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  1. #3741
    E. Body
    Join Date
    Sep 2008
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    2,132
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    7
    FFXI Server
    Bismarck

    finishing a reive gives more exp/bayld is all. get like 800 bonsu when the roots die etc.

  2. #3742
    Absolute Messenger of Promathia
    Join Date
    Jan 2008
    Posts
    13,210
    BG Level
    9
    FFXIV Character
    Blaise Destin
    FFXIV Server
    Sargatanas
    FFXI Server
    Asura

    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

  3. #3743
    E. Body
    Join Date
    Sep 2008
    Posts
    2,055
    BG Level
    7

    Quote Originally Posted by Slycer View Post
    Not sure why they didn't just go with Bayld as standard for all regions, just seems like unnecessary confusion and extra unneeded language barrier.
    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.

  4. #3744
    E. Body
    Join Date
    May 2008
    Posts
    2,083
    BG Level
    7
    FFXI Server
    Siren

    They seem to use many languages in an artistic/looks cool fashion, including the Roman alphabet.

  5. #3745
    D. Ring
    Join Date
    Apr 2006
    Posts
    4,738
    BG Level
    7
    FFXI Server
    Siren

    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?

  6. #3746
    Relic Horn
    Join Date
    Aug 2008
    Posts
    3,131
    BG Level
    7
    FFXI Server
    Sylph

    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.

  7. #3747
    Requiescat in pace.
    Join Date
    Dec 2008
    Posts
    1,341
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    6
    FFXI Server
    Lakshmi

    People, as usual, weren't careful about what they wished for. So SE monkey's paw'd the fuck out of us.

  8. #3748
    Sea Torques
    Join Date
    Aug 2007
    Posts
    692
    BG Level
    5

    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... >.>;

  9. #3749
    Impossiblu
    Join Date
    Mar 2010
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    10,445
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    9
    FFXIV Character
    Prothescar Centursa
    FFXIV Server
    Balmung
    FFXI Server
    Valefor

    Really failing to see how any of that is any less a waste of time than revising broken game mechanics

  10. #3750
    Relic Horn
    Join Date
    Sep 2011
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    3,379
    BG Level
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    FFXI Server
    Leviathan

    Or where they completely dropped the ball with enmity changes. It's far from perfect, sure, but definitely heading in the right direction

  11. #3751
    Ridill
    Join Date
    Dec 2009
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    9,653
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    8
    FFXI Server
    Asura

    A little more care and attention would've been nice before dropping an enmity adjustment.

  12. #3752
    Impossiblu
    Join Date
    Mar 2010
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    10,445
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    9
    FFXIV Character
    Prothescar Centursa
    FFXIV Server
    Balmung
    FFXI Server
    Valefor

    It's the first stage of several. If you expected it to be perfect then I don't know what to tell you.

  13. #3753
    Relic Shield
    Join Date
    Dec 2012
    Posts
    1,765
    BG Level
    6
    FFXI Server
    Siren

    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.

  14. #3754
    Theory Fighter
    Join Date
    Jan 2011
    Posts
    1,427
    BG Level
    6
    FFXIV Character
    Frejan Schultz
    FFXIV Server
    Ragnarok
    FFXI Server
    Ragnarok

    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.

  15. #3755
    Nidhogg
    Join Date
    Aug 2007
    Posts
    3,756
    BG Level
    7
    FFXI Server
    Bahamut

    Quote Originally Posted by Hitou View Post
    But I guess we can't have our cake and eat it too.
    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.

  16. #3756
    Relic Horn
    Join Date
    Sep 2011
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    FFXI Server
    Leviathan

    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

  17. #3757
    Flowery Twats
    Join Date
    Jul 2008
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    3,583
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    7

    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?

  18. #3758
    Relic Horn
    Join Date
    Sep 2011
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    Leviathan

    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

  19. #3759
    BG Content
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    Jul 2007
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    22,367
    BG Level
    10
    FFXI Server
    Lakshmi
    Blog Entries
    1

    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.

  20. #3760
    The Syrup To Waffles's Waffle
    Join Date
    Jun 2007
    Posts
    5,045
    BG Level
    8
    FFXIV Character
    Cair Bear
    FFXIV Server
    Excalibur
    FFXI Server
    Fenrir

    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.

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