View Full Version : FFXI information from TGS '06 by Destiny
neighbortaru
09-22-2006, 07:38 AM
saw this posted over on bluegarterls:
http://ff11creatersvoice.cocolog-nifty.com/fanfes/
It looks like a QA with (by?) Destiny (same one from the live cam) but I can't read the japanese so if some kind soul can translate it, that would be wonderful!
some partial translations from folks over on BG below:
Q: are there plans to add more ways to obtain relics (unclear whether this means AF2 or relic weapons) or abjurations?
A: yes, we are planning to increase chances (or add more ways?) [for people to] obtain abjurations in the near future; and there will be items equivelent to relics (unclear whether this means AF2 or relic weapons) in future additions to ToAU
Q: how do you obtain parade gorget?
A: you will require a lv80 cooking skill to craft "goblin drink" which contains 8 different materials, two of which are: lathiene cabbage and Gysahl Greens, and there are 6 more
Zamphire
09-22-2006, 07:44 AM
http://translate.google.com/translate?u=http%3A%2F%2Fff11creatersvoice.cocolog-nifty.com%2Ffanfes%2F&langpair=ja%7Cen&hl=en&ie=UTF-8&oe=UTF-8&prev=%2Flanguage_tools
Zamphire
09-22-2006, 07:46 AM
2 Q: Recently, my [chiyokobo] becoming, keeps sleeping the [ru] it is,…
When it rests, the fact that it does not occur directly is not to be bug, but
Because it is trivial for a state where it cannot do at all to continue
Something it does with next version upgrade.
Looks like they recognized the bug
neighbortaru
09-22-2006, 07:59 AM
http://translate.google.com/translate?u=http%3A%2F%2Fff11creatersvoice.cocolog-nifty.com%2Ffanfes%2F&langpair=ja%7Cen&hl=en&ie=UTF-8&oe=UTF-8&prev=%2Flanguage_tools
yeah, and you'll get something like what you posted below
2 Q: Recently, my [chiyokobo] becoming, keeps sleeping the [ru] it is,…
When it rests, the fact that it does not occur directly is not to be bug, but
Because it is trivial for a state where it cannot do at all to continue
Something it does with next version upgrade.
ugh, hurting my head already :wasted:
Zamphire
09-22-2006, 08:09 AM
It's good enough to understand if you just fill in the blank words.
Kazuki
09-23-2006, 07:04 AM
Taken from BG Forums:
■How to weaken Absolute VIrtue
If you defeat as much monsters (Ru'phuabo Qn'xzomit Qn'hpemde) as you can summoned by Jalier of Love, his regen will be reduced by half. Furthermore using elemental magic and skillchains based on certain vana day will remove the remaining regen.
■Warrior
【Job's Strength】
Master of weapons and able to use a large variety of WS
We will adjust weapon limitations imposed by subjobs and types of weapons limited to warrior.
■Monk
【Job's Strength】
Highly dextrous H2H fighter with high HP
We'd like to adjust monks to be able to adjust their moves based on various situations.
■WHM
【Job's Strength】
An expert in white magery, excels in healing and support.
We will furthermore enhance whm's advantage as the main job and enhance its support ability to the party.
■Blm
【Job's Strength】
A black magic expert that excels in dealing elemental magic damage.
Adjusting blm so that by partying with other jobs, blm will stand out more.
■RDM
【Job's Strength】
Enfeebling Magic expert
We'd like to emphasize the pleasure of utilizing rdm's flexibility to deal with various battle situations.
■THF
【Job's Strength】
Attacker that deploys crafty attacks such as Sneak Attack and Trick Attack.
Adjusting thf so that they can improve the entire party's strength.
■PLD
【Job's Strength】
The party's shield with high defence.
We'd like to improve PLD's ability to fight battles in succession.
■DRK
【Job's Strength】
Attacker with key points in high attack and abs magic
Improving drk's strength when wielding scythe.
■BST
【Job's Strength】
Expert in taming and controlling various monsters.
No change to its solo ability
We'd like to improve its potential as a party member.
■RNG
【Job's Strength】
Attacker capable of dealing massive damage via ranged attack
Distance modifier on R.accuracy and attack will be adjusted
※Stay tuned for the update!
※※※※※
■BRD
【Job's Strength】
Job that truly shines in a party. MMO's ultimate support job
We'd like to pursue the pleasure of using a variety of songs based on situations.
■SAM
【Job's Strength】
Attacker that utilizes TP and WS.
Will revise Overwhelm for more damage bonus and provide a similar ability for lower levels. We're considering in providing new job abilities for level 25 and 35. The keyword is 2-Handed weapons, being able to select Offensive and Defensive. Furthermore if it is possible to pick 「SAM」 as a Subjob.........
※Stay tuned for the update!
■NIN
【Job's Strength】
A job class with dual role of tank and attacker that utilizes Dual Wield and Ninjustu.
Instead of enhancing the job, we're planning to expand its role in party.
■DRG
【Job's Strength】
Attacker that utilizes various jump and attacks with wyvern
Adjusting Super Jump's recast into 3 minutes.
Empathy will allow drg to share stoneskin with wyvern.
Spirit surge (2HR) will clear all Jump Recast back to 0
※Stay tuned for the update!
■SMN
【Job's Strength】
Job that uses mp to summon avators and fight with it
Changes made based on summoning skill
We will divide Blood pacts into two category: Damage Blood Pact and Healing/Buff Blood Pact. Blood Pact will affect summoning skill ups.
■BLU, COR, PUP
There are still many factors to add and adjust. Please wait till X'mas.
■Goblin Drink Recipe, Hint part2
Frost Turnip and Wild Onion
I'm actually optimistic about the SMN update.
Raydeus
09-23-2006, 08:26 AM
■RDM
【Job's Strength】
Enfeebling Magic expert
We'd like to emphasize the pleasure of utilizing rdm's flexibility to deal with various battle situations.
This really pisses me off, if they think that way why are Tier II debuffs lvl 75?
They should be lvl 50 or 60+, going from lvl 13 (when you get Slow) to 75 with the same set of debuffs is just wrong (and don't give me the "Spells are supposed to become better as you lvl up" crap).
It would've been better to get Tier II debuffs at lvl 50+ (or 60+) and then being able to enhance such spells with merits at lvl 75. :vent:
Edit> Tier II debuffs should be a little less expansive MP wise too, it just isn't worth the MP to debuff every mob while in a merit party. :/
DakAttack
09-23-2006, 08:27 AM
Parade Gorget!
Oh. Em. Gee.
Pld as stamina tanks ( on par with nin)
Sam as tank.
nin tank acceptance and job changes based on that.
MNK TANK! (probably)
THE SMN FIX! ZEWT!
Cometgreen
09-23-2006, 08:35 AM
Distance modifier on R.accuracy and attack will be adjusted
That better mean what I think it means. And only a month until we find out!
DakAttack
09-23-2006, 03:26 PM
A lot of these changes sound promising, and it seems SE is thinking in the right direction. I really wish I had more time to play!
Seems like all the good times I've had are mostly behind me now.
Stooky
09-23-2006, 03:54 PM
I wonder what exactly SE will change for pld... To make less downtime all can think of is somthing to minimize resting... but we already have auto-refresh so I dont know what they will do... But yeah this does look like a nice update :D
Kitalrez
09-23-2006, 04:46 PM
Taken from BG Forums:
■SMN
【Job's Strength】
Job that uses mp to summon avators and fight with it
Changes made based on summoning skill
We will divide Blood pacts into two category: Damage Blood Pact and Healing/Buff Blood Pact. Blood Pact will affect summoning skill ups.
Dear god, thank you! Finally, I have a way to skillup without having to find myself a nice quiet corner of BFE for a few hours of "cast and release". I'm gonna hold out hope here that with two categories of BP, we'll also have 2 different BP timers to play with. It'd be nice to be able to do Eclipse Bite followed by Eclipse Howl without feeling like I just wasted a BP timer.
Omgwtfbbqkitten
09-23-2006, 04:58 PM
■BRD
【Job's Strength】
Job that truly shines in a party. MMO's ultimate support job
We'd like to pursue the pleasure of using a variety of songs based on situations.
■RDM
【Job's Strength】
Enfeebling Magic expert
We'd like to emphasize the pleasure of utilizing rdm's flexibility to deal with various battle situations.
This is a real nice way of saying "You're getting nothing."
