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Thread: Dev Tracker     submit to reddit submit to twitter

  1. #1061
    Yoshi P
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    Quote Originally Posted by ronin sparthos View Post
    Problem is, capping haste is becoming more and more of an isolated strategy. Voidwatch is all about holding a mob, getting procs and then chipping it down to 0. In such a situation, DNC is quite useless given the fact that you often don't want DD on NMs, Sambas are impotent when individuals aren't on the NM and the job can't heal well - a formula for being shut out of endgame.

    DNC will likely see use throughout new Dynamis but SEs dynamic gravitates away from zergs and more towards holding mobs which spells disaster for any class that shines only during extreme haste-stacking. At least the job has soloing still? The whole purpose of DNC was supposed to be dual purpose DD and healer yet we find ourselves with a class that simply cannot heal effectively, especially in HNM scenarios where status effects and damage often come rolled into one.

    From the outright denial to split timers based on a "balance" issue, it's clear SE has no idea what to do with the class going forward other than making it more of a THF variant.
    With this style of gameplay going forward, would a potent (3/tick) Auto-Regain feature for DNC be something that could help it main useful in lesser DD situations? I don't really know much about DNC, so I'm not sure if something like this would even be worth adding in situations where's 50/50 melee/not or even less.

    *Edit*
    I know this would akin to a bandaid on severed limb situation, but would it at least be a start in the right direction is what I'm getting at.

  2. #1062
    New Merits
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    just posting this link for use until english notes come out,

    Ninja in JP + Google translate its barely readable but better then nothing

    http://www.ffxiah.com/forum/topic/24...ggest/#1493173

  3. #1063
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    Naw. Auto-regain would only be useful for running between places and for DD purposes. Assuming we're using this Regain to do healing/support, 3TP/tick means 15 ticks per Waltz III (45 seconds for 500 HP restored). At that point we should just job change to RDM, WHM, SCH, BRD, or SMN.

  4. #1064
    Relic Shield
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    Quote Originally Posted by Squeenix
    Also, when double attack/gilfinder are enhanced, we are planning to have them change into triple attack/treasure hunter
    What would be the point of going from 10% Double Attack to 5% Triple Attack?

  5. #1065
    New Odin
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    3 > 2 duh.

  6. #1066
    Hydra
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    Quote Originally Posted by Nyosan View Post
    What would be the point of going from 10% Double Attack to 5% Triple Attack?
    Sub warrior and get both! ..Maybe if we get spells to enhance our dual wield to III it's a possibility of a sub shift.

  7. #1067
    Ridill
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    Quote Originally Posted by Nyosan View Post
    What would be the point of going from 10% Double Attack to 5% Triple Attack?
    When I first read it I thought that it was 10% Triple Attack since it was an upgrade. And then I came back to reality and realized that it is a just fluff change.

    On a more general note, is anyone else getting really cynical about the job manifesto answers? It is like every manifesto is: "we know what is wrong with every job, but we either don't know how or are too scared to fix them."

    And before anything is misconstrued, it's not the Community Team's fault, they can only post what they are given.

  8. #1068
    Yoshi P
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    What I've gotten from reading the job manifesto/job updates is they don't know how their own game is being played thus don't know what is wrong with it and consequently how to fix it. Is anyone keeping up with the Japanese forums to tell if they think these questions are as stupid as we do?

  9. #1069
    An exploitable mess of a card game
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    http://forum.square-enix.com/ffxi/th...548#post170548

    Q: Improve shurikens
    A: Shurikens are fine; it's just that obtaining them is a bitch. We'll look to revamp supply and shuriken related merits.

    Q: Remove the decay on Innin and Yonin
    A: Not what we have in mind

    Q: We want a smoke bomb to reset hate
    A: NIN is designed to take (Kidnap) or fight targets, so we don't have plans to do that

    Q: Improve tonjutsu (I assume this means offensive Ninjutsu)
    A: Ninjutsu is based on NIN Skill/Status Bonus/Futae/Innin atm. We'll look into magic ACC perhaps, but otherwise, fuck off.

