I completely agree. In fact...
I completely agree. In fact...
Overall Dynamis probably has a little more flexibility, but I'm of much the same opinion there. I don't like job marginalization. I don't think that precludes Dynamis being successful overall though, as the overhaul did what it was intended to and made relics more accessible. If they'd left magic and WS procs alone it would have been fine.
My jobs prior to Abyssea were BLM, BLU, DRG, and DNC. I'm well aware of that fact.
Guys, I don't think anybody meant for Abyssea to be anything other than a Farming Wonderland Sandbox at 99.
I mean, I am as bored of the place as anybody but the fact that you can get 100/100 AF3+2 and a dozen Empyreans and still not emerge from a two-hour Abyssea session empty handed makes the event a pretty unqualified success, if you ask me!
It probably wouldn't be nearly so much of a farming sandbox if the post 90 content had actually been good. Limbus, einherjar, and legion would be done by most of the playerbase if it wasn't so mediocre(that includes the drops that are weaker or barely worth glancing at over old content still) to at least take up slightly more time.
Limbus would have been nice if the following things would have been done:
- more then 1 new floor
- availability to upgrade AF1+1 to AF1+2, with corresponding good stats (nice sidegrades in some slots) and good ability enhancements.
- arch ultima/omega gear wouldnt be ass.
- demolishing the 72 hour wait cap.
Legion: i think everyone knows what went there wrong (combination of difficulty vs. rewards obtainable (asstastic hexed gear) vs. droprate)
Einherjar:
- allowance of Defending Ringv2, Ridillv2 + random Blackbelt item to drop in odins chamber v.2
- non assed odinv2 gear
- new introduced odin gear for mages.
- the fix of the glitch... (that i hoped for wasnt a glitch... only 1 person needing 3 KIs to enter everyone into odins chamber)
- Introductin of lvl 99 basic wing I II III floor (same mobs + bosses just lvl adjusted), with enhanced rewards on new synth materials: Scarletite Ingot, staghorn coral, P.brass ingots, ormolu ingots. etc.) and enhanced ampoule gain
- Introduction of new einherjar ampoule based obtainable gear
- Demolishing the 72 hour wait
basicly whats wrong with events are the rewards compared to the effort spent.
btw the version update is online:
http://forum.square-enix.com/ffxi/th...Version-Update
1519 files for me
Yay for more needing an item to enter content >.>... And did they postpone salvage or something? i havent been keeping up with it between work as normal.
I'm less annoyed at the fact that they take 20 hours to stock and more annoyed that they only stock to 4. What the hell, SE? You let Traverser Stones and Voidstones stack to infinite, why are you suddenly changing that? It was nice that if I ever stopped playing I could play catchup if I blocked just some hardcore runs a single night...and you'd think Meeble Burrows especially would need it given how short the runs are.
They stack to four and . . . it takes 5 to fight a boss. xD
https://www.bg-wiki.com/bg/Category:Meeble_Burrows
Next update or so. Salvage is barely at a playable state on the test server as things stand.
I'm expecting an Assault-style bullshit where you can start having 5 entry items after you beat all the existing content for it. Probably end up staticing where you clear 4 in one go, then the boss room the next day.
The 4 limit makes absolutely no sense given the years of Assault precedent forcing players to either login to use stones or risk losing stockpiles in overflow and the feedback from players. For a game that wants to become more casual, it seems rather stupid to have such a strict upper limit on entry items.
I'm convinced the dev team format their brains every development cycle.
Considering how easy the low level Meeble runs were on the test server, perhaps they expect us to farm the first-4 in a lowman 3 person group and then shout for the boss runs?
I dunno, I just don't see any reason whatsoever to implement an absolute cap on the amount you can have if there's going to be a hard 20-hour cooldown on the damn things. It would be nice if I could go on runs as it fits into my schedule rather than them basically saying "play at least once every 5 days or get bent".
Need to keep in mind the zone Meebl's uses is also used for other shit, so perhaps they're playing 'safe' by artificially limiting how many instances there are being made within the zone, rather than just increasing the upper-limit of instances the server can handle for it........
[EDIT] You're kidding me. XI has a built-in directory check now? Figured out why test server client refused to work last update, it's because of my ROM9 folder.
Let me know which event SE has reduced the cooldown for besides Dynamis, which was completely revamped
Weren't we going to move over to the new threads?
Also...
YESBattle-related: Blood Pact: Ward abilities will no longer be interrupted if the monster you are targetting is defeated.
I hope that fixes the problem dragoon's have with their wyvern's Healing Breath getting interrupted for the same exact reason.