I'd laugh if it had weapons with +269 skill after people jumped through hoops collecting 10,000 Boulders/Buttetsu/Plutons.
inb4 'they won't have the aftermath' argument, just saying about the increased skill from 242 --> 269 is all.
I'd laugh if it had weapons with +269 skill after people jumped through hoops collecting 10,000 Boulders/Buttetsu/Plutons.
inb4 'they won't have the aftermath' argument, just saying about the increased skill from 242 --> 269 is all.
The way it was worded, to me, sounds like the battles won't necessarily stay available month-to-month (or thereabouts, for updates). Kind of makes me wonder if it'll wind up being like some trusts or login point items where having a particular NM/battle become available might be a reason to stay subscribed, because who knows the next time it'll pop up.
'course, if it's just a point/token system, it could also (potentially) give them a way to encourage different strategies, and in turn give players more of a reason to dust off/gear up different jobs.
Regardless, hopefully, whatever area/instance they're creating or utilizing for this is up to the task.
So if the monsters are changing every version update, that'll allow them to say, 'Hi, here's your mini update, here's a couple new monsters and items, see ya in a few months!"
Lazy, but probably will be effective.
As long as it's interesting/fun, I really don't care.
It just sounds to me like BCs they're going to rotate fights now and then not unlike FFRK does various events. Given the difficulty levels, I wouldn't expect any gear to be much different in quality than those you can find in the current variable difficulty HTBs. Ideally, it'll be a place where they can cram stuff like HMPs or other upgrade mats, since I doubt we need another place for Rem's chapters.
I wonder what the Adjusting of Geomancy effects is going to entail.
Is it a buff or nerf though?
Technically neither. It's currently bugged into being too high so they plan on fixing the bug
To me, from the wording in the post and some of the ideas posted here that may or may not be true, it sounds like they're maybe mixing some elements of HTBs and Delve into a graduated event with a forgivingly low entry point and probably a range of party sizes from solo to lowman/6-man. Where the high end point at "Very Difficult" reaches in terms of both difficulty and rewards is an open question, but I wouldn't be surprised if it was somewhere around or possibly slightly higher than previous HTBs. It really sounds like they're trying to please everyone here, so high end might be quite high, but if there is a token system then there might be a way in for more casual players.
I wonder if the gear strength changes with the difficulty level, instead of drop-rates changing like in HTBs. I think that would be a good idea, whether it was just different gear or the same gear with a ranking system like in delve and escha, which you +1/+2 and/or rank up by doing ambuscade for points/tokens/upgrade items, which then allows you to tackle harder content with some newer gear. But I do hope the event is more than just "1 or 2 big rooms, kill an NM, exit." I like exploring and having interesting tasks to do between killing. It sounds like the different enemies every update thing is to keep the content relevant without having to actually make new content outside of programming a few enemies. Once content is figured out and gets easy or boring, you eventually want to go back anyway later because the content is now different. That's more or less what they did with HTBs and now we have so many of them, this is probably a way to consolidate that idea.
I'm probably just being optimistic, but it's fun to speculate.
i think you are on a right path. There is prolly a token point system in it, that lets you farm points with easy mode for everyone, it will just take them to get stuff that much longer, while dedicated groups/allys that tackle very hard rack in points and direct drops much faster.
Being able to store crystals and turn them into clusters. Oh happy day
Legendary doorman Naji
The shield excuse is pretty bad. Just do what XIV does, add a piece of gear with no model which you can then set as a style lock. That way nothing fancy has to be done on the server's side.
With a telchine elemental siphon set from alluvion skirmish yorcia, it's pretty irrelevant, a +skill set can't compete with +siphon gear. Current best i believe is +siphon on keraunos, telchine head body hands and legs, beckoner's feet 119, esper stone and conveyance cape, Zodiac ring, then +skill on the remaining 6 slots. I siphon in 521 skill, +275 Elemental Siphon for a 902 MP return.Elemental Siphon (2016/4/1)
Many Summoner abilities cap at 600 skill. Is there any reason Elemental Siphon is treated differently?
When it was implemented, the skill cap of 550 was deemed appropriate. However, we have decided with the equipment available now, it is not a balance concern to increase the recovery on this ability, so we have decided to make adjustments to it. We cannot give a specific time yet, but we will report back to you with details as soon as possible.
Was the rainbow campaign the last one?![]()