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Thread: Dev Tracker: Discussion     submit to reddit submit to twitter

  1. #2541
    Ridill
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    Quote Originally Posted by Kyte View Post
    Their wording suggests to me that this will mostly be an increased limit to the individual caps in areas such as skills and attributes. I'm guessing we'll see something like attributes raised to 20/40 or something of that nature.
    Do you even 40 str merits bro? I agree it sounds more like they doing non job merits. But I'm hoping they will still kill the total cap on those. Being able to merit each magic or each weapon type would sure be swell. Especially given just how evasive/magic evasive of enemies they throw at us

  2. #2542
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    Quote Originally Posted by ronin sparthos View Post
    Oh god, Ouryu was the most boring battlefield in all of XI and that gets a hardmode before Neo Shinryu? Noooooooooooooo.

    I'd like for SE to address the 'glow' weapons and bring them up to 119, even if you have to do a quest or something.
    It appears they are doing hardmode content in order of release. They did Zilart, now they're starting on Promathia. Abyssea is going to be a while down the line given that. They still have to finish Promathia, do Aht Urhgan, then do Wings of the Goddess, and then Abyssea will show, if they don't do Crystalline/Moogle/Shantotto first.

  3. #2543
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    I meant they might do something like allow us to raise STR and DEX to +15-20 each, not increase STR to +40 lol

  4. #2544
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    I'm actually all for hard mode provided they make it more accessible. the nostalgia helps a bit.. but there usually needs to be a bit of tweaking and something different to make rehashed battles fun to do. Its a good way to offer more content without having to really create new resources just for the new stuff.

    And because XI has a lot of old content to plough through, theres a good deal of fights that can be rehashed. I'd love to see stuff like Bahamut 99, Waking the Beast 99, as well as mission bosses...
    like, if you look at XIV, they're already rehashing content that's less than 8 months old, with hard mode dungeons, and the hard/extreme primal fights.

    I just wish they made it easier to actually get to do the content. Merits while easy to get is still gating the content when there really isn't a need to do so. Or at least if we need to "pay" for entry, it should be a lot cheaper and easier to "spam", like how in orb battles we get to do like 3-4 in a row.
    With the current phantom gem model it takes a lot longer just to gather a party than to do the actual fight, and thats mainly because people don't usually sit around with merit points and also the fact that each battle uses a different KI so you can't just change which you want to do on whim or based on shout.

  5. #2545
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    Some of that might be helped if they raised how many merit points you can hold too. I mean we can hold 200 JPs per job but only 30 meripo between all the characters and most things you buy with them cost at least half that. Geez

  6. #2546
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    Quote Originally Posted by Kyte View Post
    I meant they might do something like allow us to raise STR and DEX to +15-20 each, not increase STR to +40 lol
    honestly, pending their ability to not make the servers explode in some flurry of spaghetti by doing so, I'd be fine being able to raise every stat to +12 instead of being limited to two. Weaponskill mods and stuff are so diverse these days that having access to it all at once would be nice. Increase to individual stat caps would still be nice, but removing the global cap would be great imo.


    Also pls SE don't do something stupid, like make us go find Stratocumulus Orbs from ENMs at a .05% rate per week to fight Ouryu. plz.

  7. #2547
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    The only real cap I would like to see raised is the Weapon Skills one.
    I don't feel the necessity as much as I felt in the past thanks to Empy WS unlock, but I still think 3 maxed out is not enough, I'd want at least a 20 upgrades cap instead than the current 15 one.

    As for the merits I dunno, don't think they matter as much today as they did at 75 (or 99).

    I saw a different wording in the JP translation and the English post concerning Job weapons.
    JP one make it sound like there's gonna be some Job specific weapons.
    English one made it sound like there's going to be a job specific weapon for each job.



    Also why are you people complaining about Ouryu? :O I always found it to be a pretty original BC where you could use strange setups like BRD/BST to charm worms lol.
    I mean boring? Sure the 100th time you do the BC, especially if overgeared, it might as well be boring, but it sure was fresh and original the first times, I loved it more than Baha V2 for instance, since the guy was usually getting zerged and Zergs are fun the first times but they get boring fast. "Normal" fight (which I did only a couple of times) was way harder and more interesting.
    I remember we had two tanks one of which was Ninja with Fire resistance setup hahaha, good times



    @Spira
    What creates the huge difference to me is that with BCs you can create a pt and do several orbs in a row, making the event pretty efficient (and you only need 5 tales for 109 upgrades)
    For AAs EVERYBODY needs merits, it gets expended when you enter and you need 8 tales to upgrade.
    This makes farming painful.
    I can understand how they're concerned for keeping those BCs too crowded though, don't really see another solution and for the moment lowering the cost as much as they did is probably the best they could do.
    In the future, when/if there will be other BCs dropping Tales 6-10, I sure hope they're going to lower the entry costs even further, so that you can farm 30 merits and do 3 runs in a row for instance, would be a much better compromise.

