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  1. #1
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    Patch 1.18: Miscellaneous Adjustments (07/14/2011)

    http://lodestone.finalfantasyxiv.com...87206976ecc340

    In addition to the improvements announced thus far, patch 1.18, slated for release on Friday, July 22 (JST), will usher in a range of miscellaneous adjustments. Players can look forward to the abolition of the fatigue system, revisions to Raise spells, the removal of anima cost for Return, and more.


    Removal of the Fatigue System
    Fatigue is the means whereby playing for prolonged periods of time progressively yields less and less skill and experience points, eventually reaching a point where neither can be obtained. Patch 1.18 will see the removal of this system, meaning players will no longer be subjected to a reduction in skill and experience point awards even after long hours of play. In light of this change, accumulated surplus points will also be done away with.


    Death Penalty and Raising
    The introduction of instanced raids will be accompanied by a wide range of revisions to areas such as the death penalty, Raise spells, and the Return command.

    Death Penalty
    The penalty for being KO'd, namely the effects of Weakness and Brink of Death, will be revised as follows:

    Weakness
    Players who are raised will be afflicted with the Weakness status, which has the following negative effects:

    25% HP reduction
    25% MP reduction


    Brink of Death
    Players who are KO’d when under the effect of Weakness and are subsequently raised will be subjected to the Brink of Death status, which inflicts the following negative effects:

    50% HP reduction
    50% MP reduction
    50% attack power reduction
    50% magic potency reduction
    50% defense reduction
    50% magic defense reduction


    A further penalty will apply to equipment durability for players who revive themselves via the Return command.

    Raising
    As part of balance adjustments accompanying the introduction of instanced raids, and in order to improve the usability of Return as a mode of transport, Raise and Resurrect will receive changes to their effects, as well as the rank at which they are learned. New Raise spells will also be introduced.

    Raise

    Learned: Rank 14 (instead of 38 )
    Recast Time: 5 min. (instead of 60 sec.)
    MP Cost: 101 (instead of 0)


    Resurrect

    Learned: Rank 14 (instead of 38 )
    Recast Time: 5 min. (instead of 60 sec.)
    MP Cost: 101 (instead of 0)


    Raise II -New-
    Restore the breath of life, reviving a KO’d target. Weakness and Brink of Death effects last for 1 minute.

    Learned: Conjurer, Rank 38
    Cast Time: 10s
    Recast Time: 2.5 min.
    MP Cost: 186
    Exclusive to conjurer.


    Rebirth -New-
    Restore the breath of life, reviving a KO’d target. Target suffers no Weakness or Brink of Death effects.

    Learned: Conjurer, Rank 50
    Cast Time: 10s
    Recast Time: 30 min.
    MP Cost: 231
    Exclusive to conjurer.


    Return
    Alongside the above-mentioned reduction in the rank at which Raise is learned, the following adjustments will be made to Return in order to improve its usability as a mode of transport.

    Anima consumption will be reduced to zero.
    A recast time of 15 minutes will be imposed.
    * The above recast time is not imposed on players who are KO'd.

  2. #2

    Sweaty Dick Punching Enthusiast

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    Equipment damage from releasing? Good.
    Raise revamp to non-retard status? Good.
    Return fix/cooldown? Good.

    Minor shit really, but can't argue with any of it.

  3. #3
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    The minor shit is usually what I care about the most. In FFXI when they changed the in-game icon of an item I had that was the peak of fucking excitement for me. So glad to see fighting weakened will be an option though for those times when someone dcs or shit happens out of your control. That whole list is completely win!

  4. #4
    Bagel
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    Welcome changes for sure, hopefully they add proper animations in for the raise spells instead of the whole load of nothing it is atm

  5. #5
    Salvage Bans
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    It's probably looking into it too much, but I find it interesting that Conjurer gets three tiers of raise/rebirth and (at least, it appears) Thaumaturge only gets 1.

    Perhaps this lends itself to the idea that Conjurer is likely to end up as a white mage in its first job, and thaum something else.

