Only other useful thing to lock besides Tabula Rasa is Soul Voice for ADL. But no big loss there for LS's, although I can't speak to whether that will hinder extreme lowman groups.
Only other useful thing to lock besides Tabula Rasa is Soul Voice for ADL. But no big loss there for LS's, although I can't speak to whether that will hinder extreme lowman groups.
Arch Diabolos can't be stunned, but I suspect Kaustra can be avoided in Legion by stunning the two known casters at 1% HP on movement. I stunned a 1% Kaustra last night off the Botulus, and we've had times where the Naraka goes damage immune and hangs at 1% HP, but then eventually dies without casting Kaustra (we're stunning). Also, sometimes we've had the Kaustras not end up being AoE. In one case our THF was the only one to get hit.
As if this hasn't been the issue since the game was released. The game has always trended towards an optimum. I for one do not like that the developer thinks because of a few crybabies, we need to move from zerg back to bring more BLM or RNG, but if it does, we'll all just switch to those jobs and the incessant cycle of the have-not's whining will continue...
no more full time impetus![]()
They're not doing this because of a few crybabies, but because it's a fundamental flaw in the game design that severely limits everything the developers try to do. Matsui acknowledged this when he said that it was crippling the development of Adoulin. They would either have to include ways for mobs to negate PD/Embrava,which would put Sch and Smn back in the not invited to events category of jobs, or just allow everything to be a Zerg and give us boring fight after boring fight.
Honestly, if he implemented a Haste (and DW/MA) nerf as I suggested earlier the balance of damage would be much more even than at present. It would require massive rebalancing to pretty much all content, though, so it will never happen I think. At worst they're going to cap Delay a little higher and call it a day.
With full buffs, DRKs would be attacking <50% as fast in formerly-delay-capped situations, at least on 2H jobs.
In situations where we only have 15% Haste now (and 25% in gear), we would attack ~16% slower than present.
I don't think it will ever happen. It would require too many changes.
The fact they are removing buff locking means they could also be reconsidering adjustments to the duration and effect of the nerfed Embrava.
All he can do is nerf players. Come on.
When is this guy going to transform ADL into "killable". From his post, I understand that he really expectus to 18 man it and chainstun it (which is impossible, as he would have noticed if he played). Altough the "especially embrava" part lets me think he expects people to use PD on some fights.
I fear also from his post that PD will be required for salvage bosses (but not embrava, who cares, unless it's a giant facepalm like nyzul ?). That would be a pain in the ass to have to bring SMN every run.
If their changes mean we have to bring more people they can stick their updates and extensions in their ass because everyone wants low man friendly content.
At the moment the Salvage bosses look like Hydra/Khim/Cerb/Dvergr. Those monsters (Dvergr and Khim especially) can be a pain in the ass, but none of them have death moves and all their AoEs are 20' as far as I know. It's going to be a pretty typical "sit back and watch the DD kill it" Salvage run, I think. At worst we're going to need one WHM per melee and won't be able to use tarus.
lol.
Bit of a bummer I won't be able to fulltime Impetus anymore. I really wish they would adjust it so you only reset the bonus if you miss ALL your hits in an attack round. Really sucks when I miss a kick or a DA and get floored again. Kind of unfair to punish us for having at least ~3 hits per round.
They don't need to change enmity accumulation or anything of that nature - just uncap enmity. It's not really a crazy or difficult problem that will take years to solve. Uncap enmity, if you pull hate then back off, tank jobs accumulate enmity through cures or damage or whatever they are doing. If they started there, they could have something to balance and adjust, anything else is just dumb and <2001 MMO
@ Byrth, didn't posts about Salvage say that all the bosses on the test server are just Placeholders?
I'm guessing they're only placeholders in that they're just standard mobs with non-specialized names so far. They'll probably get a unique TP move or two, maybe some changed spellcasting behavior or whatever and a new name. They've been using the monsters in screenshots advertising the salvage update, though (most recently one with a Khimaira), so I'm guessing that they are the right type of monster at least.
I don't know why they'd bother adding placeholder monsters that we can't reach at this point. From looking at the .dats, I'd guess those are probably the real bosses and the localization team just hasn't decided on weird NA names for them yet. There are two of each at the end of each zone, which either means we're going to get some shitty HQ/NQ system again or we'll have to fight two in a row or something.
Also, even if they did end up being Hy/Kh/Ce/Dv, they could be given unique TP moves, like the (at the time) chariots in Salvage.Test Server Settings
The placement and strength of enemies, as well as items obtainable, may differ from the release version.
Boss enemies are still under development, and will be replaced with substitute enemies.
Notorious monsters that only spawn under certain conditions will not be introduced.
See that is what I thought they said, but then someone mentioned the recent screenshot showing Khimaira which contradicts SE own info. Unless Khim is definitely in the new zones but not a boss.
With respect to the third, we have just verified this in QA as of yesterday. We will be introducing this shortly but I am just announcing here for the first time that we will fix the bug that allows for status effects to be maintained by interacting with NPCs.
forum.square-enix.com/ffxi/threads/2817-Brew-Lock
fuck you, PW's difficulty (for those who wind up shouting for it) is going to ramp up without being able to lock buffs.Locking the Primeval Brew countdown timer by examining chests (for example) is currently [03/18/2011] a known mechanic and by design.
However, this does not mean that adjustments will not be made in the future. We will be sure to keep the community updated at www.playonline.com / information section if any changes are made to this system.
Can someone explain the logic to me that, despite it being public knowledge for the past 2 months that PD and Embrava were going to be essentially removed from the game, they continued to build Neo-Salvage with the basis that PD and Embrava will exist in their current form?
Huh? In the Matsui post, it says they did NOT take Embrava into account (i.e. they assumed it would already be nerfed) when balancing the difficulty level of new Salvage.
The point he was trying to make is that new Salvage was designed assuming that PD and Embrava would already be nerfed, so they will probably have to do something for the interim until those nerfs happen now that they are delayed to prevent people from taking advantage of Embrava.Originally Posted by Matsui
I just woke upI really need to instill a personal rule: no posting untill after I've brushed my teeth and had a glass of milk.
I wonder why SE wont realize that the main problem with Embrava, in its current form, is Perpetuance. Being able to bump it from a 5 minute buff to a 12.5 minute buff is pretty massive.