  8. #2548
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    Quote Originally Posted by Prothescar View Post
    honestly, pending their ability to not make the servers explode in some flurry of spaghetti by doing so, I'd be fine being able to raise every stat to +12 instead of being limited to two. Weaponskill mods and stuff are so diverse these days that having access to it all at once would be nice. Increase to individual stat caps would still be nice, but removing the global cap would be great imo.
    I would love to merit MND to +12 more than I would like a couple more STR, so hopefully that is their plan.

    And I agree, the merit WS cap is the one I really want increased as well.

  9. #2549
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    Quote Originally Posted by Sechs View Post
    @Spira
    What creates the huge difference to me is that with BCs you can create a pt and do several orbs in a row, making the event pretty efficient (and you only need 5 tales for 109 upgrades)
    For AAs EVERYBODY needs merits, it gets expended when you enter and you need 8 tales to upgrade.
    This makes farming painful.
    I can understand how they're concerned for keeping those BCs too crowded though, don't really see another solution and for the moment lowering the cost as much as they did is probably the best they could do.
    In the future, when/if there will be other BCs dropping Tales 6-10, I sure hope they're going to lower the entry costs even further, so that you can farm 30 merits and do 3 runs in a row for instance, would be a much better compromise.
    this is what im hoping for. reduction of merit point cost + increasing merit point storage cap so that you could effectively keep enough merit points on hand to buy a KI when you finally decide which you want to do because it comes up (and also to buy multiple ones). It'd make long-term abyssea parties pretty popular i bet, since you get to store more merits that way.
    I always felt that the KI system was pretty onerous on everyone by needing merits.. but then again they kinda make up for it by giving 100% drop to self items.

    I definitely see them reducing the limit on all the older BCs once they are no longer flavor of the month. congestion wouldnt be too bad by then and at the same time divert some traffic if people can start doing those more frequently.
    Then again, I'm not sure if theres a point to them if people get whatever they want.

    I believe merit points can cap equally fast in the newer Adoulin camps too.. so they really should do something about it

  10. #2550
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    Quote Originally Posted by Spira View Post
    this is what im hoping for. reduction of merit point cost + increasing merit point storage cap so that you could effectively keep enough merit points on hand to buy a KI when you finally decide which you want to do because it comes up (and also to buy multiple ones). It'd make long-term abyssea parties pretty popular i bet, since you get to store more merits that way.
    I always felt that the KI system was pretty onerous on everyone by needing merits.. but then again they kinda make up for it by giving 100% drop to self items.

    I definitely see them reducing the limit on all the older BCs once they are no longer flavor of the month. congestion wouldnt be too bad by then and at the same time divert some traffic if people can start doing those more frequently.
    Then again, I'm not sure if theres a point to them if people get whatever they want.

    I believe merit points can cap equally fast in the newer Adoulin camps too.. so they really should do something about it
    Yeah but you get a personal pool on the SKCNM orbs as well, so that doesn't feel like a "bonus".

  11. #2551
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    more use for geo and cor pffft, as long as SE refuses to give them a haste-bubble or haste-roll in combination with some from of scherzo-bubble and scherzo-roll, nothing will change...

  12. #2552
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    I wonder if SE is aware of the huge meva boost these 120+ fodder mobs seem to have.

  13. #2553
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    Makes sense to me. I mean we are technically ilvl117-119 in gear. Ilvl126 mobs are 7-8 levels higher than is. So by level 75 standards theyre Kirin/Sky Gods or whatever. So obviously their Eva/meva is gonna be quite high in comparison. Remember the +skill on ilvl119 weapons just gives you the minimum for that lvl. At 75 people used a lot of acc gear and sushi to hit mobs and mages use ele/enfeeb skill and hq stages with m.acc. Don't think many of the ilvl stages have much m.acc yet just the base 119 skill. Hq stages at 75 gave what 12-15% acc? Nothing of that caliber yet at 119 except for skirmish staff with augment or new plasm staff with airlixer m.acc path.

    Soon they'll add more acc gear and hopefully higher level acc food. Come to rely on gravity/gravity 2, hunters roll, feint. Mages will start to get more m.acc gear and weapons and skill+ gear. Hopefully they will release m.acc food if they haven't already(some suspect that crepes give m.acc according to the jp books, alhouth I think they were low amounts like 6-8).

  14. #2554
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    Quote Originally Posted by Ophannus View Post
    Makes sense to me. I mean we are technically ilvl117-119 in gear. Ilvl126 mobs are 7-8 levels higher than is. So by level 75 standards theyre Kirin/Sky Gods or whatever. So obviously their Eva/meva is gonna be quite high in comparison. Remember the +skill on ilvl119 weapons just gives you the minimum for that lvl. At 75 people used a lot of acc gear and sushi to hit mobs and mages use ele/enfeeb skill and hq stages with m.acc. Don't think many of the ilvl stages have much m.acc yet just the base 119 skill. Hq stages at 75 gave what 12-15% acc? Nothing of that caliber yet at 119 except for skirmish staff with augment or new plasm staff with airlixer m.acc path.

