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  1. #2241
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    Quote Originally Posted by Kaisha View Post
    I don't see the point of the beret since any veteran can just afk GoV XP. Unless you do lvl-capped stuff 30 and below a lot, I guess the auto-RR might help. ;/
    Forgot, it also has movement speed for 1-30 as well. So it can be nice for suicidal runs 'cause you also don't lose XP when you die until 31 now, so you can basically just die over and over and over with no penalty. Not that I can really think of many applications for that, outside of running mules around, but still.

    'course, people have spent more than $10 for sorta-kinda-unique in-game items attached to some other purchase. If it was flashier, it'd probably be a more compelling argument...but it's really a relatively plain looking item.

  2. #2242
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    I want a wand that has a chance, when used once a day, could generate any item in the game, and place it in the loot pool. Day 2564... I generated a 10,000 buns bill....etc.

  3. #2243
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    Quote Originally Posted by shepardG View Post
    I want a wand that has a chance, when used once a day, could generate any item in the game, and place it in the loot pool. Day 2564... I generated 10,000 buns....etc.

    ftfy you must be Taru

  4. #2244
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    10000 buns bill

  5. #2245
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    Quote Originally Posted by ronin sparthos View Post
    SE has a marketing department?
    Every large video game company has a marketing department- they are the people who say when a game is released no matter how many bugs are left in it. (As opposed to any of the programmers who are working on it and know what need to be fixed before it is ready.)

    But anyway, things will be fine because 11/11/2111 is only 100 years away! I am sure that they will take that opportunity to have some awesome announcements for the game's 110th Anniversary.

  6. #2246
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    i thought it was a pity that they didnt announce anything on 11/11/11.. but then again it could also be that they weren't ready to. based on what we know, there isn't very much to announce at this point in time and they're still putting existing plans in motion..

    if anything, the next date to look out for would be may 16, the actual 10th anniversary of FFXI since retail.
    hopefully they'll have an event, or something that they can create hype with... and if theres anything to announce, then would be a good time too.. or if not anything special, the plans for the future from that point.

    after all, if test server schedule is anything to go by.. the last entry in the forecast is march, which gives room for 1-2 months to test before the final content planned for this window is done.

  7. #2247
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    Quote Originally Posted by Spira View Post
    i thought it was a pity that they didnt announce anything on 11/11/11.. but then again it could also be that they weren't ready to. based on what we know, there isn't very much to announce at this point in time and they're still putting existing plans in motion..

    if anything, the next date to look out for would be may 16, the actual 10th anniversary of FFXI since retail.
    hopefully they'll have an event, or something that they can create hype with... and if theres anything to announce, then would be a good time too.. or if not anything special, the plans for the future from that point.

    after all, if test server schedule is anything to go by.. the last entry in the forecast is march, which gives room for 1-2 months to test before the final content planned for this window is done.
    the only thing they will be announcing at that point is that FFXI becomes free to play (and will have no more dev team behind it to generate new content) and that FFXIV is on its garbage way to come out ¬.¬. I am seriously not looking forward to VW part 3 (gasp) and WoE as the new endgame we are getting. There is still hope the Nyzul Isle updates (and maybe Salvage) they announced are gonna be good ._.

  8. #2248
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    News everyone!

    Quote Originally Posted by Rukkirii
    I sent off your feedback regarding Odin’s accuracy and the range of his ability to the dev. team. They informed us that they do not have plans to increase the accuracy or the range due to the fact that his ability instantly kills enemies. They would like players to use this ability depending on the situation, such as whether to take the risk of reduced accuracy because of multiple enemies or have a higher chance at landing if there is just one enemy.
    We wouldn't want the thing that instantly kills mobs to actually instantly kill mobs would we?

    Quote Originally Posted by Rukkirii
    Although we aren’t planning to change the effect duration based on enfeebling skill at the moment, we are looking into making it easier to enfeeble enemies with high resistance. http://forum.square-enix.com/ffxi/im...es/biggrin.png
    We'll be holding our breath for that one.

    I have been extra surly lately...

  9. #2249
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    Can't wait for the adjustment to be all-jobs, meaning RDM still undesired.

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    I can't wait for the update to totally destroy everything we thought we knew about magical accuracy just so gimps can land debuffs without skilling up or gearing.

