also food and medicine revamp
also food and medicine revamp
MOST IMPORTANT PART (aside from goobbue mount ofc)
My post is a joke made up of responses from the goobbue discussion >_>
Also, if I'm reading this google translation of German Rep responses, the new raids will be in Thanalan and Coerthas. So you can look forward to that! (Another post quickly complains about La Noscea being neglected, so I'm guessing that's right.)
Also also the German Rep confirms that Ishgard isn't open until 2.0 '~' (I think we already knew that though?)
@Rocl It's all good, there was some good info in the Live letter (updated with english subs) that a lot of people overlooked/forgot and I figured i'd bring up some other shit from the video.
I hope any new shit they add doesn't involve the Black Shroud. I'm so tired of walking through that clusterfuck for quests and missions. Any ideas on what level ranges they are going to cater to for the new raids?
@Ishgard I don't think it was ever out right confirmed. I think people just assumed we wouldn't see it until 2.0.
My guess on level ranges is 45+, one for AF body and 1 for AF head.
I would guess at some mid level raid and a 45 raid, but if they went for 2 45s and they were both worth doing I'd be pretty pleasantly surprised. I just wonder at what they are implying by wanting AF to be hard to get: dumb time sink, actually hard challenge, or both/something else. Quest, raid, obscure NM hunting, crafted with old NM mats like Buffalo/Uraeus, who knows?
Where are you guys getting the AF info? Yoshi only said something like "Define Artifact" whenever someone asked about DoH/DoL AF.
On that note, did they ever add a way to seek for materia melding? All my gear is pretty basic, but I don't have a DoH high enough to meld any of my pieces, much less the money to buy the higher tiers. I do have the assimilator already.
I think a new lower level raid would be a good building block to the game. Problem is the leveling curve is sooo fast now that content like that would get skipped over. Slowing it down might help but a balance would need to be struck. Of course the over-arching problem with any kind of dungeon at this point is the non-meldable r/ex stuff being overlooked unless it offers something unique in a given slot. Running Darkhold was fun as hell when it was the only thing to do though. Rekindling some of that would bring me back for sure. Would need multiple bosses/paths to keep the masses interested in the longhaul though imo.
Voidwatch is the only thing in XI where someone could tell me of a single digit for drop% and I wouldn't bat an eye. That said, I doubt anything that severe in XIV, it doesn't seem to fit the overall MO for the game, if you simply said 10% off of a boss at the end of a raid, I'd be more apt to agree!
Nobody wants to read about that.. this is for comments from devs lol.
In the video, and I guess in some posts too.
One piece of AF will drop out of each raid, the piece being random, doesn't go into the loot pool and can duplicate like primal weapons. Calling it now.
With current game design, low level raids are sadly totally worthless. Will probably work best for all of this apparently temporary pre 2.0 content to focus on max level. Also, the speed of the leveling curve doesn't doesn't matter. Once people hit max level on one job, if they want gear from a lower level instance for another job, they will just get a friend into their group and go solo it.
To make lower level instances viable, they need more than just 1 quest that goes through them, even better if a good percentage of jobs had quest lines that involved a few trips through them. Having the xp in an instance be more worthwhile compared to grouping outside would help, but that won't happen as long as PL is better. Additionally, some way to lock people onto a job once the run starts. Switching jobs is great, and its great you can switch out in the middle of the game world. But switching in an instance is just going to cause major balance issues that will cause more problems than they are worth.
As far as multiple bosses, yes that is definitely needed at all ranges to combat against job stacking. But the other part required for that to work, is not to be able to switch jobs in an instance. If you make a balanced group for an instance, and can't switch jobs, and there are multiple bosses that have different strategys, a balanced group will most likely work out better than a stacked group, if the devs have taken jobs into account and worked to balance it properly. Multiple paths I think are a bad thing, unless multiple paths still means enough different bosses to encourage a balanced group, and also if the loot is all worthwhile, so that all paths have equal value.
I think Darkhold will be gone at 2.0. As far as lower level dungeons they need to be a mix of great exp + unique rewards to make them work or like you guys said they will be overlooked.
The devs now have a tendency to make content very difficult and there still isn't something a mediocre casual group can get up and go do. They would probably benefit from something with average difficulty.
Tangentially related but I had an idea of a way to discourage job stacking in general; reconfigure party bonuses to depend on class diversity.
Instead of light/full party bonus, make it so that once you hit 4 party members you gain a party bonus determined by how many different jobs you have after the first 2 @ 2% per job.
ex.
a party of CON CON LNC LNC would receive no bonus, as there are only 2 jobs present
a party of CON CON LNC PGL would receive a 2% bonus (3 jobs present, 2% bonus per job past the first 2)
a party of CON CON THM GLA LNC PGL would receive a 6% bonus (5 jobs present, 2% bonus per job past the first 2)
To get the equivalent of a "full party" bonus as it is now (10%) you would need a party of all 7 classes with room for 1 optional duplicate.
Hardly a remedy for job balance but I think getting raw stat bonuses simply for diversifying your lineup would go a long way.
This is a good idea, but won't help in the case of lower level content.
Need more impetus to experience the content with a proper level range group. One thing I didn't mention before, if you have a consistent amount of new players coming in to the game, you will always have new people who at least need the quest to get their chocobo making groups to run through it. Unlike xp in FF11 though, no old school players will be meeting these newer players if there isn't a way to encourage older players to level new jobs in these instances. Encouraging veterans to level new jobs with new players via mid level instance content is also one of those things that will improve the community aspect of the game, allowing new players to be drawn into the active game world. People hesitate to put limitations on anything, but in some cases a limitation is best. Job locking on entering an instance is one of those limitations that I think will do far more good than harm.