    Soon they'll add more acc gear and hopefully higher level acc food. Come to rely on gravity/gravity 2, hunters roll, feint. Mages will start to get more m.acc gear and weapons and skill+ gear. Hopefully they will release m.acc food if they haven't already(some suspect that crepes give m.acc according to the jp books, alhouth I think they were low amounts like 6-8).
    the m.eva boost seems about right for the new delve, the m.eva boost involving anything like AA D or VD mode or SCNM battls D or VD, is beyond retarded and not justified imho.

  15. #2555
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    Quote Originally Posted by Ophannus View Post
    Makes sense to me. I mean we are technically ilvl117-119 in gear. Ilvl126 mobs are 7-8 levels higher than is. So by level 75 standards theyre Kirin/Sky Gods or whatever. So obviously their Eva/meva is gonna be quite high in comparison. Remember the +skill on ilvl119 weapons just gives you the minimum for that lvl. At 75 people used a lot of acc gear and sushi to hit mobs and mages use ele/enfeeb skill and hq stages with m.acc. Don't think many of the ilvl stages have much m.acc yet just the base 119 skill. Hq stages at 75 gave what 12-15% acc? Nothing of that caliber yet at 119 except for skirmish staff with augment or new plasm staff with airlixer m.acc path.

    Soon they'll add more acc gear and hopefully higher level acc food. Come to rely on gravity/gravity 2, hunters roll, feint. Mages will start to get more m.acc gear and weapons and skill+ gear. Hopefully they will release m.acc food if they haven't already(some suspect that crepes give m.acc according to the jp books, alhouth I think they were low amounts like 6-8).
    That argument works for stronger nms but the previous poster said fodder. So it's more like what if colibri at 75 were as evasive as sky gods lol. This is somewhat exacerbated by the fact that acc/att food hasn't really scaled up much since 75 and other buffs/debuffs don't go increase with ilvl etc.

  16. #2556
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    Quote Originally Posted by dasva View Post
    That argument works for stronger nms but the previous poster said fodder. So it's more like what if colibri at 75 were as evasive as sky gods lol. This is somewhat exacerbated by the fact that acc/att food hasn't really scaled up much since 75 and other buffs/debuffs don't go increase with ilvl etc.
    i didnt notice much resistent on fodder mobs in dho gates. yes nukes dont do as much dmg, but thats like at llvl 75 trying to nuke donw IT++++ or so. but enfeebs landed fine (assuming you havea full m.acc debuff set), i think people forget this isnt anymore like when they applied + skill to weapons. we are back on square 1 where an m.acc set is kinda needed to land stuff reliable. The + skill on the weapons is just to bring you up skill wise as if you lvl to 119, the rest has to come from gear.

  17. #2557
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    Quote Originally Posted by Damane View Post
    more use for geo and cor pffft, as long as SE refuses to give them a haste-bubble or haste-roll in combination with some from of scherzo-bubble and scherzo-roll, nothing will change...
    I'm all right with Haste or Regain or similar, or more stuff in general, but concerning Scherzo I'd rather have them make so Scherzo is not NECESSARY, instead of giving access to it to even more job (which would kinda bring us to the consequence of them taking that into account, hence making Scherzo even more necessary for future fights)

  18. #2558
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    Quote Originally Posted by Damane View Post
    i didnt notice much resistent on fodder mobs in dho gates. yes nukes dont do as much dmg, but thats like at llvl 75 trying to nuke donw IT++++ or so. but enfeebs landed fine (assuming you havea full m.acc debuff set), i think people forget this isnt anymore like when they applied + skill to weapons. we are back on square 1 where an m.acc set is kinda needed to land stuff reliable. The + skill on the weapons is just to bring you up skill wise as if you lvl to 119, the rest has to come from gear.
    6 level difference isnt much, you shouldnt need to full stack skill gear to nuke/debuff shit thats 6 levels over you.

  19. #2559
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    Quote Originally Posted by NynJa View Post
    6 level difference isnt much, you shouldnt need to full stack skill gear to nuke/debuff shit thats 6 levels over you.
    i am not useing my macc gear to nuke, but I do find it correct what they did, you need proper gear to deal with harder enemys. Maybe the meva is a bit too much, but if it werent, what would be the point of doing an m.acc debuff set?

  20. #2560
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    For bosses and higher sub-bosses that are 10 levels above you, not fodder. You shouldnt need madrigal and sushi to hit fodder. You shouldnt need your full macc set to get resisted (I'm not including innate resistance) debuffing or nuking fodder. I'm not saying you need 0 acc in gear, or 0 macc, to land stuff, but you shouldnt be overkilling the stat just to miss/get resisted.

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