Holy shit do I ever hope so.
Holy shit do I ever hope so.
gonna just be more inclusive groups doing their own shit, and more shitty players to PuG from.
They have so many campaigns anymore, I barely bother keeping track. Couple of interesting bits with the Idyllic Campaign though.
WKRs: Reduced cost (was 3k bayld last time), but there's also special rewards dropping from them now.
Meebles: You can trade a grimoire to a researcher and receive capped Moblin Sacks once per day.
Gobby Box: Addition of a free Adoulin Dial that contains SoA materials like Skirmish stones and Delve Airlixirs. Also get a Special Dial key once per day per character for logging in.
This would be the right time for me to farm some Meebles but I'm too lazy, and honestly the whole 5 books/pheromones thing instead of KIs always gave me headaches.
I'm curious about the WKR additional drops, about the special key for Gobbie Box and I hope the higher quality Skirmish thing will bring stones price down for a bit, still have a few things I want to augment.
The mog pell things are nice additions but I wanted more ways to farm Guild Points honestly :'(
Yes, I'm lazy.
Is Vocation Ring sendable through same account?
http://www.playonline.com/pcd/topics...61/detail.html
for those curious
That's my guess as well. I'm sure someone came back during the last one that was last active on a defunct server and was unable to receive the pell. Now they're listing it. Otherwise, the very next line that specifies server hopping after the 31st of Oct before you get your items would give a window to meet the criteria of only three days, today, tomorrow and the 31st. Unless SE is going to be really dickish and merge without any warning at all I suppose. lol
Nerfs are way easier from a time/money/balance/efficiency perspective. Everyone hates nerfs, but from a development standpoint, raising the bar on 12 other jobs to match the relative power of one job is extremely difficult because how do you gauge it? The. And each job they adjust you run the risk of it becoming overpowering, then you have to buff every job again to match that overpowered job, then after THOSE adjustments, another job becomes overpowered and the process continues. It's a form of Power Creep.
Also monitoring and observing the power creep of one or two jobs takes time and consideration but doing it for every non-SAM DD is tumultuous. It's so much easier to reduce the power of one job than arbitrarily throwing short-sided, half-baked buffs at 12 jobs at a time and run the risk of unbalancing more than just SAM. And like I said it takes less manpower and money. They can nerf SAM by gimping them on future power increases such as making a prohibition on giving SAM any new JA/Traits pretty much ever, and any new WS that come out, SAM's should be weak(srsly every new round of ws, SAM's just get stronger WS, while other jobs get awkward utility weapon skills)
Sometimes but then sometimes the gimp just shoves everyone into the next most overpowered job and you are back into the same boat. Gimping a job only is less work if the jobs in similar position are already fairly balanced
Yeah incursion parties these days seem to be 9-10 person parties, all support, 2 are SAMs...
It doesn't really matter what SE does to balance it out. Even if they rectify their adjustment to skillchains, people would still use SAM. If I learned anything about the FFXI community over the past 2 years before it became completely toxic, I would say that players are always going to go for the best setup as possible. If they nerf a job, people will just find the next job to bandwagon really.
I don't really find other MMO quite the same as XI when it comes to player mentality. For whatever reason, a VERY large portion of the community has to have the ULTIMATE setup every time. Most of the remaining players are people that have been playing this game since the beginning with a few exceptions...thus players have these unrealistic expectations for everyone to have multiple REM and 30 sets of gear just to play the job to their liking.
I mean I get people want the easiest route to victory but if you look at other MMOs, the communities are not at all like this. FFXI is the hardcore of the hardcore.
Just laugh at him
Most content you can do with a much more varied setup than the ones PUGs are using. While it may not be the most optimal, you can complete most of the content with a variety of setups. You just need to find other players in your situation that is willing to give it a go.
I think nerf can be a good thing, right now we're too strong and there is zero way to make this game hard again if the following thing stay:
- stun lock everything
- pld being invincible
- unlimited mp
- 50% dt for everyone
- Our tp gain speed
- Rng being able to do decent dmg with a pld being afk
All those thing are OP and I honestly can't see the game being "fixed" without a nerf to those.
That's not what I was saying. My statement had nothing to do with whether or not there is an OP job but whether or not the other jobs are balanced with each other when considering ease of adjustments of nerfing 1 vs pumping the rest. Ie if 1 is overpowered but the rest are horribly unbalanced nerfing that one would only change which job got to be in that 1 melee pt. We've seen the shifting time and time again. It's been same before, it's been mnk in recent times, it's been bandwagnorok wars, not sure if I count it since it's really just a different safer play style until you can figure out mechanics but relic rngs at times.
Look, I can understand people shouting for SAM onry for Yorcia(even though a good BLU or WAR or DRK do just as fine, just a 12min win instead of a 8 min win), but I see people shouting for SAM ONRY for shit like Ra'Kaznar skirmish...which is preposterous because ANY DD can trounce Skirmish. This guy would have rather shout at 5/6 for 30-45min for a SAM than take my BLU and I think BLU is far better for Skirmish due to Subduction spamming 3-3.5k damage on fodder and NMs and stunlocking everything. Even for Delve 1 I see people still shouting for MNKs or MNK/RUNs when for Foret/Morimar/Ceizak, a BLU does just as well, if not better on every single NM and Megaboss than a MNK, and hits more damage weaknesses than SAM on megaboss(slash/pierce/blunt/magic) except for Bee, if the SAM has a good bow setup or muramaseru. Any well geared BLU/RUN is a better catch than a MNK/RUN for Foret, being able to terror an NM, badbreath on the Urganite(stacked with Impact) results in like 20-30k WS, BLU spells cut through Craklaw's special defenses and Requiscat>Formless on Krabatoa. Not a BLU vs MNK or BLU vs SAM thread by any means but BLU, and other jobs are very competitive for MOST content for damage dealing yet people INSIST on SAM ONRY MNK ONRY. Sure SAM is the best DD in Yorcia, but if you can't win Yorcia with other slashing DDs, that's pretty awful, any slashing DD should suffice.
Sam is currently on a different plane, thats given and I agree with ccl. Sometimes nerfs are the better way to make the game more challenging again. he pointed out some of the broken stuff. Just as Embrava locking was broken and was nerfed, those thigns up there should be gone too.
I disagree on the unlimited MP: if you are a whm and you only heal, sure your MP will be unlimited, SCH GEO and BLM can run out of MP and will with excessiv nukeing and healing (no whm empy legs!). What makes whm so broken in MP management is empy legs +2 with strong Aoe heals basicly costing 0 MP, whereas a sch will have to pump out 160 MP on that one, in succession your MP pool will depleet fast.
however some of the stuff ccl mentioned cant be fixed unless SE really reworks the whole enmity system. takeing away 50DT for example without a proper enmity fix would be mijin gakure to the game atm.