What are all these "new ways to obtain money in 2.1" anyway?
Low level dungeons give as much money as high level ones!
Would anyone mind posting pics of the Aesthetician's new hairstyles for female Miqo'tes once the games up? lol
Unfortunately my laptop can no longer handle an MMO like that so I won't be able to see for myself but I'm curious~
TBH, I don't know. Crafted shit will be in less demand now. Materia as well.
Treasure Hunt and Duty Roulette should be generating new miniscule amounts of gil daily. Gil drops being added to old enemies from like, everything in the lowbie Duty Roulette list.
Guess they think this will add up/matter? Unless there's a huge untapped gil mine somewhere that people will stumble upon.
Oh, also, was anyone able to find the full-body Chocobo suit anywhere? My chocobo hat from 1.0 is lv35 (I think?) so I assumed it would be body slot around there, but I don't see it. I know they showed it off in the 2.1 trailer (though that was likely a cutscene), but I think it was also in the 2.1 fashion trailer.
In related news: lol Snowman suit http://na.finalfantasyxiv.com/lodest...m/0d0e80e7666/ + head http://na.finalfantasyxiv.com/lodest...m/a05068b1714/
I assume the Daily quests and Treasure Hunts will provide a decent amount of gil. Do your Dailies + Duty Roulette + Treasure Hunt everyday and in 3 months you too can buy a shack that's slightly bigger than the Inn Room for your entire FC!
Most of the CNJ/WHM patching looks a little frustrating, but I suppose it could have been worse.
My biggest beef is the explanation for some of those changes from here http://www.youtube.com/watch?v=Oh_OeAnaPkw
If anything, I just hate how it takes a -single target heal- to activate, by chance, the buff for the -AoE heal-. Unless with the half MP cost buff change to Overcure, it makes Cure III worth using on single targets... but then you get the issue of overcuring the melees now with the radius increase if that happens.Curaga was buffed because not a lot of people were using it, and also because you'll find a lot of use for it when doing 2.1 content. It's extremely useful because it's a directed AOE heal, you'll be able to heal the tank together with all the melee DPSers at once.
I dunno, I feel a little iffy about it still. But time and testing will tell!
Now this one just gets me really bloody annoyed. Like... you nerfed Holy just because of one instance of it's over-usage? No other reason other than that? How do you guys even know if people are gonna spam WP anymore with the inclusion of the new hard dungeons? It just seems really knee-jerky and short sighted.Holy was nerfed because speedrunners placed a lot of pressure on White Mages to DPS. Healers are healers, not DPSers.
The irony is that by worsening Holy, it might actually have the opposite effect and put even MORE stress on the WHMs to DPS because of the DPS loss in that one stupid-easy instance.
At the very least they could have reduced the MP cost of Holy too in light of this change (maybe then I wouldn't feel so annoyed about it).
Yeah, just the combined wealth of the 8 people in our 8man LS is 90m~ right now. There are a few big crafters in the FC so I wouldn't be surprised if we could buy the big land plot as soon as the servers go up. The problem is actually getting the people with vast amounts of wealth to pitch in, because those few people are going to be carrying the big majority of the share as most are admittedly sitting on 1-2m max. I know more than a few people that just don't give a fuck since it's not personal housing, lol.
IMO, I would just wait. There's just no sensible reason to spend so much on something that's entirely vanity unless your entire FC agrees that it's something they want to do (especially since the prices have a set timeframe of dropping). Even though some FCs can afford it right now, I guarantee it will bankrupt their members or at least drain the large majority of their funds. Believe me, if you're a big enough jew to amass 40m+, you aren't going to enjoy looking at your gil count and seeing sub 5m all of a sudden.
Then tell the DPS to stop sucking, Yoshi.Healers are healers, not DPSers.
Even at half MP (505/2=~253), Cure3 is around the same MP cost as Cure 2 while sporting 100 less potency (550 vs 650), so it falls flat as a single target heal even when it procs. The range buff isn't likely to be very helpful; SMN/SCH had to deal with 5y Bane until now and it was still finnicky sometimes. Yeah players are easier to group up than monsters but shit's still shit.
Rofl, I didn't even see their reasoning behind nerfing Holy. Yeah, let's nerf a super MP intensive AoE spell that's widely used in one instance of play and not compensate for the change by reducing the spell's massive mp cost.
I would say that I'm mad, but I can always just class change to SCH (which is going to be super fun to play with the pet macros + QoL changes, btw) so w/e. Armory system is great.
Goddamnit, why are you still doing it this convoluted way? It's simple to calculate which is better: block rate times block strength. You don't have to do these "assume I'm hit x amount of times for y amount of damage, how much do I mitigate?" calculations.
Relic: .28 * .28 = 7.84%
Onion: .39 * .19 = 7.41%
Direwolf: .2 * .38 = 7.6%
Relic still wins.
Would be nice to see Treasure hunts yield Gold Allagan pieces with an uncommon chance for philo item. Honestly just need to see more Gold Allagan pieces in general spread among different scenarios. Really surprised none of the high-level dungeons don't drop in a chest, or even the battleleve coffers (make lvl50 leves?). In its current state gil-generation in an efficient amount is focused in WP (i.e. income > expense for repairs / time).
I noticed they drastically reduced the Dark Matter costs from GCs which is a very nice boost for self-repairs. I already save nearly 700 gil self-repairing my accessories.
All other forms of gil generation are either inefficient (FATE grinds), slow and tedious (Materia farming while getting gil from beastmen), or locked out (Leves).
The only way to make oodles of gil is to move it from PC to PC - which consequently removes gil from the system at the same time (AH).
To be fair, Holy was also super useful in Garuda HM and Turn 4 Coil, but that still didn't warrant a potency nerf. The MP cost is extremely high and the cast time was pretty horrid.
Despite the nerf though, Holy's function is still the same and it's still the strongest AoE in the game. So not sure what SE was attempting to do.
They should have fixed holy's stun lag, you can run 20 yards away from mobs after casting it before the stun goes off.