This update is really amazing. I haven't played since about Feb. '11 but I'm definitely resubbing when I get home. Now to just download a year of updates overnight![]()
This update is really amazing. I haven't played since about Feb. '11 but I'm definitely resubbing when I get home. Now to just download a year of updates overnight![]()
Loooooots to digest, that's for sure. Can't wait to see the stats on the artifact armor though.
I do like they are making useless gear stronger now that they realized you can't make gear that can be outclassed with a single materia.
read: an issue wherein ARC was dealing too much damageThe following issues have been resolved:
- An issue wherein the effects of Blindside, Bloodbath, and Blood for Blood could be triggered via shot and throw attacks.
OK, I forgive you. Come back to bed now.- An issue wherein the effect of Chameleon was not working as intended.
- An issue with the archer class wherein performing a normal shot attack in the middle of a combo would interrupt that combo.
I'm liking all of the changes. Actually no, fuck that cockblock to my afk turbo button leveling of crafting classes.
Hope the dungeons have more than 1-2 bosses... Now to finish my LNC... I want that fucking armor/job!
For the backseat drivers; video will be worked on over the weekend and may be ready sometime Monday or Tuesday. Depends on how badly I get hooked on this Mass Effect though.
Believe they meant they were being consumed on Light Shot, which is more of less ARC's auto attack, which isn't meant to consume them. Much like how light shot nixed your combo (it behaved like a WS).
I don't see how this would reduce their damage at all, it just lets you prepare them and continue shooting while you set up positioning/timing/getting TP for the WS you intend to use them on.
Several things caught my attention:
I.
[dev1310] After repeatedly crafting the same recipe a set number of times, synthesis will be interrupted.
Does that also include "a set number of times" in a certain amount of time, or is it "a set number of times" period. If I craft the same item let's say 25 times but in a period of let's say an hour will it still be interrupted? I craft once in a blue moon and I never go for long crafting sprees. I would craft one item a dozen times, take some time off looking at my email or be on the phone, and then come back and craft another dozen times (same item).
Meaning, my crafting schedule is very erratic, but when I sit down and craft it usually is the same item over and over.
II.
<Purpose of the job system>
In FINAL FANTASY XIV, the core of the growth system is the Armoury System. It is a broad ranging "horizontal" system in which players can develop other classes and thereby strengthen and grow in their main class. In contrast to this, the new job system focuses on growing and strengthening the main character class.
The system starts at level 30 and features a sequence of special quests available at certain levels that unlock systems, abilities, and job-specific equipment. The series of job quests do not involve extremely difficult tasks such as fighting Primals. Rather, they are new game elements intended to boost character growth and motivate players.
If this is the case I wonder what weapons/armor/crafting items are going to drop from The Aurum Vale and Cutter’s Cry bosses.
Looks promising. I just hope they don't screw up dungeons.
This looks like the recast is replaced by the cooldown, so it becomes less effective the more successfully you use it:
<The Cooldown System>
CC tactics are divided into the categories listed below, each of which is subject to a cooldown period.
CC category Cooldown Period (seconds)
Heavy 180
Slow 180
Petrification 300
Paralysis 180
Silence 180
Blind 180
Pacification 300
Amnesia 300
Stun 30
Bind 180
Sleep 180
Successful use of a CC tactic starts the corresponding timer.
Using a CC tactic while its cooldown timer is still active will render its effect duration halved. Likewise, using a CC tactic when its effect duration is already halved will render it halved yet again (1/4 of the initial duration).
A CC tactic whose effect duration is quartered will be completely resisted by the target the next time it is used. This resistance will remain in place until the cooldown timer falls to zero.
YAY, even MORE weapons!
Bet these drop from the raids:
Symon's Honeyclaws - Pugilist's Arm - Required Level: 50 / Requires: PGL MNK
Thormoen's Pride - Gladiator's Arm - Required Level: 50 / Requires: GLA PLD
Sibold's Reach - Marauder's Arm - Required Level: 50 / Requires: MRD WAR
Alesone's Songbow - Archer's Arm - Required Level: 50 / Requires: ARC BRD
Gerbald's Redspike - Lancer's Arm - Required Level: 50 / Requires: LNC DRG
Thormoen's Purpose - Shield - Required Level: 50 / Requires: GLA PLD
Aubriest's Allegory - Shield - Required Level: 47 / Requires: CNJ THM WHM BLM
Scorpion Shield - Shield -Required Level: 48 / Requires: GLA PLD
Aubriest's Whisper - Two--Handed Thaumaturge's Arm - Required Level: 50 / Requires: THM BLM
Chiran Zabran's Tempest - Two--Handed Conjurer's Arm - Required Level: 50 / Requires: CNJ WHM
Looks like earrings/necklaces/rings are from the raids as well.
SE, do you have no sympathy for my inventory space?!
Tempted to login and buy lots of materia as people will be panic selling it now, while everyone will convert to gil after the patch.