    Q: Improve Tonko/Monomi
    A: No

    Q: Make NIN get restorative spells
    A: No

    Q: We want stronger debuffs
    A: If we do that, we need to improve RDM's enfeebles

    Q: Allow AOE Defense
    A: Probably not for balance (Getting bored translating at this point)

    Q: I want a synthesis of Deer/Wild Boar/Butterfly tools (Idk NIN tools, so you figure it out!)
    A: We're making plans to do this

  10. #1070
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    Quote Originally Posted by Yugl View Post
    Q: I want a synthesis of Deer/Wild Boar/Butterfly tools (Idk NIN tools, so you figure it out!)
    Sounds like universal tools. Can't be crafted currently, as far as I know.

  11. #1071
    Ridill
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    Quote Originally Posted by Nyosan View Post
    Sounds like universal tools. Can't be crafted currently, as far as I know.
    Must be this. The universal tools names come from Ino-Shika-Cho > Boar-Deer-Butterfly

  12. #1072
    Fuck It, I'm Goin Deep Fan Club President
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    You will be glad to know that we are planning to make it possible to access your storage from all mog houses, however, it will be sometime after the upcoming version update.
    Took long enough for this

  13. #1073
    D. Ring
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    Fuck yes finally.

  14. #1074
    Ridill
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    Holy crap!

    http://forum.square-enix.com/ffxi/th...120#post171120

    Quote Originally Posted by Camate
    Just a small tidbit of information pertaining to Dynamis...

    In the next version update we will be making it possible to view maps!

    It will not be necessary to complete any quests for these maps as they can be purchased from the goblin NPC that sells the Dynamis key item (you will have to purchase each area's map separately). We are still looking into the price though.

    http://forum.square-enix.com/ffxi/at...541191&thumb=1
    Maps in Dynamis! Now that is some really good news.

  15. #1075
    Fuck It, I'm Goin Deep Fan Club President
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    awesome!!

  16. #1076
    Ridill
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    Since I didn't see this posted here:

    Translated Ninja:

    Quote Originally Posted by Camate
    Ninja feedback!

    Go ninja, go ninja, go! <3


    I want shurikens to be improved.
    Shurikens are not weak weapons, but they are not used very much because they are expensive, and it is difficult to obtain a shuriken that fits your level. We are working towards addressing these issues.

    Regarding adjustments to ninja itself, we are planning on focusing on merit point categories initially. Concurrently, we would like to work on adding high level shuriken and increasing accessibility. We have received requests for adding additional effects and enfeebling effects to shuriken, but it would be very inconvenient to have to carry various types of shuriken in addition to ninja tools, so we plan to continue to separately utilize ninjutsu for enfeebling effects and shuriken for damage.

    I would like Yonin/Innin to be sustained abilities.
    In exchange for the effects wearing off after a predetermined time, we were able to craft effects that are very powerful. It is possible for the ability to be changed so that the effects are sustained for a long period. In this case, the effects will not wear off, and a weaker version of the effects could be maintained. However, the strong effects that exist currently would have to be weakened, so we don’t think this is desirable.

    I want an ability that resets hate by throwing a smoke bomb.
    For a job that has the versatility of not only dealing damage but also the ability to tank quite efficiently, we don’t have any plans of adding an ability that controls hate.

    I would like the power of elemental ninjutsu increased.
    The power of elemental ninjutsu can be increased through ninjutsu skill, skill bonuses, abilities such as Innin and Futae, and gear with magic attack bonus. We believe that elemental ninjutsu is sufficiently effective when used in conjunction with the above. However, we do think there is an issue with accuracy, so we are looking into a solution.

    I want the duration of Monomi/Tonko to be increased to a length similar to the duration of magic spells.
    Ninjutsu doesn’t have the downside of being detected by magic aggressive enemies when casting, so it’s much easier to recast ninjutsu than magic spells. Thus, the duration of ninjutsu is shorter than magic spells.

    I want some way to recover HP using ninjutsu.
    We have no plans of adding recovery type spells for ninjas. We would like players to choose a job with recovery spells as their support job or have their party members cover them.

    I would like “Ni” and “San” upgrades added to enfeebling ninjutsu.
    If we are to add upgrades to ninjutsu, we would like them to be learned as merit points similar to red mage, so we will look into this during our adjustment of merit points.

    I would like ninjutsu that protects players from AoE spells added.
    We have decided that ninjas will be weak against AoE spells in exchange for having strong defense against single attacks, with Utsusemi being the focal point.

    Ninja Tools: I want to be able to create inoshishinofuda/shikanofuda/chonofuda through synthesis.
    We are planning on implementing this.
    Translated Beastmaster:
    Quote Originally Posted by Camate
    Beastmaster feedback!