Cherryneko
09-23-2006, 06:58 PM
Sounds really promising. I look forward to how they can further enhance a White Mage's role as the primary healer and encourage Bards to use different songs for certain situations. There are so many useful songs that I'd like to use more often, but they're so situational. :/
Caspian
09-23-2006, 07:25 PM
■RNG
【Job's Strength】
Attacker capable of dealing massive damage via ranged attack
Distance modifier on R.accuracy and attack will be adjusted
※Stay tuned for the update!
※※※※※
Que?
Seriously? Please don't screw this up SE. The last update with sharpshot was pointless, please give us pre nerf accuracy again....pleeeeeease.
Looks like some interesting things happening soon.
neighbortaru
09-24-2006, 06:04 AM
you know, they said mostly the same things at the Fan Festival.
kinda sad about what they plan to do for BST
This is a real nice way of saying "You're getting nothing."
Those are way overpowered as it is. They don't need anything.
We will adjust weapon limitations imposed by subjobs and types of weapons limited to warrior.
Someome please explain what that means. Giving warriors A+ in spears and GS will change nothing.
ValisOfValefor
09-24-2006, 07:00 AM
Someome please explain what that means.
Means their trying to open up other subjobs and weapon combination for warrior (other than everone going /nin with 2 axes)
Meaning their most likely either doing something to /nin, or their going to make a way to make other subjobs more appealing.
Mhurron
09-24-2006, 07:14 AM
This really pisses me off, if they think that way why are Tier II debuffs lvl 75?
They should be lvl 50 or 60+, going from lvl 13 (when you get Slow) to 75 with the same set of debuffs is just wrong (and don't give me the "Spells are supposed to become better as you lvl up" crap). Except they do get stronger as you level up, and how would giving Tier 2 spells of the same thing that RDM does all the time fit in as "emphasize the pleasure of utilizing rdm's flexibility." It's just the same thing as they do all the time. I fail to see why everyone thought that getting Tier II enfeebles was such a great idea in the first place. Blizzard has a damage cap so you have to get Blizzard II to keep up your damage output. Cap your Enfeebling skill and Paralyze works just as good at level 10 as it will at lvl 75.
I like to be more of a Sword weilding RDM if possible during Missions and whatnot, I would like that they would change things slightly so that I can be a little more usefull in that regard.
Someome please explain what that means. Giving warriors A+ in spears and GS will change nothing.It means that /NIN isn't the only subjob in existance.
It means that /NIN isn't the only subjob in existance.
Unless they start giving out clones of Berserks and Utsusemis to other jobs that's never going to change. A NIN sub gives a WAR the most additional damage as well as the most additional defense. I really fail to see how they could possibly get around that without nerfing NIN sub.
Thoronas
09-24-2006, 11:25 AM
Taken from BG Forums:
■BST
【Job's Strength】
Expert in taming and controlling various monsters.
No change to its solo ability
We'd like to improve its potential as a party member.
Oh for the love of.... they don't know what the hell to do with bst. Here's a tip, GIVE US NEW JUGS FOR LVL 75!! Jesus, every level up to 65 we have a great deal of choices but they seriously dry up after that.
Frazzle
09-24-2006, 11:27 AM
My thoughts for the pld would be more auto refreshes (1 at 25 2 at 50 and 3 at 75) or higher mp pool or something like that
Clever Ninja
09-24-2006, 09:15 PM
■SMN
【Job's Strength】
Job that uses mp to summon avators and fight with it
Changes made based on summoning skill
We will divide Blood pacts into two category: Damage Blood Pact and Healing/Buff Blood Pact. Blood Pact will affect summoning skill ups.
If they add seperate timers for offensive and healing blood pacts, that'd be so freaking sweet. SMN's could actually take a DD/support role if this happened.
Aside from that, it looks like they're nerfing NIN for subbing, trying to buff SAM for subbing(two new traits at 25 and 35 could do it...), and overall trying to get WAR's to sub something else. SAM tanking sounds...different <_<. It'd make the +Enmity AF pieces actually worth something, but I dunno how they expect to have it on par with PLD or NIN unless its Defensive Stance is uber somehow(like increased chance to Parry or something like that).
Certain other changes have me nervous(RNG, although thankfully I'm only taking it to 40 for SAM subbing and BCNM40 fights), but we'll just have to see how it plays out. Although this update has me wondering if I should bother taking my 22 NIN any further if they plan on destroying NIN sub >_>. Also, the DRG news seem lackluster. Doesn't sound anywhere as interesting as the THF one. :cry:
Kaickul
09-25-2006, 06:18 AM
■THF
【Job's Strength】
Attacker that deploys crafty attacks such as Sneak Attack and Trick Attack.
Adjusting thf so that they can improve the entire party's strength.
The end of lolthf for merit PTs?
Icemage
09-25-2006, 07:37 AM
On the face of it, this update appears to be a significant update in many ways.
- This is the first time that S-E has openly commented that they believe RDM's primary role should be as an enfeebler. This is a major departure from the original red mage role as the midway point between white and black mage, and the "fencer" part of the job has been all but forgotten.
- Two different blood pact timers to juggle should make summoners VERY happy. No more complaints about "what do you do with the 30+ seconds between blood pact/summoning activities"...
- I agree that S-E continues to make the wrong decisions for BSTs. I think removing the level cap for at least NM jug pets makes a lot of sense, and I'm astounded that it hasn't happened yet - the way I see it, a BST should be able to choose his/her allies at level 75 with no restriction, instead of being limited to only CourierCarrie/Homunculus/AmigoSabotender.
Icemage
neighbortaru
09-25-2006, 07:45 AM
- I agree that S-E continues to make the wrong decisions for BSTs. I think removing the level cap for at least NM jug pets makes a lot of sense, and I'm astounded that it hasn't happened yet - the way I see it, a BST should be able to choose his/her allies at level 75 with no restriction, instead of being limited to only CourierCarrie/Homunculus/AmigoSabotender.word.
Herrisa
09-25-2006, 08:29 AM
Psychic Herrisa in Predicting the Future
■How to weaken Absolute VIrtue
If you defeat as much monsters (Ru'phuabo Qn'xzomit Qn'hpemde) as you can summoned by Jalier of Love, his regen will be reduced by half. Furthermore using elemental magic and skillchains based on certain vana day will remove the remaining regen.
Dead black mages everywhere in Sea.
■Warrior
【Job's Strength】
Master of weapons and able to use a large variety of WS
We will adjust weapon limitations imposed by subjobs and types of weapons limited to warrior.
Screaming and whining. Lots and lots and lots of screaming and whining.
■Monk
【Job's Strength】
Highly dextrous H2H fighter with high HP
We'd like to adjust monks to be able to adjust their moves based on various situations.
Lots of monks scratching their heads and saying "WTH was SE thinking?"
■WHM
【Job's Strength】
An expert in white magery, excels in healing and support.
We will furthermore enhance whm's advantage as the main job and enhance its support ability to the party.
Lots of White Mages scratching their heads and saying "WTH was SE thinking?"
■Blm
【Job's Strength】
A black magic expert that excels in dealing elemental magic damage.
Adjusting blm so that by partying with other jobs, blm will stand out more.
Party invites: one BLM onry.
■RDM
【Job's Strength】
Enfeebling Magic expert
We'd like to emphasize the pleasure of utilizing rdm's flexibility to deal with various battle situations.
Red Mages in Lower Jeuno shouting, "Hey, baby, I'm flexible. Wanna see?"
■THF
【Job's Strength】
Attacker that deploys crafty attacks such as Sneak Attack and Trick Attack.
Adjusting thf so that they can improve the entire party's strength.
Search comment: Dear God in Heaven, please, please, please invite me. I beg of you, show mercy to this lowly thief. I don't have a soul, but I still got my first born.
■PLD
【Job's Strength】
The party's shield with high defence.
We'd like to improve PLD's ability to fight battles in succession.
"I gotz th3 auto-regen!"
■DRK
【Job's Strength】
Attacker with key points in high attack and abs magic
Improving drk's strength when wielding scythe.
One weapon only: scythe: 50-75
■BST
【Job's Strength】
Expert in taming and controlling various monsters.
No change to its solo ability
We'd like to improve its potential as a party member.
"Hey, friend, hows it going?"
"Been searching for a party for 5 days now."
■RNG
【Job's Strength】
Attacker capable of dealing massive damage via ranged attack
Distance modifier on R.accuracy and attack will be adjusted
※Stay tuned for the update!
Eagle Eye Shot misses.
