** Skill/Spell Speed to take a larger role after the level cap is raised. (06/19/2014; Nova Crystallis)
*** DoTs will be directly influenced by SS.
Supposedly the idea is to make DoTs tick harder based off how much SS you have. I doubt they can make it tick based off SS since everything is dependant on server time.
The problem with that is that if they don't entirely rework secondary stats and how they're allocated, that small change isn't going to affect anyone drastically. Secondary stats are too rigid, there's not enough gear options. Unless skill and spell speed become tertiary stats... I've said this many times now, they should change the way food bonuses work. The percentages are too low to be able to get maximum benefit from most top tier foods unless you already heavily fear toward the primary stat on the food. Food should be used also be a way to supplement your shortcomings.
WoW dealt with this two ways.
-- it would round the length of the dot based to the next closest dot "tick" - i.e. instead of a strict 18 seconds - it might round up to 18.5 if thats when your dot would "tick". Kind of wierd, since it introduced a whole bunch of haste breakpoints and stuff, this was eventually changed to the next method.
-- later they implemented partial dot ticks - i.e. at the end of the dot it would tick for a non full amount depending on your haste, i.e. if you had 2 seconds left you would get 66% damage tick at the end. (2/3)
Both of these only worked because WoW introduced a system where renewing a dot near the end of it's duration doesn't actually renew the full duration but add to the old dot's duration i.e. you couldn't miss ticks from refreshing your dots early.
There are creative ways around the DoT/tick limitations we'll just have to see if SE is capable of implementing it into their engine.
Frustrating =/= interesting.
A friend wanted to play XI, but I didn't want him touching the post Abyssea junk so I started us off on the Nasomi private server.
He didn't get past level10. XI isn't as great as we all remember.
Yeah of course it isn't.
But claiming Tiamat during a final window and having 100 people watch you hoping you wipe was extremely fun. Claiming KB and NH at the same time with different teams and deciding which mob to hold vs kill and then using 6 pairs of flee boots to get to the next HNM was extremely fun. Beating floor 100 in NeoNyzul was a rush. HQing a 1% item was a rush. FFXI had those little highs that were rare but technically could be had everyday. So we all puffed our pipes for days/weeks/hours hoping to get high.
The in between time, not so much but we have lots of memories of that rare drop/claim/HQ etc happening.
FFXIV has one awesome moment every 6 months. (the first time you beat 5,9,13)
You know XIV had more troublesome fights than that. SCOB and FCOB are all essentially trials. Getting my initial clears against the Extreme primals (Sadly post 2.3. I stopped playing in 2.0 because I didn't enjoy the lack of post 50 content).
Honestly, I enjoy how much there is to do outside of adventuring. I especially enjoy crafting, though with the specialization system coming up I have to push my wife into crafting (or convince her to let me do it myself) and hope my friend keeps on playing.
Becoming a master of the hand. Getting my Master II books for crafting. Hell, every time I made a HQ i110 item for a friend. Or hell, getting to the seventh and eighth digit on my gil balance. i wish more people would get into crafting. Its stupid simple and its not a chore to level. Hell, I'm usually the one doing the chore.
Right but 5-10 years for now, that 100% i110 HQ item won't be cool to talk about. Its a very very different game.
I enjoy 14 too and most of it is the non raiding stuff as well. But its a slow burn with less peaks and valleys.
14 will end up being a better game, but there will be very few game winning shots to talk about years from now.
^it's because itemization sucks in XIV, every new piece is just 2 more stats than last one
I'd be okay with it if the only way to get higher ilvl was doing harder fights.
Good old effort = reward.
I think XI also had a more tight knit feel with people in your LS too so it was easy to sit logged in whilst doing nothing or camping or whatever. Plus competing against others helped create that bond with LS mates too. Whereas with XIV it's like 'Oh event is done, logging out'. Which is obviously better on your free time but not as good at creating a togetherness feeling.
Although that might be slightly biased from me considering I only see my LS/FC mates at events on weekends due to being in a different timezone. Which wasn't the same case in XI
But yeah those little moments in XI were awesome. Like I will always remember the time we claimed Nidhogg just before maintenance and killed in 8 minutes when every LS there all still took 30-60 minutes to kill normally so shit talked us saying we had no chance to kill. Or the xmas where we got King Behemoth, Nidhogg, Aspid, Tiamat, Cerberus and Khim across a 6 hour period. It was like the stars aligned perfectly. Nothing in XIV will come close to that.
They could have just had the carbontwine/coat upgrade more than just tomestone gear. If it also worked on CT gear there would have been another set of left side gear that was usable.
There's a part of me that hopes for new stats on gear you might get from Airship hunts. Like "Cannonfire+3" that would be used just for airship battles, and the usual stats could be smaller than usual since you wouldn't need them as much. But then I could see the uproar over now situational gear and having it take up space in your armory.
I actually liked the hard mode dungeons because they weren't the exact same. Sure they were in the same place, but the enemies, bosses, and layout were all different. It wasn't just the same dungeon with you needing higher stats for the exact same bosses.
I'm definitely just a casual player nowadays. I'd like to thank SE for making the ending of the current MS so uninteresting. I don't feel guilty now for skipping through all the CS's that lead up to 2.55. I was about as "hard core" a player as you could be in 1.0, when 2.0 came out I just wanted to experience the story and find out what happened after the servers went down. But that was all locked behind the now hardest content in the game and I didn't have the time to commit to that anymore. =/
I've been logging in from time to time to catch up on missions and fuck around but for me the biggest problem is the battle system. I'm fine with boss mechanics and all that. What I dislike is what I'm doing which is spam the same order of abilities over and over and over again. The entire user experience could be replaced by 1 action button and directional keys for me because there is clear cut 1 way of playing your job and that's it. I hope 3.0 will mix it up but that's extremely doubtful since they probably just want to play it safe.
They're not revamping it in 3.0 again so its best to say if you didn't like 2.0's combat you won't like 3.0.