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  1. #161
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    http://ffxi.stratics.com/content/fanfest/devpanel2.php

    It's nowhere near a nerf but an enhancement... They are going to encourage against manaburns by creating new abilities that only work if yor the only blm.

  2. #162
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    Quote Originally Posted by Zigrah
    http://ffxi.stratics.com/content/fanfest/devpanel2.php

    It's nowhere near a nerf but an enhancement... They are going to encourage against manaburns by creating new abilities that only work if yor the only blm.
    g'bye link

  3. #163
    I Am, Who I Am.
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    Quote Originally Posted by Zigrah
    http://ffxi.stratics.com/content/fanfest/devpanel2.php

    It's nowhere near a nerf but an enhancement... They are going to encourage against manaburns by creating new abilities that only work if yor the only blm.
    I think your bandwidth got owned, post info heres.

  4. #164
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    Quote Originally Posted by Zigrah
    http://ffxi.stratics.com/content/fanfest/devpanel2.php

    It's nowhere near a nerf but an enhancement... They are going to encourage against manaburns by creating new abilities that only work if yor the only blm.

    will they work solo also? link not working fo me

  5. #165
    BRP
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    the funny thing is a combination of 4 war/nin/mnk 1 rdm 1 brd currently get more exp an hour than 5 blm and 1 brd
    You can't melee burn everything, but you can manaburn 98% of the game.

    It breaks the balance of the game, doesn't matter about exp... its everything else.

    I really hope they listened to an idea I was talking about on these boards several months ago:

    Monsters get magical immunity for 2-3 seconds after every nuke(not enfeebal). Magic Bursts however ignore this rule. Some monsters don't get this, mainly ones you have to zerg(DL, his pet dragons, ect).

    (DISCLAIMER: Thats not what they said, its just what they should say.)

  6. #166
    Honorary Wanglad
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    Quote Originally Posted by Zigrah
    http://ffxi.stratics.com/content/fanfest/devpanel2.php

    It's nowhere near a nerf but an enhancement... They are going to encourage against manaburns by creating new abilities that only work if yor the only blm.
    Bah I keep getting an error page when I try to load the link. Stratics must be having a lot of visitors right now or something.

  7. #167
    Sea Torques
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    Quote Originally Posted by SephirothYuyX
    Quote Originally Posted by Synbios
    Quote Originally Posted by Julian
    hay guyz i heard from my dad's friend's brother's best friend's nephew who is at the fan festival that the blm nerf is like rng nerf, it depends on distance!!

    someone relay this to ki or alla pronto!

    not rly, but good example of how rumors start

    I must know the same person cause i heard the same thing from them too
    gtfo syn!
    Actually were in the same LS and were joking that SE would do something this stupid to BLMs.

  8. #168
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    Quote Originally Posted by Synbios
    Quote Originally Posted by SephirothYuyX
    Quote Originally Posted by Synbios
    Quote Originally Posted by Julian
    hay guyz i heard from my dad's friend's brother's best friend's nephew who is at the fan festival that the blm nerf is like rng nerf, it depends on distance!!

    someone relay this to ki or alla pronto!

    not rly, but good example of how rumors start

    I must know the same person cause i heard the same thing from them too
    gtfo syn!
    Actually were in the same LS and were joking that SE would do something this stupid to BLMs.
    Aww diffrent syn.. thats dissapointing.

  9. #169
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    it's mostly what everyone has posted already, just my personal notes I took. I will format it later.

    Why the site is down I have no idea... I'll try and resolve it asap... grrrr

  10. #170
    BRP
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    Warrior:

    1. Benefits to using every weapon
    2. Add things to differentiate from always subbing ninja
    3. New Ability: Throw the axes



    Monk:

    1. Possible support abilities or other abilities to keep them from just being a punching machine
    2. New Ability: Boost Party members / Chakra other party members



    White Mage:

    1. Separate from other healing jobs and add advantages.
    2. Get mage more involved in battle (melee?)
    3. New Ability: Donate own HP to other party members
    4. Benediction: Cure all negative status effects



    Black Mage:

    1. More spells
    2. Encouragement to party with other jobs than black mage



    Red Mage:

    1. New spells



    Thief:

    1. Distribute abilities amongst party members
    2. Improve Steal: Not just steal items…
    3. Perfect Dodge: Increased damage while behind enemy



    Paladin:

    1. Make them a more appealing tank
    2. New Ability: Auto Refresh
    3. Ability to use shields more often than other jobs
    4. When shield is used: TP gain



    Dark Knight:

    1. Benefits to using scythe as weapon
    2. Adjust absorb spells to used more often



    Beastmaster:

    1. Acknowledge last patch damaging the job
    2. Looking for a change without making the job too strong



    Bard:

    1. More song diversity
    2. New Song: Low level Mazurka



    Ranger:

    1. Acknowledge job was nerfed and is thinking of changes
    2. During Sharpshot: Accuracy not affected by distance
    3. Increase types of arrow that can be quivered



    Samurai:

    1. TP extends beyond weaponskills
    2. TP ability: Weapon hits decrease mob TP



    Ninja:

    1. Strong, nothing really planned but always in consideration



    Dragoon

    1. Still monitoring past changes, nothing planned as of yet.



    Summoner:

    1. Incentive to keep avatars out (More MP Possibly)
    2. Buff duration and potency to be determined by summoning skill
    3. Increasing avatar abilities
    4. No plans for summoning Bahamut (Bahamut is a special type of avatar, too strong)
    5. Looking into more summonable avatars



    New Jobs

    Blue Mage:

    -Acquisition of new magic

    1. Only as Blue Mage Main Job
    2. Must defeat the monster first, acquire after the kill
    3. If you can’t earn experience, can’t learn spell



    Can’t learn all spells, but more added each patch

    Setup Points: Points used to put into what spells you can use, spells need to be set before they can be used in battle. Points increase with level.

    Max number of spells: Increases with Level

    Spells carry traits of mobs they are learned from. A spell from a bird would be weak against slimes.

    Some spells can be used in skill chains AND magic bursts.



    Corsair:

    Main abilities:

    Cards: Depending on numbers things can happen to you or the enemy.

    Numbers increment like blackjack, first card 3, second card 4 then you have 7

    Best Number 11, however over 11 results in bust and negative effects.



    Types of Effects:

    Based on people in group:

    Warrior: Everyone gets double attack
    Black Mage: Magic Attack Bonus
    Thief: Critical Hit Bonus

    Card Shot: 1 of 8 types of cards, use gun does a magic attack based on the card. Can strengthen effects against enemies – enhance dia etc.

    Ability to reduce spell casting speed.

    Q&A Questions

    Q: How does Treasure Hunter work?
    A: Not based on Damage, Not based on Last hit, as long as thief in the party TH is there. But…

    Q: Will there be any implementation of Utsusemi: San or other tier3 spells?
    A: It’s on the table but it’s powerful, currently we’re thinking about it.

    Q: Are there any plans to deal with 5 monk parties other than black mage
    A: We don’t like to tell people to level a certain way, however when a job breaks the balance we want to deal with it like we plan to for blm, currently there is no focus on monks at the moment



    Q: Throwing Weapon Skills?
    A: Good idea, we’ll take it back with us.

    Q: Will there be any changes to dependencies on subjobs like paladin with warrior sub
    A: We are considering it, we don’t like that certain jobs only rely on one. We are looking into changes.

    Q: Will there ever be armor for the wyvern
    A: We’ve never even considered that (writes something done)

    Q: Currently The Zilart Jobs lack area of effect spells, will Aht Urghan jobs have AOE and will you cinsider adding some to the Zilart jobs.
    A: A lot of Blue Mage spells will be AOE, as for corsair no plans yet.

    Q: Are there any plans to save outpost warps for when you switch back to a nation?
    A: The reason we do this is to make people more involved in conquest however if enough people want this we will consider it (crowd cheers)

    Q: With the proposed whm ability to transfer health will this possibly reduce enmity given?
    A: Enmity will be added but it will be significant

    Q: Does Charisma effect provoke at all?
    A: Nothing to do with it.

    Q: Summoner has trouble getting parties often and find themselves just playing main healer, can we get a blood pact for area of effect refresh?
    A: We’ll take that back with us?

