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  1. #261
    Can you spare some gil?
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    I'm sure that would go over well considering they would probably make picking up the flag interacting with an object where you have a 10s interaction before you actually pick it up. A MCH and SMN could shut you down from ever taking it because of their pets, and floor aoes.

  2. #262
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    HOT LITTLE SNATCH

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    The only way CTF could possibly function in this game is if it gave you like, 90% reduced incoming healing whilst carrying it. Would be complete ass otherwise.

  3. #263
    Can you spare some gil?
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    90% reduction in being healed, 40% heavy and damage taken +25% when being hit from the rear.

  4. #264
    New Merits
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    How the hell did people pass Bronze rank in Feast? The lottery of good team/bad team and salty players (the WORST is foreign salt, "omg fcking rteard low team, tank never go afk on healer" [/actual salt]) is turning me off a fun mode.

  5. #265
    Sandworm Swallows
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    You're playing a mainly PvE game full of glamour whores and people who can't even clear Bismark HM. Maybe it's just me, but you probably shouldn't go into PvP expecting this playerbase to have any idea about strategy or the right attitude. People who care about the PvP and put actual effort into it almost certainly make up less than 10% of the playerbase. People who want tomes for no effort and minion drops are almost certainly practically everyone who queues.

  6. #266
    Strider/Doom/Cyclops
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    Quote Originally Posted by Shenrien View Post
    I'm sure that would go over well considering they would probably make picking up the flag interacting with an object where you have a 10s interaction before you actually pick it up. A MCH and SMN could shut you down from ever taking it because of their pets, and floor aoes.
    So on a related note, does the recent casting interruption change also affect node attunement in Seal Rock? I haven't tried SR since the change.

  7. #267
    ♥ Neliel ♥
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    no

  8. #268
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    HOT LITTLE SNATCH

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    http://forum.square-enix.com/ffxiv/t...92#post3653892

    Spoiler: show
    Producer and Yoshi-P here.
    Once more, I want to thank you all for the comments we received following the release of patch 3.25.

    In preparation for the beginning of Season One of the Feast’s rated matches, I’d like to talk about some of your feedback, as well as the changes we have planned for patch 3.26.

    System Changes
    Casting Interruptions
    Following the release of patch 3.22, we received a tremendous amount of feedback regarding the changes to spell casting functionality. The most commonly expressed opinion was:

    “You should reduce the damage threshold for interruption from 15% to 10% of max HP.”

    It also became clear to us that, because we were using a simple calculation based on max HP, healers and casters were gravitating towards a strategy of using vitality accessories to reduce the risk of being interrupted, even if it resulted in decreased attack and healing magic potency.

    However, we are concerned that merely reducing the interruption threshold to 10% of max HP, without changing the underlying design, may once more make it too easy for casting to be interrupted, as well as have little effect on the usage of vitality accessories. Therefore, after careful consideration of your feedback, we have decided to change spell casting functionality as follows:

    The damage required to interrupt casting will be determined by the caster’s item level.

    It is our intention that a player’s max HP will not affect this set amount of damage, which will be calculated for PvP content that is item level synced to either IL 80 or IL 150. In other words, the threshold to interrupt casting will be automatically calculated based on item and class/job level, and will be unaffected by HP boosting buffs and vitality accessories.

    I understand that this may be harder to grasp than a simple calculation based on max HP. However, if we were to retain the original functionality, we believe it would have little effect on the usage of vitality accessories and other strategies to increase max HP.

    While the precise calculations in use will not be made public, you may think of it as though a caster can be interrupted if you deal roughly 15% of their max HP before any increases from vitality accessories and other methods are taken into account.

    As always, we welcome your feedback, and look forward to hearing what you have to say after the changes go live.
    PvP Ratings and Matchmaking
    We also received a lot of feedback regarding the rating and matchmaking systems. In particular, many of you were worried about being matched with opponents of a significantly higher or lower rank. I touched on this issue briefly during the 28th PLL, when I explained how we had intentionally expanded the matchmaking range for the preseason so that players could take part in more matches.

    Patch 3.26 will see the start of Season One, and at that time we will be changing the matchmaking algorithm to ensure that you are more likely to be matched with player in the same or an adjacent tier, and only within a range of three tiers (For example, a match might include players from the bronze, silver, and gold tiers only).

    However, as this will increase matchmaking times, we are currently debating whether or not we should expand the range of eligible players if a given period of time passes without finding enough participants. At the moment, we do not wish to utilize this solution, as ideally we would like all matches to be held within the same tier. We are considering our options for Season Two, and would like to hear your thoughts on the matter.

