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Thread: Dev Tracker     submit to reddit submit to twitter

  1. #6741
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    I would have taken Misery making me immune to status effects for say, a 10% increase in casting time on the -nas, bar Esuna. That spell already has a ridiculous recast for a status removal spell.

  2. #6742
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    can i just have remove amnesia please? Is that soo much to ask.

  3. #6743
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    We were going to add a amnesia -na spell but forgot how.

  4. #6744
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    Quote Originally Posted by Apelila View Post
    I would have taken Misery making me immune to status effects for say, a 10% increase in casting time on the -nas
    With Solace/Misery the downside is that you aren't using the other one though... well, with Misery it is anyways.

    Anyways I found this gem a while ago:

    -The ability to see what your target's targeting.
    People might be noticing a trend... players suggesting things that are already in the game. I don't even think I'm catching every time this happens either, especially with some of the more vague comments (or due to vagueness, the player might be referring to something else). Either way, this item isn't making the cut into the summary.

    So does this one, but it is 20x worse.

    and blue needs better weapon combat skills cause any uber blue can solo alot of mobs but we can really only proc wit sword and club while other dd jobs have access to many red or blue procs. and if i sub war then i cant effective solo nm's. Considering blue can effective do the basics of most jobs u would think it was more skilled in weapons.
    Name me one weapon skill on Sword/Club that Warrior is on that Blue Mage isn't, because if there is I would like to stop being misinformed (did I skim the wiki article too fast when confirming this?).

    I understand some Blue Mages have different play styles, but not knowing what weapon skills Blue Mage gets natively or at very least checking a wiki article or the actual game before asking for it is just too far.

    I hope I'm not derailing too much with these...

  5. #6745
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    NVM, weaponskill not weapon lol.

  6. #6746
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    When I read new producer's posts, the only thing that comes to mind is this


  7. #6747
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    Quote Originally Posted by Economizer View Post
    Reading the thread and summarizing suggestions royally sucks.

    I really should have been doing this as it was posted, but I was afraid that people would edit their posts before the thread was closed.

    Even though I've been doing my best to get every (legible) suggestion summarized, no matter how much I disagree with it, this one just didn't make the cut... I just couldn't handle it:

    "-Allow macros to contain "commands" like "ctrl+m" so it would be possible to use a macro to access the spell, ws, or ja list."

    If I see more like this, I'm editing this with them. Some comments are kinda "stupid" because they're just too implausible without enough benefit, or just would require an astronomical amount of programming work (like something that automatically transfers a set of gear on job change), but I don't think I've come across anything this bad yet. I'm sure there is some logic to it I don't understand for some reason, but this just seems stupid.
    I made that suggestion.

    Think of it as a way to save macro space for rarely used spells and abilities but still be able to gear swap for them. A spellcast user wouldn't have any use for something like this. Someone who uses windower scripts or normal macros would.

    2 examples where this could be useful:
    -Summoning magic - one macro to swap to casting gear and open the spell list, pick your avatar, and then swap back, rather than different macros for every individual avatar.
    -Warrior proccing weaponskills - could make a generic accuracy set macro designed for proccing weaponskills that opens the ws list, giving you faster access to ws for whatever you have equipped rather than swapping and opening the list manually.

    Does that make more sense?

    Rather than macroing the ctrl+m an alias of some kind would work too, <stma> <stja> <stws> could serve the same purpose.

  8. #6748
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    Quote Originally Posted by pancakesandsex View Post
    2 examples where this could be useful:
    -Summoning magic - one macro to swap to casting gear and open the spell list, pick your avatar, and then swap back, rather than different macros for every individual avatar.
    -Warrior proccing weaponskills - could make a generic accuracy set macro designed for proccing weaponskills that opens the ws list, giving you faster access to ws for whatever you have equipped rather than swapping and opening the list manually.

    Does that make more sense?
    Much more. I am sorry for the misunderstanding (although I think the way it was explained will cause the Community Reps to read it in the same way), but I'll go back and add it to the list. When I read it I read it as being able to access specific commands (which is in the game), rather then being able to open the specific list (which as far as I can tell, is not).

    Of course we'd all prefer infinite macro space, and I'm really hoping they allow third party plugins that allow some form of it with some conditionals, but not endless scripts like the magic skill up scripts that people run with spellcast (I know that's a crappy example really, but the idea is that they'd get to set rules against stuff like is borderline botting), but obviously you share my doubts that SE will do something so coherent. Your workaround would be helpful in the case that SE ignores our requests for both managed third party plugins and a large macro workspace.