    Q: Will it ever be possible to join Jeuno as a nation?
    A: No plans currently, however we have some surprises for you in Aht Urghan
    Q: Why is a paladin’s invincible not invincible to magic?
    A: We don’t have any plans to make the paladin invincible against magic.

    Q: Is there any plans for a siphon ability to drain hp or mp from a monster and give it to other party members as a white mage.
    A: Currently Dark Knight already has something like this so there are no plans.



    Third New Job

    Puppetmaster
    What his website says.

  11. #171
    blax n gunz
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    Quote Originally Posted by BRP
    the funny thing is a combination of 4 war/nin/mnk 1 rdm 1 brd currently get more exp an hour than 5 blm and 1 brd
    You can't melee burn everything, but you can manaburn 98% of the game.

    It breaks the balance of the game, doesn't matter about exp... its everything else.

    I really hope they listened to an idea I was talking about on these boards several months ago:

    Monsters get magical immunity for 2-3 seconds after every nuke(not enfeebal). Magic Bursts however ignore this rule. Some monsters don't get this, mainly ones you have to zerg(DL, his pet dragons, ect).

    (DISCLAIMER: Thats not what they said, its just what they should say.)
    Black Mage casts Thunder IV on the Aura Statue.
    Aura Statue takes 1400 damage.
    The Aura Statue hits Black Mage for 300 damage.
    Paladin casts Flash on the Aura Statue.
    No effect.
    Dark Knight casts Stun on the Aura Statue.
    No effect.
    The Aura Statue hits Black Mage for 300 damage.

    Yeah, great genius idea there.

  12. #172
    BRP
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    after every nuke(not enfeebal)
    Read it again, genius.

  13. #173
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    For anyone at the fan festival:

    Suggestion to SE: increased blist capacity. 100 is not enough

  14. #174
    blax n gunz
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    Quote Originally Posted by BRP
    after every nuke(not enfeebal)
    Read it again, genius.
    Neither Flash nor Stun are enfeebling magic. Use your brain.

  15. #175
    LazyShell
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    Quote Originally Posted by Correction
    Quote Originally Posted by BRP
    after every nuke(not enfeebal)
    Read it again, genius.
    Neither Flash nor Stun are enfeebling magic. Use your brain.
    thus making them nukes?

  16. #176
    I Am, Who I Am.
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    Quote Originally Posted by geno
    Quote Originally Posted by Correction
    Quote Originally Posted by BRP
    after every nuke(not enfeebal)
    Read it again, genius.
    Neither Flash nor Stun are enfeebling magic. Use your brain.
    thus making them nukes?
    OMFG 1000 DMG FLASH

  17. #177
    DAKPluto
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    Flash - divine

    Stun - Dark

  18. #178
    Cerberus
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    And both fall under the category of "magical immunity" after the BLM's nuke.

  19. #179
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    Quote Originally Posted by DAKPluto
    Flash - divine

    Stun - Dark
    Point is, theyre not damaging.

  20. #180
    blax n gunz
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    Quote Originally Posted by geno
    Quote Originally Posted by Correction
    Quote Originally Posted by BRP
    after every nuke(not enfeebal)
    Read it again, genius.
    Neither Flash nor Stun are enfeebling magic. Use your brain.
    thus making them nukes?
    Sarcasm detector not even twitching.

    Sigh...

    Quote Originally Posted by BRP
    Monsters get magical immunity for 2-3 seconds after every nuke(not enfeebal).
    Quote Originally Posted by A counterexaple exposing the above idea as stupid
    Black Mage casts Thunder IV on the Aura Statue.
    Aura Statue takes 1400 damage.
    The Aura Statue hits Black Mage for 300 damage.
    Paladin casts Flash on the Aura Statue.
    No effect.
    Dark Knight casts Stun on the Aura Statue.
    No effect.
    Pretty reasonable to think that a party would be spending the immediate 2-3 seconds casting something other than enfeebling magic (Flash = divine, stun = dark for the allakhazam groupies here today) to get hate off a BLM after a fat nuke. BRP's idea is a PARTY-affecting castration of job function, not just a slap to manaburning parties.

    "The blm should know better than to take hate!"

    Yeah, they should just stand there and only ever cast magic during a magic burst. Sure, kk.

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