Source: http://massively.joystiq.com/2012/03...and-the-futur/Massively: Patch 1.21 contains many of the features that we've seen on the roadmap up to 2.0's release. How many more large patches can players expect before 2.0?
Naoki Yoshida: There are two more large patches planned before the release of version 2.0: 1.22 and 1.23. Of course, there will probably be a few smaller, incremental patches, such as 1.21a and 1.22b, in between. Upcoming content includes a battle against the primal Garuda as well as battles leading up to the Seventh Umbral Era event, not to mention the debut of Hamlet Defense, too!
Patch 1.21 contains further adjustments to individual class abilities. Which class does the team feel is in need of the most adjustment?
We've actually adjusted each class quite extensively, so from here on out, I think it will be up to the feedback provided by players who spend the most time playing the classes to determine which classes need adjustment. Personally, I would like to focus on debuffs and crowd control, but there are only two classes and two jobs that use spells, so I would like to add another caster-type class to address this issue. I feel that each job is unique and interesting, so you should try them all!
Will the content for unlocking various jobs require a full party?
This depends on the level of your character when attempting to unlock a job. The job quests begin at level 30, but you can certainly still tackle the quests at level 50. Of course, if you're level 50, it will probably be possible to solo some content that was originally intended for light parties of four players. However, the final quest may require a full party of level 50 characters to complete as I would like players to work together to obtain their jobs.
There's been a mention of new gear slots for job equipment; can you tell us anything about how that will work?
When you finish the quest to obtain a job, you will receive an item called a "soul crystal" that is unique to each job. A designated job slot will be added to your available gear slots so that you can change jobs simply by setting the soul crystal of the desired job.
Is chocobo barding meant to be a solely cosmetic upgrade or will it have a gameplay effect?
The objective of the current implementation of chocobo barding is intended to allow for customized appearances. There will be no effect on gameplay, such as armor with increased speed or the addition of utilities while in battle. We simply wish for players to be able to run around freely on their personally customized chocobos. Following the 2.0 re-launch, it will be possible to level up chocobos and equip them with gear that will feature their own unique stats.
With the reworking of how food and medicine buffs function, is there any concern over making medicines less useful in the long run?
While the duration of medicine effects are short, they contain extremely useful effects such as healing abilities and the ability to instantly boost stats, which make them very useful in a pinch. They are being created with the idea that they will be used strategically while adventuring. Therefore, the short effect-duration is a trade-off for their strong effect. Of course, we'll continue to look into adjustments based on player feedback, but for now, I believe we were able to accomplish what we wanted to with the adjustment.
Considering the experience adjustments and the new food buff to experience, should players expect an overall increase or decrease in leveling speed?
Food effects have always contained an EXP bonus, so I don't believe that the adjustments will result in any changes in the overall leveling speed. I believe that the rested benefits from inns will be more significant. Many players may cut down on their playtime until the launch of version 2.0, so with that in mind, I wanted to slightly increase leveling speed in order to decrease the level gaps between players and at the same time allow new players to get a chance to catch up and play with current players. This does not mean that the leveling speed will remain higher after version 2.0, but we decided on this adjustment for now to make it easier for players to invite friends to over to FFXIV.
Will rested benefits apply to Disciples of the Land and of the Hand?
That's right, the rested benefits will apply to all classes.
Last but not least, what's the feature you and the team are most proud of in 1.21?
I'd have to say that would have to be the difficulty of the two new instanced raids. Two dungeons that are much more difficult than Dzemael Darkhold are going to be implemented, so give them a shot because plenty of awesome rewards await! The job-specific gear looks amazing, too! We're very confident that players will feel the Final Fantasy vibe by equipping a complete full set of artifact gear!
There isn't a whole lot of new info in this, mostly just info about the patch. I was going to make this a separate thread, but there isn't enough new info to warrant it.
100,000, but I may be overestimating how many marks most people have (all together I've got more than 550k, but I doubt that's the norm).
The impression I got was that they were just doing some sort of cheap check against turbo crafting that would require a manual input to resume crafting again. I'd guess that it will work similar to gathering fatigue in that the counter resets at regular intervals and the "interruption" only occurs if you exceed the amount in a short enough period of time.
Just using the gathering fatigue model as an example, I doubt it will prevent you from continuing crafting after the brief interrupt, that would just be ridiculous and retarded (*knock on wood*).
Looking over the job notes, it appears that the job quests will proceed as such:
Intro quest (Unlock job + 1st ability)
Quest 1 (Lvl 35 Ability)
Quest 2 (Lvl. 40 Ability)
Quest 3 (lvl 45 Ability)
Quest 4 (Artifact armor - all 5 pieces)
Quest 5 (Lvl 50 mega ability)
Hory chit, I have over 900,000 guild marks •~•
They keep talking about how hard the new dungeons are, it has me a bit excited.