  9. #6749
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    Quote Originally Posted by Economizer View Post
    Much more. I am sorry for the misunderstanding (although I think the way it was explained will cause the Community Reps to read it in the same way), but I'll go back and add it to the list. When I read it I read it as being able to access specific commands (which is in the game), rather then being able to open the specific list (which as far as I can tell, is not).

    Of course we'd all prefer infinite macro space, and I'm really hoping they allow third party plugins that allow some form of it with some conditionals, but not endless scripts like the magic skill up scripts that people run with spellcast (I know that's a crappy example really, but the idea is that they'd get to set rules against stuff like is borderline botting), but obviously you share my doubts that SE will do something so coherent. Your workaround would be helpful in the case that SE ignores our requests for both managed third party plugins and a large macro workspace.
    Ideally I'd like it to work so i can write a macro that functions like this

    /equip slot item1 <stws>
    /equip slot item2

    where <stws> opens the weaponskill list and the second line doesn't fire until the target is chosen, similar to <stnpc> etc.

  10. #6750
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    I'm adding this one as best I can, but when the commenter doesn't know whether they want a DoT spell to be tock based like a Helix or tick based like everything else, you have to wonder what they really mean.

    How are they even going to translate this?

    Or give us an absorb spell that say devour. Devour when cast would be a DoT drain spell on the monster. It would act like a scholar helix spell. The damage caused though would be returned as a healing factor to the dark knight. So say it does 200 damage and 25 DoT every three seconds. That 25 HP damage would return to the dark knight.
    As an added bonus, I think this posted is someone who has been talked about in one thread repeatedly due to weird equipment and subjob choices (I think it was Relic, Glassblower's Belt, and DRK/SCH on Voidwatch content).

    Then there is this one:

    Allow us to append /wait to then end of any macro command. This would effectivly double our available macro lines.
    I'd be posting a ton more quotes of people if I was posting bad ideas that are just bad instead of these two that are either unclear or not in the game. When I finish this, there are going to be a lot of bad suggestions included in the summary, and a few good suggestions you might not have thought of, and the obvious ones that everyone was spamming likes on.

  11. #6751
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    You should make a thread pointing out how much crap is already in the game that these folks aren't aware about. ;/
    Spoiler: show
    I hope the community devs just ignore them

  12. #6752
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    Four translations inc. Takes some time to make 'em purty, so here's just the first one. Again, all my translations of JP community team posts, not "official."

    1) Regarding Adjustments of New 2-hour Abilities

    Howdy y'all,
    I have some responses to feedback regarding the new 2-hour abilities:

    Quote Originally Posted by JP#1
    Twilight Scythe: Normally attacks with non-attribute.
    Formless Strikes: MNK ability, normally attacks (not valid for WS) with non-attribute, can be reused every 10 minutes.
    New WAR 2h: Normally attacks (not valid for WS) with non-attribute, can be reused every 2 hours.

    How do you figure that a situation where you add a long-awaited ability that is inferior to an existing MNK merit ability will suffice? Will you please tell us about when this ability will be "effective" because it is a 2h ability and it looks terrible.
    Even though it has the same effect, the job is different and so there are other characteristics to take into account when evaluating. If WAR was also able to use Formless Strikes with the same reuse timer, there are many things that will be affected that would need to be considered.

    Please do not just think about these abilities from the point of view of what other jobs can use. We would appreciate comments regarding the abilities' effects as they pertain to the job that can use them.


    Quote Originally Posted by JP#2
    How is the new dancer 2-hour ability intended to establish a limit of 3 flourishes?

    The intent of this is to push the use of Flourishes, opposite to the extra healing ability of Trance when you're in a pinch. But basically it just comes down to using a weapon skill a maximum of 3 times:

    1: R.Flourish -> WS (3 times)
    2: (assuming starting with TP) C.Flourish -> WS -> R.Flourish -> WS -> R.Flourish -> WS
    3: R.Flourish -> B.Flourish -> C.Flourish -> WS

    Those would probably be the only considerations of how to use this. There'd really be no point in using S. or T. Flourish or any of the others.

