Yeah, that whole thing didn't help them seem like they understand their own game at all. It's quite sad that these little Q&A things reduce my hope in the people behind the game, but I just try and tell myself that decent answers take time, and that is something they lack.
Most I could see them doing is giving PLD an offensive stance to dish out more dmg in exchange for defense or something. Something to make them they're not dead weight in Abyssea, and maybe people would bother with slashing procs again.
A lot of the changes they are taking into effect though will be decent for VW. Am curious when they'll have an article on merit changes though as they've mentioned considering a lot of changes to them lately.
I can't remember the last time a PLD used Cover, does that even work on TP moves?
I feel that the main problem with the Q&A has less to do with the A than it does with the choice of Q.
Questions like these are either from trolls or idiots. (Or possibly idiot trolls or troll idiots.) Please ignore them for reasonable requests.We feel that a job trait like this may hurt the balance of the game, but we are looking into making it a job ability on a 10 second timer.I want a Job Trait that allows my Samurai to instantly kill everything in a 50 Yalm radius, gives the effect of TH5,000,000, makes me completely immune from any type of damage, shoots rainbows from my two Great Katanas, holds another Great Katana on my head, gives me regen for Gil, and farts Pixie dust.
I think they're looking at PLD from an HNM point of view where the job is pretty functional.
If they plan to continue making Voidwatch alliance-style battles then all of the proposed changes would be effective at making PLD a pretty tough target to kill. In scenarios where DD can tank without issues, PLD will never win so it'd be a waste of resources to even try.
This Q+A session was far more promising than some of the others. RNGs Q+A seemed like it could be a jobchanger but I won't let SE fool me twice after promising changes and then backing out at the last second.
I thought the no hate loss on shield blocks was a pretty cool idea. As well as the keeping targets hate when using invincible.
If I had to ask a PLD question it'd be why the class doesn't have Hexa Strike. :D
Might as well ask SE a silly question to get a silly answer.
Will never ever happen...unless SE broke down slashing time to two seperate stages.
Sword: PLD cover all 3 (Swift = pld only)
Katana: NIN
Axe + Great Axe: WAR
GKT: SAM
Scythe: DRK (Cross = drk only)
GSD: DRK or PLD
So to cover all slashing !!, you need 5 jobs, 3 arent even really abyssea friendly (WAR + NIN). Blunt can be done with two (actually one job can cover 14/15, and just need the token whm mule to pop their wing if it happens to be Hexa for club), both of which are considered godtier abyssea jobs, and piercing can be covered with 3 (THF/DNC DRG RNG)...THF + DNC are top tier abyssea jobs, drg just isnt popular, but its not abyssea unfriendly per-se, cor can cover all the marksmanship and they're never unwelcomed...rng is just rng.
What up broski, no point hating someone for who they're related to, thats out of their control.
Don't worry, we're all still recovering from the flashbang of stupid that question was.
"PLD would become too offensively oriented if we allowed access to Hexa Strike. We are currently working on a weaponskill designed for Paladin that drains a targets Vitality."
Didn't see this up yet, so...
http://forum.square-enix.com/ffxi/th...445#post163445
Not sure how I feel about infinite reraises. Or drops being removed, I'm guessing they mean slime oils and the like?A number of changes will be introduced to Walk of Echoes battlefields in the next version update:
General
The no-reservation system will be preserved.
The once-per-Vana’diel-day entry restriction will be preserved.
All PCs in a single battlefield will form an allied group, similar to Campaign battles.
The spawn delay for subsequent waves of monsters in each walk will be reduced.
The cutscene displayed upon receiving Kupofried’s medallion will appear only once.
The cutscene displayed upon entering the area will likewise appear only once.
New upper-tier walks will be added.
Evaluation and Rewards
Evaluation conditions will be revised.
The system providing exclusive rewards to only the highest-rated participants will be changed to one in which all characters rated above a certain level will qualify for extra spoils.
Monster item drops and lottable spoils will be abolished.
New rewards will be added.
Coin drop rate will be increased.
Difficulty Adjustments
The linked enmity system will be revised.
Characters who remain KO'd for 30 seconds will automatically receive a Raise effect.
A possible time limit extension to 60 minutes is under consideration.
Still, might be interesting. Might be shit. I wonder most what's going to happen with the titles.
Looks like Union+1. That's a great improvement for those looking to do WoE weapons in my opinion.
All the random dev ideas should be consolidated, combined the threads.
http://forum.square-enix.com/ffxi/th...l=1#post163250
Tactical Processor
Prepare to have your minds blown as we have…yes…information about what the Tactical Processor does!
This attachment is a bit different than the standard attachment that, for example, gives XX% increase in attack, defense, etc. The automaton periodically checks the information around the automaton and decides its next move (if HP took a hit, it will cure, if TP has been saved up, it will perform a WS, etc.).
When using the Tactical Processor the frequency of these checks is increased and allows the automaton to respond to variations in its environment quicker and more precisely.
However, every time it performs a check, the overload value increases, so as the frequency of checks increases it will increase the possibility of an overload.
Epic sauce? Anti-climatic? Let us know!