System like that would destroy dual Wilders. And mess with haste. This type of change would make us rethink a lot I feel. To radical.
unless you mean for monsters only. Can not tell. Even then most end gameo monsters have regain so I mean really we can't tell always if its us or that lol.
Edit missed the last sentence. Still cap tp for monsters would make some fights far to easy, No?
Definitely mobs and just an example. They could even bump that to 20% and you would look at one TP move every 15s roughly.
They did with VW, so I'm sure they could with whatever system they decide. If you increase points obtained by 10%/TH level, you create a good balance between "We need a fucking TH" and "We don't need to wait to max out TH" for whatever item you want.
I fear that the cap just adds more reason for melee. One thing mage's have is flat tp per spell.
TP isn't the proper way to handle melee/mage balance. That's very easy to do with HP/Resistance adjustments. A mob that gains resistance as one type exceeds the other or by simply stacking PDT/DamageType resistance. Either way, TP should be a separate issue.
Why does Matsui know how to go directly to my heart? I am looking forward to the second age of Abyssea.Once the top groups have exhausted the difficult content, we must also go in and make adjustments so that other players can come out with some reasonable success rate.
At the very least, I'm glad the devs are trying to be more transparent about what's happening. A few years ago, we wouldn't have gotten even a "fuck you" out of them about what's going on.
As far as his comment about adjusting content once top tier groups have finished with it and it becomes too difficult for others... if you read the whole thing it's a HIGHLY contextual comment and the meaning of it is really entirely changed if you take it out of context. He's not saying that they plan to go back and change content, at least not as the first choice. He's saying that a natural progression of better equipment and better spells/abilities will make the events easier for everyone - not just the specifically "difficult"/"non-casual" events, but everything in the game. This makes a lot of sense, and it's a much more organic way to grow the game than to just go back and nerf old content to make it easier for everyone.
Obviously it remains to be seen whether they follow this plan or not, but I think it makes perfect sense.
Like almost everything else we've seen recently it's too little, too late.
Seeing as it had to do with pd/embrava couldn't tp also have to do with limited how wipe worthy alot of tp moves are too? I mean when a couple of moves will kill about anything in range why have a tank and play with hate when you can just PD zerg?
The expansion was so unexpected that it even surprised the devs. Tanaka slapped the whole thing together in photoshop the week before and handed the disc to the A/V guy as he was walking on stage. One last "fuck you" to the company that stole the best years of his life.
And I really hope they go back to adding in armor that gives significant boosts again. Sidegrades are cool but man, something needs to finally put Adaberk to bed once and for all.
They had more prep time than that. We discovered the WIP zone dats a week before Vanafest 2012, but the test server update for that came in ....mid-May I believe?
Anyhow, the whole thing reeks of understaffed dev team. Thanks XIV2.0! Hopefully once that shit is out of beta they can go back to being on schedule like the XI roadmap prior to the current one. Emnity overhaul was a given since there's no reason why they'd add a new tank class without seeing the elephant in the room. Everything else about Slycer's translation sounds peachy.
Sorry, can't find an eyeroll emoticon, I'll keep looking.
Oh I understood the quote just fine.
I want you all to recall Abyssea. In the beginning, when the first expansion came out and we were all level 80 and that damnedable sand worm was kicking the asses of all but the best of us. Then the next expansion came out, the vets moved on to that, and things slowly got easier. Yes, a lot of this was due to the increasing level cap, but the concept still stands. The old content was designed in such a way that as time went on it became easier and more accessible to more people. Now small statics can pretty much kill whatever they need in Abyssea.
This is a major design principle. Considering Matsui was the one behind Abyssea, I take this comment to mean specifically the above: Content will be designed with the mindset that new gear will make it easier and it won't be stuck in AV/PW mode for years and years.
That gives you hope does it not? That perhaps, the concept of "designing content that only a fraction of the user base will see" and "events that are not intended to be winnable" might be dead, or at least dieing.
For gear to get so good that it will make past events that easy, they would have to completely rework how a lot of stuff works. We can already cap haste and make 5 hits with ease, people already hit 1600 attack or w/e. Gear can't keep getting huge boosts forever if they want the game to have any semblance of balance.
The only way for it to work the way you want is if they use Key items like they did in Abyssea and Voiwatch. Abyssea would still suck now if it wasnt for RR, MM, Apoc, and w/e else. Voidwatch would be ridiculous without temp item spam.
I certainily wouldn't have assumed that they're considering letting you change your race if they hadn't said anything.
I would look more into the "job adjustments" part of the statement rather than the "additional equipment" part. The most drastic example of this occurring in the past would be Alexander. I'm guessing they will want future job enhancements to be more subtle in terms of overall impact, given the incoming nerfs.