  11. #2251
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    Quote Originally Posted by Septimus View Post
    News everyone!
    We wouldn't want the thing that instantly kills mobs to actually instantly kill mobs would we?
    That is such a gallon of piss. Odin is shit even against one or two enemies. He typically won't even kill off simple lower levels. So worthless.

  12. #2252
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    Quote Originally Posted by Byrthnoth View Post
    I can't wait for the update to totally destroy everything we thought we knew about magical accuracy just so gimps can land debuffs without skilling up or gearing.
    Are there that many mobs that are hard to enfeeble these days? There are plenty of mobs that are flat-out immune to enfeebles, but are there mobs where a high enfeebling skill actually matters now? Back at 75 there were mobs that anyone could enfeeble, mobs that were fucking resistant as all shit, mobs that were resistant, then there was a small subset of NMs where a RDM with a high skill actually mattered. Does that subset even exist anymore?

  13. #2253
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    If they're going to continue to make VNM's, *cough*Pil*cough*, that flat out resist enfeebles, I wish they would just remove them from the proc list. Or at least just remove Slow/Para/Blind procs, those seem to be the ones that are either flat out resisted or have the lowest chance of landing.

  14. #2254
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    There are also plenty of NMs that don't resist Slow or Paralyze, but are instead simply not affected by it (the attacks-are-actually-TP-moves kind).

    For RDM to become relevant again, they'd not only have to adjust the resistance curve (where a WHM, for example, would have a hard time landing an enfeeble, but a RDM with good merits/gear could land it reliably), but also the effectiveness of such enfeebles. Slow and Para has to affect attacks-are-TP-moves NMs, unless they add a TP-move version of Addle that increases TP-move charge time and reduces TP-move accuracy. Hoping the test server spell list isn't all they're adding for 99, and RDM gets a suite of new enfeebles that are relevant on today's NMs.

  15. #2255
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    Quote Originally Posted by Khamsin View Post
    There are also plenty of NMs that don't resist Slow or Paralyze, but are instead simply not affected by it (the attacks-are-actually-TP-moves kind).

    For RDM to become relevant again, they'd not only have to adjust the resistance curve (where a WHM, for example, would have a hard time landing an enfeeble, but a RDM with good merits/gear could land it reliably), but also the effectiveness of such enfeebles. Slow and Para has to affect attacks-are-TP-moves NMs, unless they add a TP-move version of Addle that increases TP-move charge time and reduces TP-move accuracy. Hoping the test server spell list isn't all they're adding for 99, and RDM gets a suite of new enfeebles that are relevant on today's NMs.
    They also have to make it so not every new NM that matters is immune to most enfeebles for RDM to become relevant again and after seeing RDM only getting gain-str and temper as new unique spells last update, I've pretty much stopped raising my expectations for what s/e is gonna give RDM.

  16. #2256
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    Quote Originally Posted by Damane View Post
    the only thing they will be announcing at that point is that FFXI becomes free to play (and will have no more dev team behind it to generate new content) and that FFXIV is on its garbage way to come out ¬.¬. I am seriously not looking forward to VW part 3 (gasp) and WoE as the new endgame we are getting. There is still hope the Nyzul Isle updates (and maybe Salvage) they announced are gonna be good ._.
    Xi is free to play. I've not updated my billing info to the new system and I've not been charged yet.

  17. #2257
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    Quote Originally Posted by Khamsin View Post
    There are also plenty of NMs that don't resist Slow or Paralyze, but are instead simply not affected by it (the attacks-are-actually-TP-moves kind).

    For RDM to become relevant again, they'd not only have to adjust the resistance curve (where a WHM, for example, would have a hard time landing an enfeeble, but a RDM with good merits/gear could land it reliably), but also the effectiveness of such enfeebles. Slow and Para has to affect attacks-are-TP-moves NMs, unless they add a TP-move version of Addle that increases TP-move charge time and reduces TP-move accuracy. Hoping the test server spell list isn't all they're adding for 99, and RDM gets a suite of new enfeebles that are relevant on today's NMs.

    RDM kinda needs a lot right now. It's not the only job that could use it, but it is a poster-child. Not just talking about a few new spells, but redoing merit categories n' stuff too.

    IMO, a possible direction to go would be to try and copy the faster paced, more active style support/enfeebling play of Guild Wars (or similar). In that, you have a lot of very short duration spells/abilities, or ones that need very precise timing to work. Think of it like, instead of silencing an enemy, you'd make them take damage if they cast in the next ten seconds. Or interrupt them and gain MP back yourself.