  6. #6
    Ridill
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    Quote Originally Posted by vadre View Post
    It's probably looking into it too much, but I find it interesting that Conjurer gets three tiers of raise/rebirth and (at least, it appears) Thaumaturge only gets 1.

    Perhaps this lends itself to the idea that Conjurer is likely to end up as a white mage in its first job, and thaum something else.
    Yeah I think so too. I guess Conjurer will be White Mage and Thaumaturge will turn out to be Black Mage.

  7. #7
    Bard-turned-Miner
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    Quote Originally Posted by vadre View Post
    It's probably looking into it too much, but I find it interesting that Conjurer gets three tiers of raise/rebirth and (at least, it appears) Thaumaturge only gets 1.

    Perhaps this lends itself to the idea that Conjurer is likely to end up as a white mage in its first job, and thaum something else.
    I was thinking the same thing. I'm also happy that I'll be able to add Raise to my action bar since it is a lower rank now, and in a situation with several deaths, several people should be able to assist in casting the spell.

  8. #8
    Old Merits
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    Conj will have a place in parties now that they got Tier Raise/Rebirth. Before, a Tharm was in every way better than conj. Hopefully raids and future NMs require more complex party play than spam atk and spam cure lol.

  9. #9
    Puppetmaster
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    Im liking this seems there slowly defining classes to roles now still a long way to go tho.

  10. #10
    Bard-turned-Miner
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    Quote Originally Posted by Enygma55 View Post
    Conj will have a place in parties now that they got Tier Raise/Rebirth. Before, a Tharm was in every way better than conj. Hopefully raids and future NMs require more complex party play than spam atk and spam cure lol.
    (Trying to be funny here...)

    Yes, lets incorporate a strategy into the game that where we expect people to die and need to be raised most efficiently!

  11. #11
    A. Body
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    Overall good mini changes, I am gonna die laughing at all the rage if/when conj becomes a whm when everyone only lvled it cause they thought it would be the eventual BLM.

  12. #12
    Bagel
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    Raise nerf and equipment durability loss upon death? Are they stupid or what?
    Doesn't SE realize that they're just compounding one of the biggest flaws of this game?

  13. #13
    the whitest knight u' know
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    It all looks fine and dandy except for that bullshit durability hit for returning after death. I already hated that they put equipment durability in this game in the first place.

  14. #14
    F5 Like A Boss.
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    All in all very welcomed change.

    And I fully expected the durability hit. There really isn't a penalty for death at the moment. It's mostly to keep people from D4ing back since Return has no recast when you're dead.

    What they need to do next is make it so you can set your Return point and not have it change when you touch a Aeth. Make Aeth's raise points and everyone always respawn at the one closest to them. That way we can have Return work like WoW's Hearthstone.

  15. #15
    Ridill
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    Quote Originally Posted by Nevex View Post
    Raise nerf and equipment durability loss upon death? Are they stupid or what?
    Doesn't SE realize that they're just compounding one of the biggest flaws of this game?
    They aren't stupid, they're listening to feedback.

  16. #16
    the whitest knight u' know
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    I would much rather have durability loss than exp loss... but I'm not happy about it!

    Could there even be any other (realistic) penalty for dying?

  17. #17
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    I wouldn't hate the durability system as much if weapons didn't wear down fast as fuck still, melee weapons decay so fucking fast its unreal.

  18. #18
    Old Merits
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    I welcome these changes.

    Edit: I like the fact that everyone can equip a basic raise to help out in the case of multi-death and then there are higher tier raises which are unique to a specific class.

  19. #19
    Yoshi P
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    Quote Originally Posted by Lordender View Post
    I wouldn't hate the durability system as much if weapons didn't wear down fast as fuck still, melee weapons decay so fucking fast its unreal.
    Is the decay really still that bad? I haven't played in a few months, but I thought about messing around with my friends and trying out the game again to see if I appreciated it anymore than I did before, but decay was what was annoying the most before.

  20. #20
    Relic Weapons
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    Weapon decay isn't bad anymore if you use a weapon of the proper rank. Weapons used to break down fully within 30 minutes to 1 hour of grinding depending on your class. Now it takes a few days or several hours if you like the game that much.

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