■BRD
【Job's Strength】
Job that truly shines in a party. MMO's ultimate support job
We'd like to pursue the pleasure of using a variety of songs based on situations.
"Sooo.. do you want that song or this one? This one or that one? Or perhaps you would rather have this one and this one or that one and that one? Or should I just sing this one to that one and have that one to this one..."
"Shut up and give me accuracy..."
■SAM
【Job's Strength】
Attacker that utilizes TP and WS.
Will revise Overwhelm for more damage bonus and provide a similar ability for lower levels. We're considering in providing new job abilities for level 25 and 35. The keyword is 2-Handed weapons, being able to select Offensive and Defensive. Furthermore if it is possible to pick 「SAM」 as a Subjob.........
※Stay tuned for the update!
Search Comment: Tank? Hell no. DD onry.
■NIN
【Job's Strength】
A job class with dual role of tank and attacker that utilizes Dual Wield and Ninjustu.
Instead of enhancing the job, we're planning to expand its role in party.
RDM? We don't need no stinking rdm.
■DRG
【Job's Strength】
Attacker that utilizes various jump and attacks with wyvern
Adjusting Super Jump's recast into 3 minutes.
Empathy will allow drg to share stoneskin with wyvern.
Spirit surge (2HR) will clear all Jump Recast back to 0
※Stay tuned for the update!
Better soloing!
■SMN
【Job's Strength】
Job that uses mp to summon avators and fight with it
Changes made based on summoning skill
We will divide Blood pacts into two category: Damage Blood Pact and Healing/Buff Blood Pact. Blood Pact will affect summoning skill ups.
Party invites: Main healer pls.
■BLU, COR, PUP
There are still many factors to add and adjust. Please wait till X'mas.
Christmas gifts for only BLU, COR, and PUP.
■Goblin Drink Recipe, Hint part2
Frost Turnip and Wild Onion
Sounds yummy already.
Mhurron
09-25-2006, 09:12 AM
On the face of it, this update appears to be a significant update in many ways.
- This is the first time that S-E has openly commented that they believe RDM's primary role should be as an enfeebler. This is a major departure from the original red mage role as the midway point between white and black mage, and the "fencer" part of the job has been all but forgotten. Then give me a staff skill if I'm not supposed to be a fighting mage anymore. I don't believe that SE is not admitting they believe that RDM is supposed to be just another mage, but more simply stating what the playerbase has most obvously decided RDM is in a party.
Raydeus
09-25-2006, 09:39 AM
Except they do get stronger as you level up, and how would giving Tier 2 spells of the same thing that RDM does all the time fit in as "emphasize the pleasure of utilizing rdm's flexibility." It's just the same thing as they do all the time.
Nah, they might have a slightly better effect with skill and gear, but after lvl 50+ the effect (or lack of it) is very noticible, even with all the +stat gear you can use. Adding more types of bebuffs might be part of what they have in mind, but who knows.
I fail to see why everyone thought that getting Tier II enfeebles was such a great idea in the first place. Blizzard has a damage cap so you have to get Blizzard II to keep up your damage output. Cap your Enfeebling skill and Paralyze works just as good at level 10 as it will at lvl 75.
You kinda answered it yourself, Tier II Enfs would have a greater effect and last longer which is really needed after lvl 50, specially if our job is that of debuff/support.
I like to be more of a Sword weilding RDM if possible during Missions and whatnot, I would like that they would change things slightly so that I can be a little more usefull in that regard.
With DD gear RDM has good dmg output for a mage, /DRK is really nice for that. But RDM will never have the damage capabilities a PLD or a BLU has. Our strength comes from weakening the mob while making ourselves stronger with magic, and that's never going to change. Which is why many RDMs want Tier II debuffs and others like Poison III (or Phalanx II that wasn't just a Warp II kinda thing), because that's the RDM way, at least in my opinion.
If SE added debuffs that lowered TP or Evasion (in a greater amount than Gravity does) then we could have more chances of being in the front lines and actually hit consistently, but RDM's way of fighting is much more defensive than other jobs like BLU so you can't expect much.
Red Mages in Lower Jeuno shouting, "Hey, baby, I'm flexible. Wanna see?"
Guess I'll be saying something like "Hey Baby, I have many subs leveled ;) "
Seriously though, I wonder what they are planning, but I can already hear the "<insert job> are too overpowered, nerf them" screams, followed by the "we <insert job> are too weak and that makes me feel inferior, make everyone as weak as me!". :rofl:
Macht
09-25-2006, 09:39 AM
Means their trying to open up other subjobs and weapon combination for warrior (other than everone going /nin with 2 axes)
Meaning their most likely either doing something to /nin, or their going to make a way to make other subjobs more appealing.
Given that they also comment that WARs are suppose to be the master of weapons. I'm thinking something that allows them to wield other weapons even if they couldn't before if they have that particular job as a sub.
So a WAR might end up being able to wield Katana's and G. Katana's. Or wield other weapons that were certain job main only if WAR has that job as sub. Maybe also an adjustment on were their weapon's skill max is taking the sub job into account.
So WAR/RNG might get a higher cap in skill for Archery, and can use E-Bow and other RNG only weapons. WAR/COR might get a higher cap in Marksmanship and get to use the CORs Hexaguns. Something like sounds like the most common and obvious thing considering most games similar view of WAR and the previous FFs were a WAR could wield any weapon.
MNKs change sounds like they are making them more like a MUD style MNK I played once before. Basically they are giving the monks more stances. An example of what I mean this particular MUD did this:
Crane Stance: Higher Evasion, Better Counterattack, Low Defense, Moderate Damage, Normal Attack Speed
Dragon Stance: Higher Damage, Moderate Defense, Low Evasion, Low Counterattack, Normal Attack Speed
Mantis Stance: Higher Attack Speed, Moderate Damage, Low Defense, Moderate Counter, Low Evasion
Tiger Stance: Normal Damage, Moderate Attack Speed, Low Defense, Slightly Higher Counter, Low Evasion
And so on, not a great example. Enough to give an idea of what I'm thinking. Basically if the MNK finds himself drawing hate and ending up the Tank he can change his stance. Say it's a MNK type mob or fast hitting one MNK could change to Crane stance and tank by avoiding and countering frequent attacks. If it's a hard hitter and slow attack then could change to Dragon Stance and do a fight Fire with Fire logic. Or if he isn't a tank can change to Mantis and get a quazi Hundred Fist like damage going to start building up TP and whatever else.
tazirai
09-25-2006, 09:59 AM
If they add seperate timers for offensive and healing blood pacts, that'd be so freaking sweet. SMN's could actually take a DD/support role if this happened.
Aside from that, it looks like they're nerfing NIN for subbing, trying to buff SAM for subbing(two new traits at 25 and 35 could do it...), and overall trying to get WAR's to sub something else. SAM tanking sounds...different <_<. It'd make the +Enmity AF pieces actually worth something, but I dunno how they expect to have it on par with PLD or NIN unless its Defensive Stance is uber somehow(like increased chance to Parry or something like that).
Certain other changes have me nervous(RNG, although thankfully I'm only taking it to 40 for SAM subbing and BCNM40 fights), but we'll just have to see how it plays out. Although this update has me wondering if I should bother taking my 22 NIN any further if they plan on destroying NIN sub >_>. Also, the DRG news seem lackluster. Doesn't sound anywhere as interesting as the THF one. :cry:
We ca already do support DD, this just makes it easier for us, and SMN can stop being Cure tank onry, But knowing People, nothing will change.
■SMN
【Job's Strength】
Job that uses mp to summon avators and fight with it
Changes made based on summoning skill
We will divide Blood pacts into two category: Damage Blood Pact and Healing/Buff Blood Pact. Blood Pact will affect summoning skill ups.
I can't wait for this But they really need to do something abotu perpetuation .. They should have SUmmoning skill affect perpetuation in some way.
Say -1 Perpetuation/60-70 Summoning skill at 296 capped that would help alot. And make those Summoning skill gear that much more needed.
Raydeus
09-25-2006, 10:07 AM
It seems to me like SE wants to make the game less Refresh dependant, while giving RDM and BRDs better debuffing/enhancing options so they are still wanted in a party.
I'm just curious about how it'll work out in the end, but Auto Refresh II or Conserve MP for SMN and PLD (or even Auto refresh for BLM? o.O ) doesn't seem too farfetched imo. :biggrin:
Mhurron
09-25-2006, 10:21 AM
Nah, they might have a slightly better effect with skill and gear, but after lvl 50+ the effect (or lack of it) is very noticible, even with all the +stat gear you can use. Adding more types of bebuffs might be part of what they have in mind, but who knows.My experience has been that enfeebles worked just as well at lvl10 as it does at 69.