    I feel that it is basically only inferior to Meikyo Shisui in this form. I think that it would be a good ability if you would reduce the length of the effect to 30 seconds and put 0 recast on Flourishes. If so, there would still be the problem of Accuracy rate, and you could do something like continue to Barrage the enemy for 30 seconds, or use V.Flourish to Stun lock the enemy for 30 seconds. I think it would increase the potential choices of actions when using the ability.
    It appears that everyone is comparing this ability to Meikyo Shisui. Utilizing three flourishes to perform weapon skills is only one application of this ability. I think that this ability can be taken advantage of differently depending on the situation, so I would like you to try and test different courses of action.

    Finally, regarding the 0 recast on flourishes for 30 seconds. In 30 seconds, you could easily repeat R.Flourish/Weapon Skill more times than you can weapon skill during Meikyo Shisui. It would become too powerful in this case, so we have to put conditions that limit the number of times flourishes can be used.

  13. #6753
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    I love the double standard on making comments in relation to the abilities of other jobs.

  14. #6754
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    Quote Originally Posted by pancakesandsex View Post
    I love the double standard on making comments in relation to the abilities of other jobs.
    Isn't it amazing how they say not to compare in the first reply and in the second reply in the same post (those were both replied to in the same post) they directly compare to Meikyo Shisui? I had to lol at that.

  15. #6755
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    Quote Originally Posted by Slycer View Post
    Isn't it amazing how they say not to compare in the first reply and in the second reply in the same post (those were both replied to in the same post) they directly compare to Meikyo Shisui? I had to lol at that.
    That is exactly what I am talking about lol.

  16. #6756
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    2) Regarding the new SMN 2-hour Ability

    Yo.

    Quote Originally Posted by JP#3
    JP post regarding a bunch of SMN stuff that I may fully translate later, but not really important
    The type and combinations of blood pacts you use during the new SMN 2-hr are up to you. We would appreciate comments as you think about the potential uses in different situations.

    In the next test server update, we plan to uniformly reduce the recast time of avatars and elemental spirits (except Odin/Alexander) to 5 seconds.

    In terms of properly using more than one summon, you will now be able to temporarily switch back and forth between two avatars immediately.

    Also to make this new 2h ability more effective, by reducing the execution time of blood pacts, it will help so that there are more applications where you can use blood pacts from more than one avatar in a short period of time.

    Since this is not a big change, we will announce it with the list of changes of the new 2hr abilities when we update.

  17. #6757
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    3) Regarding Repop Timers of Magian Trials NMs

    Hello
    Quote Originally Posted by JP#4
    I think there was a thread in the past about this; I think the repop timer on old obsolete NMs should be reduced to 5 minutes. It seems like this content is just there to stall for time, and doesn't fit well with FFXI right now. Please consider this.
    These NMs are mostly involved in the trials in obtaining Empyrean Weapons, and for the lower level notorious monsters, the time that trials take is set to match the performance of the resulting improved weapon. Since it would no longer be balanced to reduce the repop timers of the NMs, this is not planned.

    It's very unlikely that we will change this content, but even if there is an adjustment, it will have to be adjusted so that the time and effort to complete the trials is approximately the same.

  18. #6758
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    How the hell do they give those three explanations next to each other?

    Explanation 1: Stop comparing abilities between jobs!
    Explanation 2: Here is a comparison of abilities between jobs, by the way we can't let you instantly re-use JAs because the JA/WS spam for 30 seconds would be too powerful.
    Explanation 3: We were afraid that the new SMN 2-hour that lets you spam avatar WSs wasn't strong enough, so we made it stronger.

    I mean, really? Wow SE, impressive.

  19. #6759
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    I guess it's a good time to announce this right after saying they're buffing up the new SMN 2hr a little? lawl.

    Last translation for now.


    4) Regarding the Timing for the Introduction of Cait Sith

    Hey there,

    The implementation of the new avatar Cait Sith that was expected to be introduced to the test server in the July to September time frame, per the FFXI road map, is expected to be delayed.

    We originally planned to add a large amount of items to the game, but, in addition to the large variety of requests we continue to receive, it has taken longer to implement these items than planned and since there was not enough time to get everything done and maintain the schedule, we could not help but to lower the priority of the addition of Cait Sith.

    I am sorry to everyone who was looking forward to the addition. Once I have more information, I will update you on the timing of the introduction. Thanks for your continued patience!

  20. #6760
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    At least they're acknowledging that it is delayed- in the past SE would have just said nothing and released Cait Sith sometime next July.

    In regards to DNC- couldn't they just limit the number of times you use a Flourish from each category (3 Is, 3IIs, 3IIIs)?

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