Right, it's usually the case of either you're about to beat the game, advance to a different stage/disc of the game, or there's an exit at the very end and you can't backtrack. None of those apply to this situation. Not to mention it wasn't by design, the blockades were placed after the fact (to prevent us from seeing some plot-relevant things most likely), so it's not a trap-in to let us see something special, it's the exact opposite.
they could fix it just by giving us a temp item that we can use to leave the zone when we're done. like salvage/assault/whatever
not like there's much reason to go passed the first room anyway atm
Maybe my memory sucks but I seem to recall in one of the trailers of SoA(or maybe it was something from vana'fest) they showed a treasure chest at the top of a tree canopy that is inaccessible. Then they showed a vine/reive thing being destroyed and the chest being accessible. Am I imagining things or did they show this somewhere( I can't find it, but feel like I saw something along these lines).
Also early talk of SOA mentioned 'Points of Power' I guess these ended up being Ergon Loci, but they're so underused, like what's the point? The temp item tinctures are prohibitively expensive 40k+bayld and can only be used in WKR? I got the impression they would have been like atmas or something.
40k bayld is practically nothing in this day and age, but i agree they'd need to adjust tinctures to get people to use it. for 1, people don't do scouts ergon loci to power up specific tinctures afaict. they just pick the most convenient one with the best reward, or do all once.. so the rate at which the tinctures level up should be much easier to achieve. I'd assume a full powered tincture would be worth using.. maybe as powerful as abyssea atma in some ways. that would warrant their cost.
next then would be when they can be used. Only in WKRs? as if anyone cares enough to use it there. I'd think it'd apply to skirmish or delve too?
Even at full power some of those tinctures were just meh and the duration was ridiculously short. It's been long time since friend tested a full power one, if I recall correctly it was something like a 15~30 second duration.
Yeah I did a bit of testing on them. I burned 100 tags over the course of a day triboxing on some out of the way one and it didn't even budge from the lowest rank. I tested one that was maxed. Think it was MAB and it came out to something pitiful like 12 MAB. Think someone else did attack and got like 30 from it or some crap. And yeah it's definitely longer than 15 I'm fairly confident it was 30 but it's been awhile.
Basically compared to brew you have something that does only 1 instead of many things at like 1% of brews potency and that's only if your server makes an effort to keep one ranked up and even then only certain fights etc. Haven't even bothered seeing what stats the newer ones did.
You can use them in Delve. I bought a few one night just to play around with them. Crit rate, DA, STR boost, etc. I couldn't use crit boost one because there had not been enough research on it.
Ok if they can be used in delve then yeah that's pretty cool but they should be potent or at least last 5-10min.
I thought you could use tinctures everywhere in adoulin areasI didn't know you could use them only inside Reives/Delve (and skirmish?)
Is there some tincture that gives momentary invincibility?
And yeah, I thought they lasted 30 seconds.
Campaign adjustments are nice, but makes you wonder why the hell it took them so damn long to implement them..such simple things people have requested for ages!
They probably wanted to make sure whatever they put into the game would have a shelf life longer than 2 months of the communities interest. Either way another option to get ilevel gear for progression if it's too hard to get 119 gear, or suitable proper gear for late/end game.
I wonder if my server will ever see Fait Lux again...
Oh yay we can finally skillup in besieged again. Too bad it doesn't really matter anymore
http://forum.square-enix.com/ffxi/th...670#post495670
Well they are adding skills ups. The best thing about this is that its the safest method IMO. I don't know where people go now to skill up but I know back then it was Kuftal Tunnel, and then the Tree with Steelshells. It would get a little troublesome with neighboring crabs wanting to aggro and "skill up" on players. At least with campaign mobs, they are programmed to make a B-Line for the fortifications, if nothing else with tags is in their path(and even then crowd control is a little easier).
Of course on the official forums, that's not going to be enough and people may ask for more bullshit to be added.
Personally Im disappointed in still not being able to bring trusts but whatever.
Twilight; for me it depends on how high skill and stuff.
To get to capped at 99, I would either depend on Audolin mobs or Abyssea mobs, like what i'm doing right now with magic. I'm working on dark magic skill on worms down in Cirdas Caverns. But yeah, I tend to graduate to that, I'd proly start with the path you mentioned until I capped then upword and onword.
Tho after the update I might try campaign if I really got a low skill that doesn't involve tanking. ^^
if the new delve isnt as challenging as old delve when it first came out then its not even worth it. weak/underskilled players shouldnt be able to clear the hardest content.