You kinda answered it yourself, Tier II Enfs would have a greater effect and last longer which is really needed after lvl 50, specially if our job is that of debuff/support.Everything I've seen has put that Tier II enfeebles at best as a minor improvement. Enfeebles do not work like Elemental spells, there is no cap or maximum they can do, they grow with you. If Thunder didn't have a damage cap around 130 or so then there would be no need for Thunder 2-4 but it does cap, the enfeebles do not.
With DD gear RDM has good dmg output for a mage, /DRK is really nice for that. But RDM will never have the damage capabilities a PLD or a BLU has.I'm not asking to become a Red PLD or a WAR or a DD job at all, just that it would be nice if it didn't look like I would better serve a mission party doing nothing rather then using a weapon. RDM was supposed to be versatile, as in if there wasn't a better job around they could fill that spot.
Raydeus
09-25-2006, 10:46 AM
Everything I've seen has put that Tier II enfeebles at best as a minor improvement. Enfeebles do not work like Elemental spells, there is no cap or maximum they can do, they grow with you. If Thunder didn't have a damage cap around 130 or so then there would be no need for Thunder 2-4 but it does cap, the enfeebles do not.
You are right, Tier II debuffs as they are right now suck (specially Phalanx II).
Enfs are capped though, players have tested the max Slow effect and stuff like that, it's not that spells wont cap, is just that you'll never see the max effect they can have simply because you'll never have enough +skill +stat (compared to the mob's) to reach it unless you are fighting low lvl mobs or something like that.
Say Thunder damage caps at 130*, well if it was an Enf. then you as a RDM would always be doing 80-90* and say 200* (from something like a 270 cap*) with Thunder II. You wont reach the cap in both cases, but the effect will always be better using a Tier II spell.
(* The values aren't real, and were just used to illustrate the example)
Now, you might see Tier I spells do the same they have since you were lvl 10, and that's exactly the problem.
Tier II spells should have a greater impact, for instance if Paralyze II kicked in as often as the Paralyze from Ice Spikes does and the effect lasted as much it would be great. If Slow II was closer to Carnage Elegy it would be awesome... but they aren't, and for the MP cost they are pretty useless too given the tiny difference in effect compared to Tier I spells.
So SE needs to improve that if they wanna enhance our role as enf/support.
Herrisa
09-25-2006, 10:59 AM
MNKs change sounds like they are making them more like a MUD style MNK I played once before. Basically they are giving the monks more stances. An example of what I mean this particular MUD did this:
Crane Stance: Higher Evasion, Better Counterattack, Low Defense, Moderate Damage, Normal Attack Speed
Dragon Stance: Higher Damage, Moderate Defense, Low Evasion, Low Counterattack, Normal Attack Speed
Mantis Stance: Higher Attack Speed, Moderate Damage, Low Defense, Moderate Counter, Low Evasion
Tiger Stance: Normal Damage, Moderate Attack Speed, Low Defense, Slightly Higher Counter, Low Evasion
And so on, not a great example. Enough to give an idea of what I'm thinking. Basically if the MNK finds himself drawing hate and ending up the Tank he can change his stance. Say it's a MNK type mob or fast hitting one MNK could change to Crane stance and tank by avoiding and countering frequent attacks. If it's a hard hitter and slow attack then could change to Dragon Stance and do a fight Fire with Fire logic. Or if he isn't a tank can change to Mantis and get a quazi Hundred Fist like damage going to start building up TP and whatever else.
Now this would be cool. Plus it would add some interest in the monk job besides hitting auto-attack, running to the kitchen to get a drink, and getting back in time to use a weaponskill (oh-hoho do I see some guilty expressions out there?). Plus it just seems more.. well.. monkish.
Macht
09-25-2006, 11:42 AM
Now this would be cool. Plus it would add some interest in the monk job besides hitting auto-attack, running to the kitchen to get a drink, and getting back in time to use a weaponskill (oh-hoho do I see some guilty expressions out there?). Plus it just seems more.. well.. monkish.
One thing I can guarentee you, that MUDs Monks were very hard to play. If you were good at it though then they were very godly on that MUD, however if you couldn't choose your stances right or wrong timing on them then you could be a very pathetic Monk.
On that MUD the godly Monks could kill Medusa solo (1 of the hardest mobs in the MUD, con about IT+ to lv. 75 in FFXI), but the pathetic ones could barely solo a master thief (one of the mid level mobs be about one conning as EP to a lv. 70 in FFXI). There was a lot more controllers though too.
Kaickul
09-25-2006, 12:02 PM
Seriously though, I wonder what they are planning, but I can already hear the "<insert job> are too overpowered, nerf them" screams, followed by the "we <insert job> are too weak and that makes me feel inferior, make everyone as weak as me!". :rofl:
Based on the dicussion already going on... this is how the arguement will always be.
Something I think needs to be considered here is that SE isnt trying to screw up jobs as much as they might be trying to alter perceptions. Example: Trying to get BSTs into a PT structure seems (dont flame) something worthwhile considering BSTs were never meant to be a solo job.
Omniblast
09-25-2006, 12:09 PM
■SMN
【Job's Strength】
Job that uses mp to summon avators and fight with it
Changes made based on summoning skill
We will divide Blood pacts into two category: Damage Blood Pact and Healing/Buff Blood Pact. Blood Pact will affect summoning skill ups.
Yes! Something for us finally. Now if only we can somehow solve the perpetuation problem. As much as I like to summon and sit, I'd much rather be helping my party out by keeping my avatar out. I mean, who doesn't like to see the sight of a Purplish glowing wolf running behind me ready to bite something.
Now we can finally do stupid buffs to our pets BEFORE doing a damage blood pact, and it would increase the blood pact's effectivness. Ecliptic Howl, then Ecliptic Bite (full moon = more accuracy)
I'm sick of seeing 200 damage by fenrir, when I know he can do more.
One thing I can guarentee you, that MUDs Monks were very hard to play. If you were good at it though then they were very godly on that MUD, however if you couldn't choose your stances right or wrong timing on them then you could be a very pathetic Monk.
On that MUD the godly Monks could kill Medusa solo (1 of the hardest mobs in the MUD, con about IT+ to lv. 75 in FFXI), but the pathetic ones could barely solo a master thief (one of the mid level mobs be about one conning as EP to a lv. 70 in FFXI). There was a lot more controllers though too.
Your suggestions sounds like WAR in WOW. Three stances (Battle-default, Shield-tank and Berserk-attack) In each of the stances, you get a different benefit (Dual-wield in one, shield mastery in another, etc.) This gives an added flexibility to a job class depending on a situation.
And yes, it's not easy to master. It takes a certain individual that is willing to be anal in his/her process with each of the stances. You're either perfect or just a nub.
DakAttack
09-25-2006, 01:05 PM
Your suggestions sounds like WAR in WOW. Three stances (Battle-default, Shield-tank and Berserk-attack) In each of the stances, you get a different benefit (Dual-wield in one, shield mastery in another, etc.) This gives an added flexibility to a job class depending on a situation.
And yes, it's not easy to master. It takes a certain individual that is willing to be anal in his/her process with each of the stances. You're either perfect or just a nub.
I think in this situation they mean more along the lines of Job Abilities the Monks can turn on in the event a certain situation arises. Maybe the crab uses a Def Up ability, and the Monk can use an Atk Up ability that will also raise Enmity and lower Defense as a balance effect. If the Monk gets hate he can switch to an Atk Down, Enmity Down, and Eva Up stance until the crab is turned back to the tank, providing the Monk has access to it.
I think in this situation they mean more along the lines of Job Abilities the Monks can turn on in the event a certain situation arises. Maybe the crab uses a Def Up ability, and the Monk can use an Atk Up ability that will also raise Enmity and lower Defense as a balance effect. If the Monk gets hate he can switch to an Atk Down, Enmity Down, and Eva Up stance until the crab is turned back to the tank, providing the Monk has access to it.
You've got to understand, speccing is similar to subjobs :) For example, if you go speccing fully into one tree, you can't get abilities or enhancements from another tree without enough points.