    Grab Kodo and Podo to read over these updates with you!

    I would like the amount of charges that get expended reduced.
    We’ll look into this when we review the overall pet system. We plan to adjust imbalances between the effect and the amount of necessary charges.

    I would like pets’ special abilities to be performed by either charge only or TP only.
    TP is necessary to perform any ability, and the charge is necessary to choose the type of ability that is used. If the requirements for the ability are removed, the abilities themselves would be restricted as well, so it would be better to revise the required amount of charges, instead of simply removing requirements.

    I would like to use Sic to command my pet to use a special ability when it wants to, and Ready to command my pet to use a special ability immediately.
    This is an interesting idea. This could only be used for called beasts, but we will look into this. As a warning, developing and implementing this feature will probably take a very long time.

    I would like the recast timer for Ready to be shortened.
    We will look into this when we review merit point adjustments.

    I would like to be able to use charm even when I already have a pet.
    From a development standpoint, this is possible if we spend some time on it. However, for balancing reasons, we do not plan on making this possible.

    When battling multiple monsters, I want my pet to only attack monsters I have commanded it to fight.
    Although they react to commands, pets are beasts, so we would like to maintain their instincts, but we will look into your suggestion.

    I want a new ability that intimidates monsters.
    (Chance of intimidation correlates to the pet’s level)
    I like that this captures the essence of the beastmaster. This will also enhance killer type effects, so this is a valuable suggestion.

    I would like high level plantoid called beasts to be strengthened.
    We will look into this when reviewing pets. They have some decent special abilities, so we would like to increase their accessibility.

    I want to be able to skillchain with pets.
    We have discussed this before in the new spell thread, but due to current settings, if pets are able to skillchain, monsters will be able to skillchain as well. This would be interesting, but the balance of battles would be changed drastically, so this would be difficult.

    I would like the strength of called beasts under level 75 to be reviewed.
    We would like to perform these adjustments one at a time, but since there are a large number of issues to review, it will take a long time to address them all.

    I would like pets that use blunt/piercing attacks to be added.
    We will consider this when adding unique characteristics for each pet.

    I want the maximum number of stacks for call beast items/petfood changed from 12 to 99.
    Considering the balance between the cost of synthesis/synergy and the pet’s stats/amount of HP recovered from food, we think that being able to stack 12 is appropriate.

    I would like the amount of HP recovered from pet food to depend on the beastmaster’s charisma.
    Actually, the amount of HP recovered from pet food is affected by stats, but charisma having an added effect is unique to beastmasters, so we would like to work towards implementing it.

    I would like my pet to fully recover (Full HP/300TP/ status ailments cured/recast time for call beast reset) when using familiar.
    This is a good suggestion for when you get stuck in a bind. The details of what type of effects we can implement will be discussed, but we will look into this idea.

  17. #1077
    The God Damn Kuno
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    How convenient nobody happened to ask about charming high level monsters. Totally crazy, huh?

    Ninjutsu doesn’t have the downside of being detected by magic aggressive enemies when casting, so it’s much easier to recast ninjutsu than magic spells.
    2004 called, they want their relevancy back.

  18. #1078
    Resident Moogle
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    Quote Originally Posted by Septimus View Post
    Maps in Dynamis! Now that is some really good news.
    There goes all those hours I spent memorizing Qufim/Beaucedine/Xarcabards layout completely.

    Oh well, it was sorely needed since shit respawns now, leaving less of a 'path of destruction' for latecomers to find their way to you. That and I can make the regulars actually use map markers for the time extenders so I don't have to reiterate which ones I refer to which I say TE1/2/3/4/5.

    We have discussed this before in the new spell thread, but due to current settings, if pets are able to skillchain, monsters will be able to skillchain as well. This would be interesting, but the balance of battles would be changed drastically, so this would be difficult.
    I would be all for mobs/NMs to be able to skillchain if for some reason you're feeding them enough TP that they can do two compatible moves back2back that would skillchain, while all being done on the same target.

  19. #1079
    Yoshi P
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    What the fuck are they talking about? Do monsters that serve as what can be pets typically have an enemy Hume/Elvaan/Taru/Mithra/Galka that can WS with them to make skillchains? They do realize there are mobs in the game that CAN skillchain right?

  20. #1080
    the whitest knight u' know
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    Ugh, what morons are asking these questions? Official forum kiddies?

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