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  1. #41
    S N K
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    Quote Originally Posted by SathFenrir
    i actually like fellow NPCs so whatever lol

    Just hope they don't gay it up and don't raise the level cap / areas we can use them, who the hell solos in zilart ( I do, it's besides the point)
    You know when I originally read about this update I expected you to be 1st in like with the "omgwtfbbq" posts but you actually shocked me.

    I level my NPC off and on so it's not like I'm fully committed to it but it's something to pass the time while I'm farming.

  2. #42
    Shimmy shimmy ya shimmy yam shimmy ya
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    A lot of hypocritical QQ'ing in this thread. Funny how people forget rather quickly all the "zOMG SE fukin updat3 da 0ld cont3nt!!@!#3!!one!!!"

    The ability to buff my fellow alone is made of win imo.

  3. #43
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    Quote Originally Posted by EssEnnKay
    Quote Originally Posted by SathFenrir
    i actually like fellow NPCs so whatever lol

    Just hope they don't gay it up and don't raise the level cap / areas we can use them, who the hell solos in zilart ( I do, it's besides the point)
    You know when I originally read about this update I expected you to be 1st in like with the "omgwtfbbq" posts but you actually shocked me.

    I level my NPC off and on so it's not like I'm fully committed to it but it's something to pass the time while I'm farming.
    Sath's always full of surprises!

  4. #44
    Sponsored by Orton
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    Quote Originally Posted by Fhqwghads
    I have nothing against Adventuring Fellows. This is about the contents of these update notes. When you go from:

    Coming in the Whatever Update!
    - New missions and quests
    - New gear
    - New synthesis recipes
    to:
    [quote:3upjiw6r]
    - Monster Name Text Color
    - Battle Music
    - Fellows will be able to use a greater variety of equipment.
    ...don't you think people have the right to be disappointed? Honestly I can't understand why you're still willing to be so optimistic about an update, which based on the notes released so far, is shaping up to be as exciting as powdered soy milk. At this point, the last update or day-of update notes better be on a scale so epic that people are forced to step backward to steady themselves, or I think a lot of the community is going to start questioning where this game is headed, more-so than they already do.[/quote:3upjiw6r]

    More than anything it is just comical. I wouldn't be surprised if whoever is in charge of the update news releases is saving the good stuff closer to the scheduled release of the update and being all laughing at us.

    ...then again I'm not holding out hope for it either...this is SE after all...

  5. #45
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    well it said "some changes" guess can hope for more right? right? Only change i could care about it let them be summoned in ToAU areas.

    True Strike.


    Although the crowding would be over 9000, I would like help on imps every now and then D:


    Also, yet another pipedream, but SE should give us the ability to implement a job trait on our NPC fellows based on their orientation of class, or control WS' selection. (IE: Fierce attacker can get Treasure Hunter, Double Attack+% for itself, or set which WS you want it to do, while the healer can get auto-refresh, maybe fast cast)

    /prays for thursday|friday's update to be the "Blue magic list expands!" update.

  6. #46
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    Quote Originally Posted by A-Chaos

    Also, yet another pipedream, but SE should give us the ability to implement a job trait on our NPC fellows based on their orientation of class, or control WS' selection. (IE: Fierce attacker can get Treasure Hunter, Double Attack+% for itself, or set which WS you want it to do, while the healer can get auto-refresh, maybe fast cast)

    /prays for thursday|friday's update to be the "Blue magic list expands!" update.
    Or give the PLAYER a trait or ability when summoned, making them sort of a pet/extra piece of gear for the player. That would sure as hell make people level one and rule out the "they're useless" rule! 3 man party with 3 fellows ftw?

  7. #47
    Relic Horn
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    Quote Originally Posted by Hirokei Kiaza
    The ability to buff my fellow alone is made of win imo.
    Indeed. It was mentioned earlier, but I'm also interested whether this functionality will carry over to other pets (either intentionally or unintentionally). I still say good luck getting anyone to haste my wyvern. Being able to ditch Empathy merits would be nice though.

    Quote Originally Posted by A-Chaos
    /prays for thursday|friday's update to be the "Blue magic list expands!" update.
    I hope not, since we already know that's going to be in this patch. Would rather learn something new.

  8. #48
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    SE should know full well that if they allow buffs and other spells/actions to effect Fellows, people will be out with their pitchforks and lanterns calling for blood if it also doesn't apply to the pets of SMN/BST/PUP/DRG. I always thought SE was considering this anyway until SE released COR and I saw the rolls that effect pets only. Why would you bother using Puppet roll if Hunter's Roll gave nearly the same effect? I'll bet anything this will mean nothing to pet jobs and it will take months to years of bitching to make them see otherwise, no matter how desperate the need for a boost to pet jobs is.