    We are also planning to make several adjustments to the rating system so that, when in a lower tier, a player’s PvP rating will increase by a larger amount when they win a match, and decrease by a smaller amount when they lose a match. This will make it easier for players to advance to higher tiers, and make it harder for them to be demoted.
    Heavy Medal
    With the release of patch 3.22, a stack of Heavy Medal went from increasing damage received by 10% to 15%─a change which many of you believed might have gone too far. Some on the dev team also thought it might be too high as well, as the flow of battle usually results in players filling their adrenaline gauges in the latter half of the match, which could place teams that gather medals early or midway through at a disadvantage, making it easy for their opponents to mount a last minute comeback.

    To address this concern, with patch 3.26, a stack of Heavy Medal will increase damage received by 12% (currently 15%). We will also be adjusting the medal counts at which players incur another stack of Heavy Medal.
    • 1st stack: 150 → 150 15% → 12%
    • 2nd stack: 170 → 170 30% → 24%
    • 3rd stack: 190 → 190 45% → 36%
    • 4th stack: 200 → 200 60% → 48%
    • 5th stack: 210 → 210 75% → 60%
    • 6th stack: 220 → 220 90% → 72%
    • 7th stack: 230 → 225 105% → 84%
    • 8th stack: 240 → 230 120% → 96%
    • 9th stack: 250 → 240 135% → 108%
    • 10th stack:  ─ → 250 ─  → 120%

    Our hope is that this rebalancing will encourage players to collect medals, while still ensuring that those who carry large quantities are still impacted.
    Adrenaline Rush
    For patch 3.25 we made adjustments to the HP and placement of adrenaline, and many of you commented that this gave you more opportunities to use adrenaline rush. However, we also received feedback from players who wanted to use adrenaline rush more without relying on adrenaline kits. Therefore, we will be increasing the rate at which the adrenaline gauge fills.

    For 4 on 4 matches, the accumulation rate will be increased by approximately 30%, and for 8 on 8 matches, it will be roughly double the current rate.

    Moreover, until now, the adrenaline gauge only filled when the player was engaged in combat. As a result, when players were KO’d, they could no longer accrue adrenaline, placing their team at a disadvantage.

    To address this issue, we will be making it so that the adrenaline gauge fills even when the player is not engaged in combat. Because teams will have the option to utilize adrenaline rush at roughly the same time, they will have to carefully consider the timing of their actions, which should lead to more interesting tactics.

    In addition, many of you provided feedback that the duration of the animation lock following the use of Empyrean Rain was too long, and so we have decided to shorten it.
    Job-specific Changes
    Of course, the greatest amount of feedback we received related to various jobs and their abilities. We would like to thank you all for your many detailed suggestions.

    With patch 3.26 we will be making the following adjustments:

    Black Mage
    • Sleep
      Duration: 15s → 12s (PvP only)
    • Night Wing
      Duration: 10s → 8s (Enhanced Night Wing II: 15s → 12s)

    Sleep is highly effective at turning the tide of battle, and players found it stressful to be repeatedly afflicted with sleep and unable to act. For players with Sleep Resistance, the duration will be halved (6s for Sleep and Enhanced Night Wing II, 4s for Night Wing).
    White Mage
    • Repose
      Duration: 15s → 8s
      Duration halved with successive uses (8s → 4s → 2s)

    Fluid Aura followed by repeated Repose was judged to be overpowered, and so we decided to adjust Repose while leaving Fluid Aura as-is.
    Machinist
    • Between the Eyes
      Potency: 150 → 120 (Enhanced Between the Eyes II: 180 → 150)

    As touched upon in the 28th PLL, we determined that Machinist burst damage was a bit high.
    Dark Knight
    We received a great deal of feedback from players who felt that Dark Knight was lacking in both offensive and defensive capabilities when compared to Paladin and Warrior, and to address these concerns we will be making the following changes.
    • Dark Arts
      Recast Time: 5s → 3s (PvP and PvE)
    • Tar Pit
      Potency: 200 → 250 (Enhanced Tar Pit II: 240 → 300)
      Recast Time: 150s → 120s (Enhanced Tar Pit: 120s → 90s)
      HP Absorption: 20% → 150% (Enhanced Tar Pit III: 40% → 200%)
    • Carnal Chill
      Recast Time: 120s → 90s (Enhanced Carnal Chill: 90s → 60s)
      Damage Penalty: 10% → 40% (Enhanced Carnal Chill III: 20% → 60%)
      Duration: 20s → 6s

    Tar Pit should now function as a self-preservation technique, and Carnal Chill as a way to quickly lower the damage dealing capabilities of opponents. Also, while Carnal Chill’s duration has been shortened, recast times for these abilities have been reduced, which should enable players to employ them more effectively. These changes are intended to make Dark Knight function as a tank that can protect himself and his allies through debuffs and health absorption.
    Warrior
    • Storm's Eye
      HP recovery decrease not available in PvP areas