    Maybe instead of trying to rely on random effects and status, RDM could get some one-proc type spells on relatively short timers. Some could be like Stun - they could do Reflect like that. Mob is hit by its next action, time it right, and you could not only avoid major damage, but inflict it.
    Could also do one for damage from next mob action is absorbed by target. Turn Spike Flail into Curaga VII. Provided you time it right.

    Or make more subtle spells. For example, a pair of status effect spells in the same vein as Dia/Bio - can only have one or the other, but they basically just stick. One prevents TP moves from inflicting secondary effects on players. The other from granting extra bonuses to mobs. For status-only moves, they don't change anything, but for all those damage + status moves it'd be -huge-. 'course, again, with them only working for one proc, the RDM would need to be actively watching for and reapplying it as necessary.

    Make things that work in tandem. How about a status spell that causes DoT while casting, and, in addition, causes TP reset if casting is interrupted (Paralyze, Stun, Break, etc)? Combine that with Addle.

    Perhaps one issue with Enfeebling for SE is that they don't approach it as a quick action/reaction thing. They have little issue putting in other ways to avoid damage that are arguably just as powerful, if not more so. Got plenty of Stuns in various forms.

    'course, RDM could also go the other direction and get more buffs, though a native "make next spell AoE" ability would go a long way there too.

  18. #2258
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    well since this thread is about tracking stuff for ffxi cheek this out:

    http://ps3.ign.com/articles/121/1212513p1.html
    The Weaddin Toast - FFXI

  19. #2259
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    Quote Originally Posted by Khajit View Post
    Xi is free to play. I've not updated my billing info to the new system and I've not been charged yet.
    haha same thing here.

  20. #2260
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    Quote Originally Posted by Isiolia View Post
    RDM kinda needs a lot right now. It's not the only job that could use it, but it is a poster-child. Not just talking about a few new spells, but redoing merit categories n' stuff too.

    IMO, a possible direction to go would be to try and copy the faster paced, more active style support/enfeebling play of Guild Wars (or similar). In that, you have a lot of very short duration spells/abilities, or ones that need very precise timing to work. Think of it like, instead of silencing an enemy, you'd make them take damage if they cast in the next ten seconds. Or interrupt them and gain MP back yourself.

    Maybe instead of trying to rely on random effects and status, RDM could get some one-proc type spells on relatively short timers. Some could be like Stun - they could do Reflect like that. Mob is hit by its next action, time it right, and you could not only avoid major damage, but inflict it.
    Could also do one for damage from next mob action is absorbed by target. Turn Spike Flail into Curaga VII. Provided you time it right.

    Or make more subtle spells. For example, a pair of status effect spells in the same vein as Dia/Bio - can only have one or the other, but they basically just stick. One prevents TP moves from inflicting secondary effects on players. The other from granting extra bonuses to mobs. For status-only moves, they don't change anything, but for all those damage + status moves it'd be -huge-. 'course, again, with them only working for one proc, the RDM would need to be actively watching for and reapplying it as necessary.

    Make things that work in tandem. How about a status spell that causes DoT while casting, and, in addition, causes TP reset if casting is interrupted (Paralyze, Stun, Break, etc)? Combine that with Addle.

    Perhaps one issue with Enfeebling for SE is that they don't approach it as a quick action/reaction thing. They have little issue putting in other ways to avoid damage that are arguably just as powerful, if not more so. Got plenty of Stuns in various forms.

    'course, RDM could also go the other direction and get more buffs, though a native "make next spell AoE" ability would go a long way there too.
    Problem with this is they'd say its too overpowered. If it were a spell and you had a 10s window where a TP move was converted to hurt the mob not the players, you could Chainspell it and make all players invulneravle to TP moves for a period of time. Furthermore, all you'd need to do is cast it before a mini-zerg, which is guarenteed to force a TP move on most mobs (outside of AM casting mobs). Same applies if it were a merited JA on a 10m timer, can force it to land, ally is invulnerable for 10-15s, and dependant on the counter effect, they'd call it too strong and unbalanced. Spike Flail > Curaga7 is Benediction, hell, imagine a Malboro Bad Breathing itself. Problem is a lot of the TP lists would have to be looked at. Simply converting the effect to hurt the mob instead is an interesting notion, but mobs cant Charm or instadeath themselves.

    Nice idea, but will never happen. Hastega'd be nice...

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