They say right there in the post they are upping coin droprates. The elimination of drops probably refers to stuff like antlion jaws or crab meat, since the mobs cannot, to my knowledge, drop two items at once.
They say right there in the post they are upping coin droprates. The elimination of drops probably refers to stuff like antlion jaws or crab meat, since the mobs cannot, to my knowledge, drop two items at once.
You can get skill ups in WoE, no exp loss per deaths, and unlimited Reraises now, Campaign +1. Fuck the coins!
Most certainly they will. Iirc there's 7 flux areas left. So either they'll release all 7 or just a few and hold back a couple for the final level 99 trials or something.
If the regular gear that drops weren't niche and hokey junk then even people who don't want any trial coins might go along for something nice.
Also good riddance, fuck that annoying Moogle cutscene next to the laggiest conflux evarrr.
WoE as high level campaign is what I always thought was their plan for it. The implementation though...yeah....
Could be less. With Voidwatch using Pashhow[S] conflux for a CS in WoE I wouldn't put it past me if they decided to reserve a part of the zone for that event down the road also.
WoTG story used a different entry point into WoE than the WoE-Event did (Grauberg[S]), which let you walk around a small hub, with there being a door to initiate a BC with within an enclosed arena. Tummie is probably referring to the floating islands specifically rather than any battle-arenas.
Correct, each island is basically a flux inside WoE
spoilered for size
Spoiler: show
It was in the old WoE thread. I quoted the two previous information posts in the new thread though.
but you still get more rewards for being evaluated highly.
Time to Formless Strike whore. Somehow I always got #1 or #2 when I Formlessed the black Slimes in Flux 2
Is it just me, or was this underwhelming? Nearly every mob worth fighting is immune to some if not all enfeebles. Why add in tier III en-spells when tier II en-spells are terrible? Unless you will be able to have every merit category completely filled, the other RDM merits would have to be awful to justify not meriting other things. (i.e. Meriting en-spell potency versus something like Slow III.) Gravity never lands on anything that you would want it to land on, so unless you want to separate evasion down from the movement speed reduction Gravity II is going to be a waste of a spell.Greetings red mages!
Thanks for all of your feedback and sorry to keep you waiting! Here are a handful of responses we got from the development team in regards to your questions and requests.
As was stated in the preface of the job adjustments concept, the core concept of these adjustments is to make each job useful in HNM fights as well as other battle-related content. That said, we mentioned that the job adjustments will focus on party structuring, but that doesn’t mean that we will not be looking into the sword-wielding proficiency of red mages. We are actually planning adjustments to red mage’s proficiencies in the upcoming version update.Do you have any plans to enhance the viability of our sword-wielding proficiency?
We have no plans for this at the moment. When looking at the current system, where enfeebles take place using magic and En-spells increase damage, we’re pretty satisfied with the current separation of the two.Make it possible to add enfeebling effects to En-spells.
Planning to add these during the next version update. However, this isn’t going to be the tier-III version, we are thinking about a different type of En-spell.Add higher tier En-spells.
We would like to look into perhaps having this take place through merit points.Add an ability that enhances the effect of En-spells.
Enlight and Endark are special magic spells for paladin and dark knight respectively and we have no plans to add them to red mage at this time.Make it possible for red mage to use Enlight and Endark.
In regards to monsters that are completely resistant to certain spells, there is a high possibility that we won’t make any significant changes. However, there aren’t really too many of these monsters, so in regards to adjustments making it possible to land enfeebling magic easier, we feel it would be better for red mage’s to experience this effect on a larger amount of monsters.Get rid of the 100% enfeeble resists on some monsters.
Since enhancing magic is an area that red mages excel at, we would like to add something. We have been receiving a lot of ideas for enhancing magic and we will be keeping them in mind when exploring this subject.Add new enhancing magic.
We are planning to make this spell a red mage-specific spell, but are continuing to evaluate it.Will red mage be able to the use the higher tier Gravity?
We will be looking into both of these along with the weapon skills revamp.Allow red mages to use one-hand sword weapon skills that can only be used by certain jobs and support jobs. We also want staff weapon skills.
We looked into this, however, if we were to add this it wouldn’t be a job trait. The possibility is pretty high that it would be in the form of equipment that a red mage could wear.Give red mage the “Fencer” job trait!
It is oddly appropriate that Red Mage spends most of its life having a staff as its only useful weapon, but has no proficiency in it.
The questions were underwhelming, the answers being so is not surprising. The 'aren't too many of these monsters' bit is a little odd unless they mean mobs completely immune to all enfeebles as a whole at not just immune to most of them.
They probably read it as "Not a lot of NMs are immune to every enfeeble". Thank god for Poison and the elemental dots, amirite?
I blame the retarded melee RDMs.
Of course, the first question is about meleeing.
Go go Dia!
And thusly my response.