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Thread: Comments from the Devs     submit to reddit submit to twitter

  1. #17461
    Running Hell
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    Quote Originally Posted by Spider-Dan View Post
    Also, it's probably way too early to test this, but does anyone know if Silence works like XI, where if you Silence someone during a cast then the cast is cancelled (even if Silence is removed before the cast is complete)? Blunt Arrow is listed as Silence with 1s duration, so it seems like the only purpose of it would be as a spell-only "stun."

    And is Bloodbath "next offensive ability" or all offensive abilities for duration? The description says next but that would seem to make the MRD20 trait (extend Bloodbath duration) kind of pointless.
    Spells will be interrupted if silenced mid cast, confirmed this on PGL using Arm of the Destroyer against the Lilith chicks in the Manor. And Bloodbath is indeed all offensive actions for the duration. A lot of skills and buffs/debuffs still have their old 1.0 tooltips so hopefully this will be fixed by then, for example Fists of Earth buff icon still says it converts attacks into earth element and constantly drains MP even though they removed that mechanic.

  2. #17462
    D. Ring
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    Quote Originally Posted by Voyage1970 View Post
    And Bloodbath is indeed all offensive actions for the duration.
    In case this is unclear, I'm pretty sure this even includes auto-attacks.

  3. #17463
    Yoshi P
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    Quote Originally Posted by miokomioko View Post
    No combos. Well, they have the mechanic of some skills having a chance to affect another, if you want to call that a combo.
    I hope they add some kind off visual cue on your character or on screen to let you know that you activated the "combo". Aside from occasionally checking the skills with long cooldowns, I really don't want to spend most of the time staring at the hotbar just to see if the skill proc'ed the additional effect.

  4. #17464
    Strider/Doom/Cyclops
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    Quote Originally Posted by lancaster View Post
    With one BRD geared purely for +MP and singing Paeon (~2500 MP), using consumables at the right times, a MNK can sustain combat for a maximum of roughly five minutes.
    Does this actually make a difference? Say you have DPS gear instead of MP gear, and your total MP is 2000 instead of 2500. Sure, you will run out of MP faster... but it'll also take less time for your MP to refill to full. At the end of the day, is 300 seconds on/30 seconds off any different than 200 seconds on/20 seconds off?

    I suppose it comes down to whether:

    a) +MP gear increases your natural MP regen
    b) your % recovery from top-tier ether is at the cap

    If a) is not true, then it would seem to make sense only to wear +MP until you reach the ether recovery cap; at that point, you're better off with +DPS.

  5. #17465
    a p. sweet dude
    Pens win! Pens Win!!! PENS WIN!!!!!

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    Quote Originally Posted by Churchill View Post
    Hasn't been necessary so far, been more than a pain to use consistently.

    Rated: Waste of a slot

    If that changes in the future for specific dungeons/content, I'll re-assess. As it stands, not worth the slot. Pretty much every PUG skill is worth putting on the bar; GLD has Provoke and then situational use skills that would go on before boss fights.
    You can't change which cross-class skills are assigned during an instance.

    Edit: Wow, I should have refreshed the page.

    Double edit: Mantra cannot be used on yourself, by the way. Beyond that I don't know the difference because I never actually used Mantra during combat, and it seems annoyingly difficult to use during battle without a sub-target indicator like XI had. Seems like you need to disengage, target the party member you wanna use it on, use it, and then re-target/engage the enemy.

    Triple edit: Mantra can be used on anyone else though; people outside your party included.

  6. #17466
    Bagel
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    Quote Originally Posted by Obsidian View Post
    You can't change which cross-class skills are assigned during an instance.

    Edit: Wow, I should have refreshed the page.

    Double edit: Mantra cannot be used on yourself, by the way. Beyond that I don't know the difference because I never actually used Mantra during combat, and it seems annoyingly difficult to use during battle without a sub-target indicator like XI had. Seems like you need to disengage, target the party member you wanna use it on, use it, and then re-target/engage the enemy.

    Triple edit: Mantra can be used on anyone else though; people outside your party included.
    They still have subtargeting, but it's in reverse. Instead of pressing your macro with /ac "Rip & Tear" <stnpc> and selecting a subtarget, you select a subtarget first using the circular reticule then use the action directly. This will execute the action on the selected subtarget without changing your main target indicated by the floating arrow.

    I hate this so much.

    At least they've acknowledged olde tyme targeting subcommands in the feedback survey so I don't have to complain about it.

  7. #17467
    The Tower
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    Quote Originally Posted by Obsidian View Post
    You can't change which cross-class skills are assigned during an instance.

    Edit: Wow, I should have refreshed the page.

    Double edit: Mantra cannot be used on yourself, by the way. Beyond that I don't know the difference because I never actually used Mantra during combat, and it seems annoyingly difficult to use during battle without a sub-target indicator like XI had. Seems like you need to disengage, target the party member you wanna use it on, use it, and then re-target/engage the enemy.