That's why I point out the similarities. In this case, yes, the subjob availability may be a factor (about time) since right now, there's no incentive for jobs unless they only sub one or two jobs with their main (Only job right now that can be defined better by their subjobs and options available are RDMs and maybe to a certain extent DRGs)
Mhurron
09-25-2006, 03:27 PM
Enfs are capped though, players have tested the max Slow effect and stuff like that, it's not that spells wont cap, is just that you'll never see the max effect they can have simply because you'll never have enough +skill +statYou're right saying they aren't capped is not right, but enfeebles cap differently then elemental spells. The elementals have a hard limit and you will hit it before you get the next tier spell. You must have the next tier spell to increase your damage output. Enfeebles work on a percentage that factors in your skill and MND or INT. Increase them and you have a higher chance of working effectivly. That Paralyze works the same in the dunes as it did as it does in VoS or what not is because it grew with you. Stone will never do more then 30, Slow will slow down a mob by a percentage everywhere if you keep your skill up. A second Tier wasn't needed to keep up.
So SE needs to improve that if they wanna enhance our role as enf/support. But they said they didnt want to empasize Enfeebling any more, they wanted to empasize RDM flexability. Simply giving more Enfeebling would not change anyones perception of RDM flexibility. It would be like them giving BLM a huge MP spell to try and make them fit into a roving party.
Clever Ninja
09-25-2006, 05:52 PM
After looking at Counterstance, I can actually see Macht's idea actually coming through. Different stances that do different things.
tazirai
09-25-2006, 07:20 PM
Yes! Something for us finally. Now if only we can somehow solve the perpetuation problem. As much as I like to summon and sit, I'd much rather be helping my party out by keeping my avatar out. I mean, who doesn't like to see the sight of a Purplish glowing wolf running behind me ready to bite something.
Now we can finally do stupid buffs to our pets BEFORE doing a damage blood pact, and it would increase the blood pact's effectivness. Ecliptic Howl, then Ecliptic Bite (full moon = more accuracy)
I'm sick of seeing 200 damage by fenrir, when I know he can do more.
Dunno If you saw what I said about perpetuation or not, But I think it should be tied to the Summoning SKill, XX points = -1 Cost to per.. would work very well.
OR have a JA that lasts 1-3 min, cool down of 3 min to have 0 perpetuation cost.
That way you can use your Avatar free for a2-3 BP's. Kinda like a Mini Astral Flow.
Omgwtfbbqkitten
09-25-2006, 07:23 PM
Means their trying to open up other subjobs and weapon combination for warrior (other than everone going /nin with 2 axes)
Meaning their most likely either doing something to /nin, or their going to make a way to make other subjobs more appealing.
Yeah, seeing how all the aspects of this update seem to lean to more diversity or longevity and how good most of it sounds, there has to be a trade-off. I'm hoping that trade off is Utsusemi: Ni getting bumped up to 38. Its the kick in the pants the FFXI community needs (and, quite frankly, deserves).
Kholdstare
09-25-2006, 07:39 PM
Yeah, seeing how all the aspects of this update seem to lean to more diversity or longevity and how good most of it sounds, there has to be a trade-off. I'm hoping that trade off is Utsusemi: Ni getting bumped up to 38. Its a kick in the pants the FFXI community needs (and, quite frankly, deserves).
Exactly. I don't think anyone here wants it, but everyone here knows we need it, for the betterment of everyone. As long as Ni is 37, this game is only for those select few who sub it. There is, at this time, no room for the /WARs, or the /THFs. You pretty much sub NIN for melee, and WHM(or less often, BLM) for mage. Only NIN can get away with subbing WAR and at the same time remaining at the top of their game. Those who try and sub WAR or THF (read: anyone who uses a two handed weapon) gets left in the dust for today's "metagame"
Also, to those complaining about BST, I have something to say: Stop trying to make them Solo Only. A job should be able to solo by CHOICE, not necessity. I'd rather be able to more efficiently party for decent exp with the option of soloing than being forced into soloing for meager exp all the time. I know BST is good in a party, but they could stand to be better. They need an incentive to be in a party instead of that other DD, and hopefully this update will do just that. (I.e. if this update is just more low cap jugs with 5 ingredients that drop from lvl 80 mobs maybe once every 125 kills, and possibly "enhancing" Reward, I'm gonna be mega pissed).
I personally don't think that any of these ideas looks bad. From the way they mentioned Samurai with lowbie abilities, and sub job promotion, I'm thinking they're gonna give Samurai something to the effect of Martial Arts, but with 2 handed weapons (e.g. DRK, DRG, Gaxe WAR, and obviously Samurai could become contenders in the speed kill department.)
Bricklayer
09-25-2006, 08:47 PM
MNKs change sounds like they are making them more like a MUD style MNK I played once before. Basically they are giving the monks more stances. An example of what I mean this particular MUD did this:
Crane Stance: Higher Evasion, Better Counterattack, Low Defense, Moderate Damage, Normal Attack Speed
Dragon Stance: Higher Damage, Moderate Defense, Low Evasion, Low Counterattack, Normal Attack Speed
Mantis Stance: Higher Attack Speed, Moderate Damage, Low Defense, Moderate Counter, Low Evasion
Tiger Stance: Normal Damage, Moderate Attack Speed, Low Defense, Slightly Higher Counter, Low Evasion
And so on, not a great example. Enough to give an idea of what I'm thinking. Basically if the MNK finds himself drawing hate and ending up the Tank he can change his stance. Say it's a MNK type mob or fast hitting one MNK could change to Crane stance and tank by avoiding and countering frequent attacks. If it's a hard hitter and slow attack then could change to Dragon Stance and do a fight Fire with Fire logic. Or if he isn't a tank can change to Mantis and get a quazi Hundred Fist like damage going to start building up TP and whatever else.
Another possibility, though I'm not sure if FFXI has implemented this previously, is reactive abilities. For example, if a mob misses, a job ability could be activated within 3-5 seconds. If not used, the JA just goes disabled until the next miss. This would be similar to Mongoose Bite in WoW.
bside
09-25-2006, 08:51 PM
I don't know if other forums already cover this, but the page neighbortaru originally put a link to only covers the Q&A session on the 2nd day of TGS, and the same blog (FFXI Creator's voice Ζ) has 3 other pages covering those on 1st day (2 sessions) and 3rd day.
Well, what the heck. I'll translate them myself. brb
bside
09-25-2006, 09:06 PM
1st session on the 1st day
Source: http://ff11creatersvoice.cocolog-nifty.com/fanfes/2006/09/post_6e3f.html
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New feature to be added in the future patch(es):
New Multi-player Battle Area, after Dynamis, Assult, and Besieged. (It doesn't mention Limbus lol)
4 areas to be added, alliance size, 18 players.
It's made to require more teamworks and tactics.
"Logical" areas that require advanced strategies to conquer.
Players will lose various abilities upon entry, like unable to cast magics, can't use WS', etc.
That castle-sort thing, or monument, seen from the Mount Zhayolm is the stage for these new areas.
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2nd session on the 1st day
Source: http://ff11creatersvoice.cocolog-nifty.com/fanfes/2006/09/post_177b.html
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Things we're concerned:
MC: Will there be other, increased chances to obtain Abjurations and Relics (probably meaning armors)?
Matsui: We'll increase the chance for Abjurations sometime soon. Also we're adding the equipments that are equivalent in stats to relics through ToAU (areas?).
(It doesn't clearly state what the "increased chance" exactly means, such as more NM's to drop them or same HNM's dropping more.)
MC: Is it possible to make fellows not to go away when we zone? Also, any continued quests?
Ogawa: As for the zone, dev person (in charge of fellowship) is working hard to make that possible. Maybe that'll happen soon. Continued quests are unlikely until ToAU missions "settle."
MC: How do we obtain Parade Gorget?
Matsui: In order to spawn the NM, you need a Goblin Drink, synthesizable at around 80 in cooking. You trade it to ??? in Oldton Movalpolos. Goblin Drink requires 8 ingredients to synth. Gysahl Greens, La Theine Cabbage, and 6 others. Others (will be revealed) tommorow and the day after. Please also search for them yourselves.
Chocobo Breeding
1. We'll adjust the rate of progression of their status, as it's slow now.
2. Q: My chocobo has been sleeping too much these days...
A: It's not a bug that they don't wake up after they rest, but we'll do something in the next patch as it's boring not to be able to do anything for a long time.
