
Game: FFXI
Posts: 42
By Odin.Psycooo 2017-01-27 19:52:55
Will this turn out to be a buff to enfeebling geomancy (indi-paralyze, indi-slow, indi-poison etc) or will it turn out to be a nerf to other geomancy spells?
None of the above. They are adding duration timers to the Geomancy spells and a way to know when an Indi-debuff has worn off. They put a comma between those entries and there is even Bard songs in between the enfeebling part and the geomancy part. Duration to indi-colures was added in the January patch.
I'm not sure we have to take their morpho-syntax as absolute truth, there's not always 100% correspondance to what they announce, HOW they announce it, and what it really turns out to be in the end after the patch is out =/
The way that sentence is worded out, it's about "enfeebles". I read it as enfeebling spells, enfeebling songs and enfeebling geomancy.
Furthermore, if it was just another adjustment to timers, they would've listed it as a QoL change to UI and stuff, not in a sentence where they're talking about adjustments to a specific category of spells which, to me, sounds like something else.
But then again as I said before, I think everything they say in small announcements like this has always to be taken with tongs, imho. From SE forums
Camate;590414 said: Thanks for all the feedback on this.
The development team is currently looking into overall adjustments to enfeebling magic as well as enhancing magic, and this also includes the stats that monsters possess. The team is in the midst of testing, so once there is some follow-up information we’ll be sure to share.
By fillerbunny9 2017-01-27 20:22:58
No more dial campaigns huh... Might be time to cancel the mule army
where did they say that? I've not seen it anywhere in the last few pages
By Bamboom 2017-01-27 22:55:45
Sorry just meant that it's been a few months since the last one. Might just activate and reactivate mules as campaign info is provided
Carbuncle.Nynja
サーバ: Carbuncle
Game: FFXI
Posts: 3867
By Carbuncle.Nynja 2017-01-27 23:00:46
Sorry just meant that it's been a few months since the last one. Might just activate and reactivate mules as campaign info is provided https://www.bg-wiki.com/bg/Repeat_Login_Campaign#Current_Campaign_-_January_2017_-_Repeat_Login_Campaign_No._43
Those campaigns? Thats going on right now.
By Bamboom 2017-01-27 23:05:56
Not those the dial ones where u get stuff from gobby dials
サーバ: Asura
Game: FFXI
Posts: 140
By Asura.Clinpachi 2017-01-27 23:09:32
He's talking about the extra dial. I got an assload of abjurations and stuff like nibiru cudgel during that. I'd love to see that come around again.
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Carbuncle.Nynja
サーバ: Carbuncle
Game: FFXI
Posts: 3867
By Carbuncle.Nynja 2017-01-28 00:36:16
I completely skipped over "dial" lol
Ragnarok.Inx
サーバ: Ragnarok
Game: FFXI
Posts: 371
By Ragnarok.Inx 2017-01-28 13:06:37
Glad Thinker is getting nerfed purely on the principle that its a lame, annoying fight that's all about NOT doing certain things, as opposed to actually forming a strategy to defeat the enemy.
Really not a fan of that sort of negative encounter design, its just not fun - particularly when its employed as a random-encounter mid boss.
Fenrir.Jumeya
サーバ: Fenrir
Game: FFXI
Posts: 155
By Fenrir.Jumeya 2017-01-28 15:43:26
A better adjustment to maintain the level of needing to pay attention while balancing difficulty would have simply been to put an initial threshold that does not get reflected (A few thousand?) or change it to ignore white damage. This would make melee setups more viable due to latency people are reporting to have.
Hi.
Dev tracker is a kind of feed in Official Forum that highlight (in the left side bar) posts from development team to players demands, questions and sugestion. Given that those answers are given by someone who effectively works with the deveopment of this game, they can be considered as official and true.
http://forum.square-enix.com/ffxi/forum.php
The japanese side of OF has its own dev tracker, that normally is way more active and detailed than english side. If someone feel like translating it to bring the info, feel welcomed too.
http://forum.square-enix.com/ffxi/search.php?searchid=15480698
BG site has one specific topic just to publish and discuss those official answers, and i think ffxiah lacks something similar as not everyone here check BG or OF, so lots of details/dev opinion are missed. So, thats the point of this topic, anyone who see new info in dev tracker feeds, quote it here, and start a discussion if you feel like.
Starting now, a couple of new dev posts were released after march update annoucement. Here they are:
Trust changes
Quote: [dev1261] Alter Ego Adjustments
It will be possible to summon alter egos in the following content.
Walk of Echoes
Wanted battles
It will be possible to summon alter egos in the following mission battlefields.
Wings of the Goddess missions
When Wills Collide / Maiden of the Dusk
It will be possible to summon alter egos for the following quest battlefields.
Wings of the Goddess quests
Champion of the Dawn / The Dawn Also Rises / A Forbidden Reunion
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Dev answer to a sugestion to add new ways to obtain dusk type of alluvion skirmish stone.
Quote: Since dusk-type stones were just implemented, we'd like players to do alluvion skirmishes to obtain them, so there are no plans to add the ability to trade other items for these stones at the moment.
However, we'll look into increasing the amount in circulation and the means of obtaining them in some way in a future version update.
Monster rearing news:
Quote: [dev1262] Mog Garden Adjustments
Monster Rearing will undergo the following adjustments.
A monster's mood will no longer degrade from "beaming with pure contentment" after collecting items or interacting with the monster.
The collective moods of all creatures will generate auras of light or darkness that affects them all.
Light
When the number of creatures beaming with pure contentment is greater than that succumbing to darkness, all creatures’ contentment and mood are increased.
Darkness
When the number of creatures succumbing to darkness is greater than that beaming with pure contentment, all monsters' contentment and mood are decreased.
The following information will be displayed when entering your Mog Garden.
The number of days left on assistants’ contracts.
The current affinity of the Mog Garden.
Mog garden gathering points will undergo the following adjustments.
It will be possible to scrap any unwanted flotsam directly without receiving it in cases where the player’s inventory is full or he is otherwise unable to recover it.
Sugestion about blu traits having aditional tier info.
Quote: This is something that is difficult for us to address at the moment as we would have to send data each time you open the menu to see which tier you currently have. We're concerned about this largely affecting UI response time.
Similarly the same holds true for saving the data client-side as well. Since all of the trait data for this would have to be saved, it would consume large amounts of memory, which also makes this feature difficult to implement.
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