    Triple edit: Mantra can be used on anyone else though; people outside your party included.
    You can, with controller at least choose a subtarget for your next action very easily and subsequent actions are executed on your auto-attack target. I'm not sure if that extends to up/down arrows for targeting party members however, I haven't played healer in B3. If I were SE though I'd make it so that with mouse left-click on a target enables single action, right-click changes target lock.

  8. #17468
    a p. sweet dude
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    Ah, I must admit I'm an idiot and never really tried to figure out the sub-targeting thing, since Mantra is the only ability I had that required me to target someone else, and there's no content high enough level for me to use it currently. I will definitely mess around with that some more this weekend on WHM.

    Still seems like a pain to use on anyone outside your party during combat, since the d-pad targeting only cycles through party members, but I can't think of many situations you'd want to anyway. (A FATE, maybe?)

    Thanks folks.

  9. #17469
    CoP Dynamis
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    Quote Originally Posted by Stromgarde View Post
    You can, with controller at least choose a subtarget for your next action very easily and subsequent actions are executed on your auto-attack target. I'm not sure if that extends to up/down arrows for targeting party members however, I haven't played healer in B3.
    It does.

  10. #17470
    Daniel Rand
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    Quote Originally Posted by Obsidian View Post
    Ah, I must admit I'm an idiot and never really tried to figure out the sub-targeting thing, since Mantra is the only ability I had that required me to target someone else, and there's no content high enough level for me to use it currently. I will definitely mess around with that some more this weekend on WHM.

    Still seems like a pain to use on anyone outside your party during combat, since the d-pad targeting only cycles through party members, but I can't think of many situations you'd want to anyway. (A FATE, maybe?)

    Thanks folks.
    up and down cycles party members. left and right cycles enemies. press down left analog to lock its easy.

  11. #17471
    Bagel
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    Quote Originally Posted by Kainos View Post
    up and down cycles party members. left and right cycles enemies. press down left analog to lock its easy.
    FFXI was the same way if I remember correctly. People who used to say the controller was crap knew nothing.

  12. #17472
    Bagel
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    Quote Originally Posted by Spider-Dan View Post
    Does this actually make a difference? Say you have DPS gear instead of MP gear, and your total MP is 2000 instead of 2500. Sure, you will run out of MP faster... but it'll also take less time for your MP to refill to full. At the end of the day, is 300 seconds on/30 seconds off any different than 200 seconds on/20 seconds off?
    IC MP regen is 2% of your max MP every 3 seconds, floored or rounded down (not sure which yet).

  13. #17473
    Strider/Doom/Cyclops
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    Quote Originally Posted by lancaster View Post
    IC MP regen is 2% of your max MP every 3 seconds, floored or rounded down (not sure which yet).
    Is that max base MP or max net MP?

    I also presume from your earlier tests that 5 minute limit of MNK WS spam = ~5 minutes of Paeon uptime (in full MP gear with meds)? If so, 300 seconds uptime followed by 150 seconds downtime is just... crippling. Rage inducing, even.

    Ballad is net negative MP for the BRD that casts it... is that because Ballad's perp cost is just that high, or because the singer doesn't receive his own song? If it's the former, I don't see how BRD is workable. If it's the latter, we're going to need dual BRDs for everything of consequence: BRD A to sing Paeon (or Requiem, I guess) and BRD B to sing Ballad to BRD A (among others). When BRD B runs out of MP, swap songs.

  14. #17474
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    BRD doesn't receive the benefits of his/her own songs.

  15. #17475
    Bagel
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    That's just stupid.

  16. #17476
    Banned.

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    Report feedback! I already did.

    Not being able to maintain 2 different songs + not receiving your own benefits gogo

  17. #17477
    Strider/Doom/Cyclops
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    Quote Originally Posted by lancaster View Post
    BRD doesn't receive the benefits of his/her own songs.
    Looks like 2 BRDs for everything then.

  18. #17478
    Nidhogg
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    Why don't you all just go the whole way and have 7 BRDs + tank?

  19. #17479
    Banned.

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    Most parties will probably consist of Healer, Tank, Bard/Black Mage because the latter are the easiest to play.

  20. #17480
    EL - Airship Pirate
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    06/27/2013 5:16 AM
    FINAL FANTASY XIV: A Realm Reborn Updated (Jun. 27)
    A version update was performed on FINAL FANTASY XIV: A Realm Reborn at the following time.

    * Clients will update automatically upon launch after the date and time below.

    [Date & Time]
    Jun. 27, 2013 at 4:00 a.m. (PDT)

    [Affected Service]
    FINAL FANTASY XIV: A Realm Reborn

    [Update Details]
    *Update details will be announced at a later time.
    Update, only 30mb lol

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