    That said, my Fellow is lvl 30 and will likely stay there no matter what they do to update the fellows. I don't need help farming KS/BS. However, I am glad that some people are excited by this and I hope they enjoy the long-awaited update to Fellows.

  9. #49
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    I look forward to the changes at least SE hasn't forgotten about some of the good content they have added in the past. I just hope drain/aspir Sambas work with the NPC fellows that would be made of win. Also allowing them to be used in other areas and heaven forbid a shorter recast and this would be a world of improvement in my book. Now if I could call my healer in campaign battle I may just have to take back all my negative thoughts at SE..........

  10. #50
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    Quote Originally Posted by Max™
    Do they still take Exp when out?

    I have a feeling that will be nixed like Bst pets do.
    I think they kind of have to or it would be difficult to level them up...

  11. #51
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    Quote Originally Posted by Spira
    Quote Originally Posted by Toth
    Wow, they are finally updated older content people have been asking for. Nice job, SE. Now...could we get into some big update news....please...


    P.S These new trailers are horribly written
    My thoughts exactly.. Its like whoever is writing these things doesn't even bother to make it interesting or hype things up with language (eg. a plethora). Everything is so.. plain and dull.. as if it were point form..

    That said, I do look forward to the Fellow changes, although one might hope that jobs with pets would get similar treatment soon enough..
    Well the additions are pretty much plain and dull anyway. Talking about these additions like they were awesome would just make them look even more stupid.

  12. #52
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    They did show a fellow in full errant gear. Would that not imply that the level cap would at least be 72?

  13. #53
    LD
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    The EXP a fellow gains isn't based on the penalty you get when having one out, you numbskull.

    Anyway, I'm with Fhqwghads. Even for a fellow update, these are token adjustments at best. As nice as it'll be to cast PT only buffs on my fellow, calling in expansion areas would be more noteworthy. The update is probably next week, so we 2 notes at the most coming our way before it drops.

    All of the notes after the Campaign Battle additions have been ridiculously shallow; either they were incredibly vague, like the equipment update, were totally predictable, like the AF update, or just plain stupid, like the 'Battle System Adjustments' (only add 'horribly misleading title.')

    I'm sure we'll get something really big or important when the update comes, I'm not really worried about that, but they may as well have not told us anything for the last two weeks.

  14. #54
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    No, because they can now at least wear Noble's Tunic, which is 68

  15. #55
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    I actually like this update note. If only in addition they were summonable in toau areas. maybe I can finally refresh my damn npc? God I hope so. As it is, I use it as a haste bot till it's out of mp then it's just a dot increase.

  16. #56
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    here's a similar update: In order to alleviate the problem of overcrowding in Limbus, Proto-Omega and Proto-Ultima will now be placed in instanced areas. Up to 24 alliances on each server can engage these notorious monsters simultaneously.

    fellow updates are fine but this fellow update (until it leads to fixing pet jobs) is horrible for what it is.

  17. #57
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    I'd still like the ability to choose what WS my NPC uses.

  18. #58
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    FFXI is odd. In most mmos this is the sort of thing that is in a weekly maint or something "oh btw we've tidied up fellows behaviour"

    While the changes are welcome and good, they're just so...underwhelming in the context of the phrase "version update"

  19. #59
    BG Medical's Student of Medicine
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    Nice, I didn't even notice this part:

    Some of these changes are as follows:

    - Magic and other abilities you use on party members will now also benefit the fellow you summoned.

    - Fellows will be able to use a greater variety of equipment.

    - Fellows will no longer use the following weapon skills:
    Spinning Attack, Cyclone, Circle Blade, Shockwave, Spinning Scythe, Earth Crusher.
    Basically, Fellows can now receive the effect of -ra spells, -ga spells, erase, -na spells, BLU magic spells, Refresh, etc, quite possibly even Cover, BRD songs, COR rolls, etc. That'd be extremely nice and handy to have around.

    Greater variety of equipment... so they're expanding the stuff they equip. Woo.

    Also, the AoE weaponskills not being used anymore are a relief...

    My only gripe is that they aren't really all that useful anymore, because you can't summon them anywhere you really need them to at higher levels. I guess it'd be okay for farming or for lower levels. I'm interested to know what the rest of the changes are.

  20. #60
    Cerberus
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    Re: Adjustments and Additions to Fellows (02/26/2008)

    In the interest of not getting banned I will say that these are the greatest update notes evar!

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