3. New color to be added in the Oct patch. Red, and one another. Their "shape" also start to change.
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Session on 3rd day
Source: http://ff11creatersvoice.cocolog-nifty.com/fanfes/2006/09/3_382c.html
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Importance of economy in MMORPG's
When it's inflated too much, there will be problems such as everything being too expensive for new players. The "normal" is when it's slightly inflated.
- In case of FFXI
Deflating as we speak as a result of prevention measure of inflation by unauthorized activities. Total amount of gils in players' possession is now decreasing because of that. Once the inflation cools down, necessary measure will be taken to normalize the economy.
- Respond to the problem of NM monopolizing
- Respond to the fishing bots
Objectives
In Oct, Special Task team will be created within the operation team, separate from GM's, to crack down on the unauthorized activities, through further cooperation w/ dev team. We'll do everything we could even aginst those suspicious activities for which in-game evidences might not be enough to make it certain that they are in violation.
We intend to pursue our path to eliminate unauthorized activities and tools through the strict enforcement (of ToS).
Goblin Drink
San d'Or. Carrot and Water Melon.
Just hints for the remaining 2...
You might think strange things are used by the name of it, Goblin Drink
but Moval. Water isn't used, just normal water
Another one is "weird dish" ("weird thing" might be a better way to put it.)
Please try various things yourselves.
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I wonder what sort of change will be made for Abjurations...
Kaickul
09-26-2006, 06:37 AM
Source: http://ff11creatersvoice.cocolog-nifty.com/fanfes/2006/09/post_177b.html
---------------------------------------------------------------------------------------------------
Things we're concerned:
MC: Will there be other, increased chances to obtain Abjurations and Relics (probably meaning armors)?
Matsui: We'll increase the chance for Abjurations sometime soon. Also we're adding the equipments that are equivalent in stats to relics through ToAU (areas?).
(It doesn't clearly state what the "increased chance" exactly means, such as more NM's to drop them or same HNM's dropping more.)
If they really do this, and the alternatives are just as good as the relics and the abj... wow... so happy. I never even came close to getting a relic because HNMLSs would fall apart within months of my joining, and obtaining relics now are next to impossible. The same goes for abjuration with 3-4 LSs (And RMT) camping all the major kings on a 24/7 basis.
Hell this would almost eliminate the need for HNM with so much content for smaller groups.
Session on 3rd day
Source: http://ff11creatersvoice.cocolog-nifty.com/fanfes/2006/09/3_382c.html
---------------------------------------------------------------------------------------------------
Importance of economy in MMORPG's
Objectives
In Oct, Special Task team will be created within the operation team, separate from GM's, to crack down on the unauthorized activities, through further cooperation w/ dev team. We'll do everything we could even aginst those suspicious activities for which in-game evidences might not be enough to make it certain that they are in violation.
We intend to pursue our path to eliminate unauthorized activities and tools through the strict enforcement (of ToS).
Ohhhh hell. This sounds promising. :biggrin:
KoukiRyu
09-26-2006, 06:52 AM
All of this stuff is so exciting @_@ I had gotten excited just with the editions of the new merits, but this is even better. Not to mention I just started SMN, and it's gonna be my new main, so now I may actually get to throw a few bloodpacts in! (Prolly not, but I can hope). Also, the idea about taking Utsu:Ni to 38 is fabulous...I mean I'm a MNK...and people want me MNK/NIN, I understand it's to keep from taking damage when I take hate...but I'm not going to take as much hate as /nin...but anyway, if they did that, I'd be so so happy...I can't wait for October now! XD PSU and FFXI updates, yaaaay!
neighbortaru
09-26-2006, 07:06 AM
Domo arigato bside-san. :handsdown
the special task team does, indeed, sound very interesting
KoukiRyu
09-26-2006, 07:13 AM
You think they will maybe be like mixed in with normal players, but have GM powers? Or just someone else that watches us in super invisible mode like most GM's do...I'd like to see how they set this "special task team" up..
Balfree
09-26-2006, 07:50 AM
I do believe they should put more effort into hiring people that play the game normaly and keep an eye out for "unoutorized activities", integrate these people in the normal stream of players and you have a great measure to keep botters and rmt at bay.
That sounds like a good roll by SE!
Omniblast
09-26-2006, 08:05 AM
Dunno If you saw what I said about perpetuation or not, But I think it should be tied to the Summoning SKill, XX points = -1 Cost to per.. would work very well.
OR have a JA that lasts 1-3 min, cool down of 3 min to have 0 perpetuation cost.
That way you can use your Avatar free for a2-3 BP's. Kinda like a Mini Astral Flow.
I've also made a previous post regarding perpetuation, where the more <pettp> you have, the more -perpetuation you get. Meaning at 100% you get -1 perpetuation, 200% you get -3 perpetuation, 300% -5 perpetuation etc. Regarding that line, it would be not as great as your method, however it will FORCE players to leave their avatars out longer to gain the benefit of the -5 perpetuation at 300%.
Macht
09-26-2006, 08:22 AM
Another possibility, though I'm not sure if FFXI has implemented this previously, is reactive abilities. For example, if a mob misses, a job ability could be activated within 3-5 seconds. If not used, the JA just goes disabled until the next miss. This would be similar to Mongoose Bite in WoW.
Intresting idea, though developing it for FFXI sounds like it might be a nightmare. See in WoW they got the hotlist that have a graphic image, so if you see an ability grayed out you know you can't use so it becomes easy to recognize it and remember it's function.
In FFXI some sort of indicator would have to be implimented. The other consern about it is that this would increase the amount of data the servers would have to send out in order to let the clients know when this ability is active, it sounds like it might be to intensive for the PS2 to handle.
It's why I went with the stance idea, it continues to follow most of the games design build and isn't any drastic change to the data sent and received. It's a nice idea but not to sure how well it can be implimented with PS2.
Then again they could also take the MNK system from FFVI of Sabin's Blitz ability, be intresting to see how they'd impliment that though. It might end up making MNK better to play with a controller vs. keyboard then. Or vice versa depending how they do it. I mean activate Blitz then like a 5 sec counter ticks away waiting for various key combinations to be entered, then responds a different blitz attack depending on the combinations and player's level.
KoukiRyu
09-26-2006, 08:33 AM
The Blitz idea is definitely awesome, more time at higher levels, or bigger combos, or larger selection? But that would have to become a sort of 2 hour type thing..and I like Hundred Fists. But then again, having it set at 5 seconds would be really interesting...I doubt anything like that, but the thought of getting to Blitz on my MNK is exciting XD
Raydeus
09-26-2006, 09:54 AM
Then again they could also take the MNK system from FFVI of Sabin's Blitz ability, be intresting to see how they'd impliment that though. It might end up making MNK better to play with a controller vs. keyboard then. Or vice versa depending how they do it. I mean activate Blitz then like a 5 sec counter ticks away waiting for various key combinations to be entered, then responds a different blitz attack depending on the combinations and player's level.
If that move did the same damage a normal WS does not many people would use it, and if it did more (specially for a perfect combo) then all the windower users would have some sort of Plug-in that would trigger the highest dmg combo like a macro. :worry:
KoukiRyu
09-26-2006, 10:56 AM
If that move did the same damage a normal WS does not many people would use it, and if it did more (specially for a perfect combo) then all the windower users would have some sort of Plug-in that would trigger the highest dmg combo like a macro. :worry:
Not -all- the windower users, but damn that would be true for the most part...it'd be so fun though, and it'd definitely spice up the boring nights when I'm just punching my Berserk/Focus macro every 5 minutes and my Asuran Fists macro once every minute or two. And the occasional Boost/Chi Blast when I'm not in a meree burn. ; ;
Macht
09-26-2006, 11:52 AM
If that move did the same damage a normal WS does not many people would use it, and if it did more (specially for a perfect combo) then all the windower users would have some sort of Plug-in that would trigger the highest dmg combo like a macro. :worry:
True, then again also have the attacks from the blitz strengths vary on the days or something. Make 8 blitz abilities which 1 gets most benefit when used on the right day, then just to keep a scripty macro from always a perfect execution have a variance of some 100+ combinations and the system picks and returns.
Thinking something along what I saw in a game before, it did finishing moves when the chance came up it would display varying set of keys to execute. If completed got the strongest special ability, otherwise get different depending on were you finished.
That would make it tougher for a script kiddie to make a macro script to key in the combination for him. Even if he got all the combinations he'd then have to either pay attention and execute the right macro or spend time getting the script to recognize the characters to respond.