    Warriors can be highly competitive in prolonged engagements due to their preeminent burst damage among tanks, and their ability to reduce slashing resistance with Storm’s Eye. However, these offensive capabilities, when combined with their HP recovery debuff, led us to determine that they overpowered, and so we have decided to remove this component of their attack in PvP.
    Ninja
    • Dancing Edge
      HP recovery decrease not available in PvP areas
    • Fetter Ward
      Can now be used by Thief / Ninja

    Ninjas, like Warriors, possess a strong advantage in prolonged engagements due to their HP recovery debuff, and so we have decided to remove this component of their attack in PvP as well. However, compared to other melee DPS, it is more dangerous for them to utilize adrenaline rush, which is why we have decided to make Fetter Ward available to them.
    Dragoon
    • Feint
      Duration: 10s → 6s (Enhanced Feint: 20s → 10s)
    • Skewer
      Duration: 10s → 6s (Enhanced Skewer II: 15s → 10s)

    Feint is often utilized as an additional action in PvP, and many players found it frustrating to deal with due to its effectiveness. Skewer’s INT reducing ability was adjusted as part of overall balancing.
    Summoner / Scholar
    • Aetherflow
      Effect no longer lost upon receiving damage

    We received a tremendous amount of feedback from players regarding this very issue. After careful consideration, we decided that it was unacceptable that players could prevent the usage of an ability required for so many job actions.
    Although Season One of the Feast begins with patch 3.26, if we determine that there are significant balance issues or differences in job capabilities, we are prepared to make adjustments immediately, even if it falls within the season.

    We’re looking forward to receiving more feedback from you all throughout the course of the upcoming season. Until then, please look forward to opening day!


    Pretty good changes all around, not a fan of removing the healing reduction on SE/DE but it is what it is I guess. Repose nerf might be a little more than necessary but Sleep as a whole probably did need some changes. IDK if the DRK changes are enough to give it a real place over WAR and PLD but at least they're quite a bit more viable, even if they're still a little bit worse off than the other tanks.

  9. #269
    Cerberus
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    Yaaaaaaaaaaaaaaaaas.

    Fuck you mnks and your OIP Bullshit xD

  10. #270
    Strider/Doom/Cyclops
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    The damage required to interrupt casting will be determined by the caster’s item level.
    As I read it, this means one of two things:

    1) For purposes of this calculation, your "item level" refers to your item level under sync (which will be i150 for everyone), in which case there's just some sort of blanket "casting stoneskin" on everyone now
    2) For purposes of this calculation, your "item level" refers to your unsynced item level, which will mean we are back to old Wolves' Den days of max-morale-for-everyone

    #2 seems too stupid and broken to believe, so I guess it's #1?

  11. #271
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    HOT LITTLE SNATCH

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    It's just a dumb wording for saying your base (but geared, at least with left side) HP, so #1. VIT accessories won't help, Thrill of War won't help, VIT pots (lol) won't help.

  12. #272
    Chram
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    they gave ninjas fetter ward holy shit

  13. #273
    The Defense is ready, Your Honor
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    Man, I've been out of the game for awhile. I didn't even know Nins could lifesteal.

  14. #274
    #Despair
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    I love how Storm's Eye and Dancing Edge lost their HP Recovery debuff. Like, what is even the point of coding the debuff anymore then? Nothing in PvE that matters heals itself. Literally nothing.

  15. #275
    The Once and Future Wamoura
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    Wow I'll have you know Kuribu, the final boss of the Lost City of Amdapor (Hard) and one of our TWO current Expert dungeons, cures itself.

  16. #276
    Campaign
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    Repose needed the nerf because they have fluid aura too. A good WHM was godly at shutting me down on WAR if my healer was too preoccupied to get an Esuna off.


    Sent from my iPhone using Tapatalk

  17. #277
    Strider/Doom/Cyclops
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    Yeah, WHM had a pretty big advantage over other healers. Notwithstanding the fact that MNK could practically eliminate SCH's instant healing capability, WHM could just alternate between sleeping SCH and sleeping fairy. Rouse should really act as Purify (for those debuffs) in PvP.

  18. #278
    Chram
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    seems like all the fucking scholars are coming out to play now lol

  19. #279
    Ridill
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    too bad most of them still suck.

    PHYSICK PHYSICK PHYSICK PHYSICK

    adloq

    PHYSICK PHYSICK

    keep saving that MP, stupid fucking pve heroes

  20. #280
    Sho
    Sho is offline
    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Quote Originally Posted by Avarice View Post
    I love how Storm's Eye and Dancing Edge lost their HP Recovery debuff. Like, what is even the point of coding the debuff anymore then? Nothing in PvE that matters heals itself. Literally nothing.
    [2.0][3.0] The following adjustments have been made to all PvP encounters:
    Woop.

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