finishing a reive gives more exp/bayld is all. get like 800 bonsu when the roots die etc.
finishing a reive gives more exp/bayld is all. get like 800 bonsu when the roots die etc.
Its almost certainly linked tot he Dev Post about "Rewards" at the end of Reives.
It was a "glitch" that if you died in Reives and Reraised, or DC'd, When you got up/came back your Reive Evaluation was reset... It was in response to the Nakuuls not giving people drops who died in the last few seconds of battle. They probably just fixed it to where you wont lose your current evaluation status when reraising or returning from a DC, as it was stated in the Dev tracker :D
A lot of these "formal terms" are completely in Kanji. Oftentimes stuff written out completely in Kanji (preferably lesser used and hard-to-write ones) make things look more "official", or even just plain cool, so it's part of the flavor aspect of the game for the JP side. Doesn't just apply to XI, either, you see it in all forms of Japanese entertainment.
They seem to use many languages in an artistic/looks cool fashion, including the Roman alphabet.
Can someone please remind me what the original criticism and goal were for these defense and enmity changes? Players didn't like PLD being irrelevant due to def being pointless?
For attack/defense:
1: Defense under 50% of the mob's attack was fixed damage, so abilities like Last Resort, Berserk, and Counterstance had zero downsides against mobs of any importance, and debuffs such as defense down likewise had no effect.
2: Due to monster level correction relating to attack, defense above the baseline value was nearly useless when fighting monsters substantially higher level than you.
Essentially, for monsters significantly higher level than you (such as late VW, Legion, and Odin V2), monsters were basically fixed at 2.0 cRatio (unless you were putting every ounce of effort into raising defense), making defense nearly pointless.
For enmity:
1: Damage dealers were able to hit the enmity cap in less than a minute at 99, which invalidates the entire enmity system, especially when other types of enmity could not keep up. Thus, things like healing and JAs had effectively zero impact on enmity unless the monster frequently reset hate. In addition, once the DDs were at capped hate, the monster would "spin", making positioning pointless, and actual tanking jobs impossible to use beyond holding.
People, as usual, weren't careful about what they wished for. So SE monkey's paw'd the fuck out of us.
In my very honest opinion, the changes of Enmity, Attack and Defense = a waste of their time to work around and end result, more or less then same as what we were having.
They should have save their time, and work on better sections like -
1) Where the heck of the New Avatar?
2) Where is our new SP JA ?
3) Where is our lifted capped on Synergy?
4) Where is our Crafting Toque, released 50% ...
5) Where is the promise given to utilise Crystal Petrifact?
6) ... probably more that I missed...
oh... and better contents update... >.>;
Really failing to see how any of that is any less a waste of time than revising broken game mechanics
Or where they completely dropped the ball with enmity changes. It's far from perfect, sure, but definitely heading in the right direction
A little more care and attention would've been nice before dropping an enmity adjustment.
It's the first stage of several. If you expected it to be perfect then I don't know what to tell you.
The fact that they're going to continue to adjust the enmity system is good enough for me. If what we have now is all they were going to do, then yeah, they should have left it the way it was. Right now it's still broken, but in a different way. But they're working on it, so I'm not worried.
As far as the defense changes go, I would have preferred they left that alone. I pretty much don't bother with berserk anymore since even joke mobs like Kirin can kick your ass with it up now. Would have been nice if they could have made defense relevant without making most jobs take double damage on pretty much anything 90+ without Protect V and probably some def food. But I guess we can't have our cake and eat it too.
I think the changes are awesome. Beserk etc sure, are really dangerous if you get the mob's attention, but they also started fixing enmity, so the tank can actually hold hate with a mixture of damage and enmity JAs/spells so you, the DD, can safely use Berserk, or at least just get hit once or twice after you gain enmity before it turns to the tank again due to your lost enmity.
It needs fine-tuning, but paying attention to this two broken aspects of the game will allow for a better game in the long run.
To me, that's why the changes took place. Tanking had little place in anything other then super tanking, and DD's could go balls out with little concern. If things got hairy, you tossed on a -PDT set to keep yourself alive a little longer so you could get healed up. Now, without the defense to back it up, or the healing to keep yourself up, -PDT by itself isn't enough til you crank that defense up. Nevermind if you just try and zerg something without the defense needed.
Sure, there's times the new system grates on me (get the attention of multiple mobs on accident with Berserk up, prolly eating dirt in seconds) but for the most part, I like it. It's helped realign roles and give use to stats, food, and buffs that haven't mattered for a long while now.
It blows my mind that people are upset that things like using JA and healing suddenly require a modicum of thought
Yes, quite a bit of work is still necessary, but "they broke it in a different way" just sounds like "waaaaaaaaaaaaaaaaaaaaaaaaaaaaahhh" to me
The only thing that I don't really like about the changes is that they just tossed them in the game without any player testing whatsoever.
I mean it's like what's the point in the test server?
Now that's a pretty legitimate question to me. As much as the test server has been helpful for our own reasons(nailing down certain mechanics), it's been virtually worthless for what they actually created it for :l
To be fair, though, putting the enmity system on the test server wouldn't have been any more useful than directly telling us what they were changing, which is what they did. If we know what it does to enmity, the only remaining question is how it would impact events (sort of a larger simulation), which you can't test on the test server because it would require more than two people log in at once.
And in that regard, those of us familiar with the enmity system knew pretty much exactly what the proposed changes meant (mob pDIF not to the full extent, but they couldn't exactly release Adoulin on the test server I suppose). At the risk of sounding pompous, most of those complaining seem to have obscured themselves from how the game mechanics work. That said, it is admittedly easier to just hit some things instead of running a simulation or doing some calculations, but this isn't exactly a surprise. Things are much more similar to how they were at 75, with few notable exceptions that need fine tuning in terms of spells.