In either way it at least makes it tougher, to script. Even as an intentional script kiddie catcher makes a few scripts that are intentionally impossible to complete without a script. If the person were to complete it then you'd know he's scripting, be a way for SE to catch them. It wouldn't be the first time an online game made something with intentional catches to flag cheaters.
Another possibility, though I'm not sure if FFXI has implemented this previously, is reactive abilities. For example, if a mob misses, a job ability could be activated within 3-5 seconds. If not used, the JA just goes disabled until the next miss. This would be similar to Mongoose Bite in WoW.
It won't work in FFXI, because they need to overhaul the battle system in FFXI.
FFXI features a pseudo turnbased system, the only difference is there's no meter in the lower right hand corner of your screen which shows the order in which a player will attack (And no option to pause the battle while you select an ability or skill to use) In a sense, this is trying to make a real time system based on past experiences with the turn based system.
However, WoW implements a system similar to what you find in FPS games. Basically, it's real time (REAL TIME) cause-and-effect system. You push a button and something happens. This kind of "action oriented" game thus require a set of "hot bars" which are more geared to making something happen at a moments notice and features simultaneous cooldowns for all abilities. Also, because of this, there was a need to create reactive based abilities.
This is why you can run around and jump over mobs and even use obstacles to one's advantage in WoW, whereas you either can't do so or are very restricted to that kind of activity in FFXI.
A good example is how a ranger and a hunter both can kite differently. A ranger could be kiting Genbu by range attacks and then shadowbinding and keeping shadows up. However, each instance, requires the ranger to STAND STILL and depending on casting times (Shadowbind is instant job ability and should be excluded from this rule) will be forced to interrupt his kiting pattern.
A hunter can shoot on the fly and while autoshot does require the hunter to not move, many instant abilities allow the hunter to get around this since autoshot will at least fire off after the instant abilities which can be used while jumping around (Arcane Shot, Scorpid Sting, Multishot, Scattershot, etc.) Also a hunter can Feign Death > Frost Trap and buy him/herself enough time to get some distance and then Concussion Shot and continue barraging while kiting. These kinds of instant and on-demand type of actions require different abilities and a different type of movement/battle system.
Again, FFXI is an entirely different game based on static movement and pre-determined logic. So, none of those reactive abilities outside of latent/inherent (countering for example) would work well.
csBahamut
09-26-2006, 02:11 PM
Not sure what really needs to be done, but I have my latest ideas on balances to NIN and /NIN. Offense and Defense should be balance on all jobs. Right now, NIN and /NIN allows jobs to have good offense AND good defense.
Utsusemi:
I don't have much to say besides making it NOT 100%. We can't get 100% acc or evasion through skill, nor with spells. Why keep Utsusemi like this? Just make it 95%. Still great, but not 100% effective anymore. Or have the blocking rate based on Ninjitsu skill level, just like shield skill works (but a higher rate than shield).
Dual Wield:
Most games I know of with dual wield have a penalty to offhand weapons. Why not FFXI? Not only does FFXI not have a penalty, but you attack faster with higher Dual Wield. I'd add a penalty to attack and accuracy for only the offhand weapon, with less penalty for higher dual wield. Like -40% atk/acc for Dual Wield I, -30% for Dual Wield II, -20% for Dual Wield III, and -10% for Dual Wield IV. While these percentages are not perfect, they give an idea. _20%, -15%, -10%, and -5% might be better, like how Dia and Bio progress. Or maybe set values like the Breaks. This alone would balance the Dual Wield vs. Two-handed problem IMO.
Omgwtfbbqkitten
09-26-2006, 02:12 PM
If Abjurations had another way to become available in a endgame context sans HNMs and sky, RMT would have lost almost everything they've worked for or are currently trying to rebuild. If SE just slaps them into the newer HNMs like Hydra and Cerebrus, they've given RMT the incentive they need to invade ToA Zones.
Right now, this new wave of RMT seems to be aiming just at the Zilart Kings and Sky. If Abjurations become available from the newer HNMs, they would just invade ToA zones too and the same old problems would remain.
But I think SE won't be giving Cerebrus, Hydra or any other new HNM a Abjuration drop. SE has been rather subtle about some of their RMT countermeasures. Some of them have been in the gear they've added with ToA.
Take Scorpion Harness for example, Jaridah set and Assault gear has taken it down a notch. The NQ post-inflation was down to 6 mil on Titan before ToA, now its just below 3 mil. KS30 manaburns still happen and RMT did use this for a while, but its lost much of its profitability. No one but Ninjas really, really need a SH anymore.
Traditional farming (an old RMT pastime) also took a hit with ToA, many crystals and materials that used to go for more are now dirt cheap because they're just so common.
All of this has lead to a big deflation accross the board. as more and more gear alternatives pop up, the old status symbol gear continues to deflate. Peacock charm recently dropped from 12 to 6 mil on Titan. Precise belt, hurling belt and Deadeye gloves are a big reason for that.
With CoP content being too time consuming for RMT and Assault/ToA/ISNM not giving much profitability and being restrictive like BCNMs, I think SE's coup de grace is coming in Abjurations by another means. These new allianced endgame zones could be where they drop. If that were to happen, RMT lose whatever hold they have in sky and king camps, people would do this new endgame content instead.
Some shells would still go after sky gear, but it would (thank god) be less of a chore than it is now if such an alternative were introduced.
ok, reading the google translation, RNG SAM DRG and SMN will get job adjustments in the next version upgrade.
here is another link to a JP site covering the event:
http://www.watch.impress.co.jp/game/docs/20060927/ff11tgs2.htm
some good Screen shots where we can see they are doing the review of job adjustments.
http://www.watch.impress.co.jp/game/docs/20060927/ff14.jpg
http://www.watch.impress.co.jp/game/docs/20060927/ff15.jpg
http://www.watch.impress.co.jp/game/docs/20060927/ff16.jpg
http://www.watch.impress.co.jp/game/docs/20060927/ff17.jpg
http://www.watch.impress.co.jp/game/docs/20060927/ff18.jpg
http://www.watch.impress.co.jp/game/docs/20060927/ff19.jpg
as you can see there is a red line of text under the RNG SAM DRG & NIN indicating these job's adjustments should take place in next update.
offical site info:
http://www.playonline.com/ff11us/event/vanafes2006/vanafesta2.html
http://www.playonline.com/ff11us/event/vanafes2006/index_e.html
Intensity
09-28-2006, 08:10 AM
Maybe I missed something, but where di this rumor of Ni being elevated to 38 come from? Or is that pure speculation? I'd love that if it happened, but I doubt it will. It'd throw off the dynamics of the game for too many people @ 74+. I agree with someone's comment earlier that it's needed whether everyone would want it or not, but I was just wondering where that idea got started.
neighbortaru
09-28-2006, 08:16 AM
Maybe I missed something, but where di this rumor of Ni being elevated to 38 come from? Or is that pure speculation? I'd love that if it happened, but I doubt it will. It'd throw off the dynamics of the game for too many people @ 74+. I agree with someone's comment earlier that it's needed whether everyone would want it or not, but I was just wondering where that idea got started. it was a member's suggestion (grizzlebeard iirc), not from the devs
Zamphire
09-28-2006, 08:28 AM
I hope they bring the fight fest to the states. I'll definatly go to it...
Macht
09-28-2006, 08:32 AM
Maybe I missed something, but where di this rumor of Ni being elevated to 38 come from? Or is that pure speculation? I'd love that if it happened, but I doubt it will. It'd throw off the dynamics of the game for too many people @ 74+. I agree with someone's comment earlier that it's needed whether everyone would want it or not, but I was just wondering where that idea got started.
It's really not needed, players are just getting lazy. When cap was lv. 70 players were doing just fine without Ni. Now with the 75 cap it's like they can't kill the same things they could at 70, they need Ni now because their skills have dulled.
KoukiRyu
09-28-2006, 08:34 AM
Yea, after reading about that, if there was an event anywhere near me I'd love to go, if not to just participate in some of the events, to meet more people that play XI x_x; I know 0 people that play XI right now...; ; I'd love to fight Shantotto too, if I beat her I'd SS that and keep that picture saved fo'evah :3
neighbortaru
09-28-2006, 08:39 AM
I hope they bring the fight fest to the states. I'll definatly go to it...
Yea, after reading about that, if there was an event anywhere near me I'd love to go, if not to just participate in some of the events, to meet more people that play XI x_x; I know 0 people that play XI right now...; ; I'd love to fight Shantotto too, if I beat her I'd SS that and keep that picture saved fo'evah :3 They did. It was the Fan Festival in Santa Monica earlier this year.
KoukiRyu
09-28-2006, 08:41 AM
Yar, but I can't go to California for it :( That's why I mentioned if there was one near me...like within 1 or 2 states, if I could've gone to Cali for it I probably would have though :o
Zamphire
09-28-2006, 08:59 AM
Well, i hope they bring it BACK to the states then. Next year I might have the money to go to cali if I have to.
Omniblast
09-28-2006, 09:35 AM
They did. It was the Fan Festival in Santa Monica earlier this year.
The fight was different however. We fought the guys, not the girls. Prince Trion of San d'Oria, Minister Ajido-Marujido of Windurst, and Captain Volker of Bastok.
It seems like they dumbed it down for us. I mean they gave the girls to the JP, and only 20% of them won? I mean my team, got 3rd place in live quest, and we beat all 3 of the Heroes. Strange thing is that a lot of teams beat them. :( Are they implying that we couldn't handle 4 girls? :D bring it on Shantotto!
Karinya
09-28-2006, 09:41 AM
It's really not needed, players are just getting lazy. When cap was lv. 70 players were doing just fine without Ni. Now with the 75 cap it's like they can't kill the same things they could at 70, they need Ni now because their skills have dulled.
It's not that people can't kill without Utsu:Ni, but that they kill slower without it (because of a need to spend more MP healing -> 2+ healers in most pts -> fewer party slots for DD, and tanks can't berserk and eat offense-focused foods and wear all acc/atk gear) and nobody wants to kill slower. If you can get 150 exp from a monster that does maybe 200 damage to you over the whole fight, why *wouldn't* you want to do that?
Ni and Sanction are only part of the equation - super-easy mobs are the reason DD-heavy parties with Ni don't do almost as well outside the Empire (or just as well, when beastmen have the AC). Almost all TAU mobs are noticeably weaker than an original, RoZ or CoP mob of the same nominal level. You can especially see this in areas where TAU mobs coexist with mobs of preexisting families (e.g. the wyverns near Mamool Ja Staging Point). So why fight Kindred Warriors, Tavnazian Rams or Darksteel Golems when Heraldic Imps are worth the same exp?
Being able to get abjurations out of R'lyeh (or whatever they end up calling it) would greatly reduce the problems surrounding the kings now. They'd still be worth fighting, certainly, and there probably would even still be competition for them, but it wouldn't be the kind of huge block it is now, where most people don't even think about ever getting those items. Imagine if you could buy an abj of your choice for 100 ancient beastcoins (or Ephramad coins or whatever)... people could actually *work toward* their goals instead of sitting around spamming a macro hoping to get lucky.
One of the coolest things about Limbus and Assault is measurable progress from every win. This is why people bitch so much about jailers: if you needed 7 of the virtue and they dropped 2-3 per kill, even if it took more kills to progress on average, people would complain less because they were going *somewhere* (and couldn't go 10 kills in a row without making any progress at all). Hopefully SE will realize this and make the new method of abjs something you earn gradually rather than a luck-based all-or-nothing system.
tazirai
09-28-2006, 10:29 AM
It's really not needed, players are just getting lazy. When cap was lv. 70 players were doing just fine without Ni. Now with the 75 cap it's like they can't kill the same things they could at 70, they need Ni now because their skills have dulled.
I couldnt have said it better myself. It's like no one wants to make the healers heal?
I hate /nin only as SJ to well. EVERYTHING.. It seems like people just are so lazy now to try anything new it's ridiculous.
We'll see what happens once SE's proposed Job changes are in effect..
Also those with Summoning Earings/Torques if you dont plan to level Summoner, might wanna sell them haha, I sense a Price jump Very soon.
It's not that people can't kill without Utsu:Ni, but that they kill slower without it (because of a need to spend more MP healing -> 2+ healers in most pts -> fewer party slots for DD, and tanks can't berserk and eat offense-focused foods and wear all acc/atk gear) and nobody wants to kill slower. If you can get 150 exp from a monster that does maybe 200 damage to you over the whole fight, why *wouldn't* you want to do that?
First of all, you're wrong. People don't kill slower without it. They kill faster with it. Big difference in perception, because when cap was at 70, no one but a main NIN could access Ni, right?
Secondly, what you're suggesting is that the abuse and even (as some people have already agreed, reluctantly or no) the imbalance that Ni provides should continue. Unless you can have a better ground to stand on, you're not making any arguments for the integrity of the system (Only for some selfish needs)
Raydeus
09-28-2006, 06:47 PM
I'm still wondering about all this "Making Ni lvl 38 will destroy TP-burns" stuff. Ichi alone is more than enough to absorb damage specially since it's unlikely one DD alone will keep hate for 6 of the mob's attacks (and most of the times mobs die way faster than that).
When I'm soloing as RDM I use Ichi at least 3/4 of the time and Ni is just a safety net for those times my stoneskin breaks before Ichi is ready again. So at least for me not having Ni as a RDM isn't a big deal, and from my limited experience in TP-burns I don't see the loss of Ni as something that would change anything.
But I guess I'll just have to wait and see what are the SE guys planning to do. /shrug
tazirai
09-28-2006, 07:21 PM
I dont even SJ nin, sinc eI can kill things fast s Blu or SMN anyway ^^
Kaickul
09-29-2006, 06:30 AM
I couldnt have said it better myself. It's like no one wants to make the healers heal?
I hate /nin only as SJ to well. EVERYTHING.. It seems like people just are so lazy now to try anything new it's ridiculous.
I have to disagree here. If anything SE has answered this problem by making more and more Mob TP moves that blow through shadows or ignore them. Hell... look at the expansion. I cant name too many mobs that dont have 1 or more TP moves that either remove 2-3 shadows in one move or ignore them.
Also I agree that people /nin to improve PT efficiency... BUT yes ...people do get carried away. When I see jobs like DRK, DRG, SAM with /nin in some situations I have to do a double take.
I have to deal with the same thing with THFs. THFs for some reason think you should /NIN as soon as you get dual wield, when in reality, /war, /mnk, /rng are viable options early with /war being the better option 40+.
Feenicks
09-29-2006, 08:43 AM
The fight was different however. We fought the guys, not the girls. Prince Trion of San d'Oria, Minister Ajido-Marujido of Windurst, and Captain Volker of Bastok.
It seems like they dumbed it down for us. I mean they gave the girls to the JP, and only 20% of them won? I mean my team, got 3rd place in live quest, and we beat all 3 of the Heroes. Strange thing is that a lot of teams beat them. :( Are they implying that we couldn't handle 4 girls? :D bring it on Shantotto!
OMG JP BIAS!!!!
Ziero
09-29-2006, 08:53 AM
Going back to the Mnk's "Blitz" type attack concept, I think it *could* work if done right. The best way to do it, IMO, would be to make it a 1-2 minute JA type move. Once active you have X amount of time to input a correct command order to activate a special move. And as you lvl, you learn new 'moves' that you can do once every X amount of minutes and each would have varying uses and effects. There could be small, chainable attack commands, bigger one hit attacks, specialized abilities like an AoE Chakra or cone aoe chi blast like effect ect.
Wouldn't be anything earth shattering, but it would certainly be something different
I have to disagree here. If anything SE has answered this problem by making more and more Mob TP moves that blow through shadows or ignore them. Hell... look at the expansion. I cant name too many mobs that dont have 1 or more TP moves that either remove 2-3 shadows in one move or ignore them.
But, on the flip-side, mobs don't hang around long enough to blow their TP. And if you kill it in one go at 30%, you totally avoid any spamming headaches that normally occurs at 20%. Hence, 4x WS destruction mode.
I think what a change does, however, is create a false sense of insecurity and moves players back to what they were doing before. It's a psychological move needed to fix a psychological problem.
Omgwtfbbqkitten
09-29-2006, 04:16 PM
Well the new SAM abilities impose a recast increase on all varieties of spells when using the new 25 and 35 job abilities. These abilities have 5 minute durations and and 1 minute recasts, making them accessable at any time. Meaniing a SAM/NIN in TP burn has more opportunities to pull hate and longer recast times for Utsu: Ni.
This adjustment also makes /SAM a more attractive subjob for WAR to use two-handed weapons like GA, GS and Scythe (the last one unlikely), taking /NIN out of the picture if WAR wants to capitalize on the new job traits. The SAM adjustment will also kick things up a notch in the subjob department for DRG and DRK.
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