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  1. #61
    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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    Re: New 1up (Milkman) Interview

    Quote Originally Posted by Chupunpupun
    Quote Originally Posted by Sho
    I think the NIN answer is bullshit, though I'm not a Ninja personally. Having +A Skill in Katana and Ninjutsu would make taking for them THAT much easier-- When heavy DD jobs can do a single WS and fully yoink hate, NIN need all the harder and more accurate hits they can get. As for extended Ni line, also bullshit as they can simply readjust/raise the caps for RDM spells so Ninjutsu will continue to be 2nd string in enfeebling.

    They could also fix shurikens so they are more appealing to use; like a crafting fix so one can make it with semi decent priced materials, or attach enmity + to them all, so NINs can keep up/build their hate with every successful hit (I understand Nokizaru Shuriken exists, but it's a joke being Rare, and furthermore not stackable).

    From there, I find it interesting that they have their sights set on fixing WHM up so it's more appealing than SCH and RDM. Maybe they'll add Cure VI, Curaga V, and Bar II spell lines.
    Having A+ skill doesn't really help NIN all that much when they are going to be using staff when tanking something that matters.
    Is true; Kinda went in a exp/meriting direction with that one.

    Quote Originally Posted by bercus
    Quote Originally Posted by Sho
    Cure VI, Curaga V, and Bar II spell lines.
    Cure 6 and -ga 5 would not really help WHM at all. I can´t find myself using those spells honestly. Whenever I need a big cure, Cure 5 does the job. Barspell II or so would be nice though for 74-75 jobs but still would not help in removing Status effects. DS should be like it is, but make DV a seperate JA with 1-2 min recast and WHM is back to #1 for sure imo.
    Was seeing those two spells as something that could be used in a "very near death" situation vs a hard hitting mob, something that would get your HP closer to full than a V + IV or a IVga + IIIga shot. Also since alot of tanks and DD can go well into 1200~1400 ish HP, they could add them in at a 900HP ish~ healing, and not be overpowering. Least I think. SCH on the other hand would still have to combine stratagems to even cure close. As for the Barspells, mayhap tier II plus the various resist gear we have available would help in resisting spells alot more efficiently.

  2. #62
    Ridill
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    Re: New 1up (Milkman) Interview

    MG: First of all, in regards to the kick attacks setting, by adding this it's basically showing a new side of Monks; giving them new options, giving them the option to change their fighting style depending on the monster so that their party members aren't getting upset at them for stealing all the hate because they're dealing damage quickly. It'll slow down their damage rate.
    Thanks SE! The new side of monk: suckerstance!

  3. #63
    Relic Shield
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    Re: New 1up (Milkman) Interview

    I'd guess the new avatars would have lower Perp Cost and decent damage over time. Double or triple attack and/or some sort of Enspell. Something that you wouldn't tell a SMN to go die in a fire for using in a party pre-75.

  4. #64
    Puppetmaster
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    Re: New 1up (Milkman) Interview

    Quote Originally Posted by aurik
    MG: First of all, in regards to the kick attacks setting, by adding this it's basically showing a new side of Monks; giving them new options, giving them the option to change their fighting style depending on the monster so that their party members aren't getting upset at them for stealing all the hate because they're dealing damage quickly. It'll slow down their damage rate.
    Thanks SE! The new side of monk: suckerstance!
    Lol Aurik!

  5. #65
    Sea Torques
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    Re: New 1up (Milkman) Interview

    Ridill is still the bomb, as is E.body and for THF N.legs is still the best. Where are the replacements for these? I'm serious, what are they?

    I liked the part where he asked about Jug pet caps because that's really what's keeping me up at night and then also.... the answer: "Alright, we'll get right on that". Maybe there are more small things like this that they're much more willing to do/release.

  6. #66
    Champion of the House of Weave
    Sweaty Dick Punching Enthusiast

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    Re: New 1up (Milkman) Interview

    Quote Originally Posted by Aerin
    Seriously I can't remember the last thing I tanked as PLD/WAR
    For me it was Campaign mobs.

    Quote Originally Posted by evilpaul
    I'd guess the new avatars would have lower Perp Cost and decent damage over time. Double or triple attack and/or some sort of Enspell. Something that you wouldn't tell a SMN to go die in a fire for using in a party pre-75.
    I was thinking it might possibly be things along the lines of the Waking the Beast weapons: Weapons that have Latents dependant on avatars being out. Example:

    Tenzen GK
    DMG: 75 Delay: 450
    Phoenix: DMG: 84
    "Amatsu: Tsukikage"
    LV 75 SAM

    Basically stuff that gets much better (not just "Added Effect: Fire Damage" or some crap) with the avatars out. And if it's possible, include a hidden perpetuation reduction for the Summoner when the Weapon/whatever is used.

    Just a thought since they've been adding more items that are avatar specific.


    Oh, and lol at Faf still needing 18.

  7. #67
    Old Merits
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    Re: New 1up (Milkman) Interview

    Was seeing those two spells as something that could be used in a "very near death" situation vs a hard hitting mob, something that would get your HP closer to full than a V + IV or a IVga + IIIga shot. Also since alot of tanks and DD can go well into 1200~1400 ish HP, they could add them in at a 900HP ish~ healing, and not be overpowering. Least I think. SCH on the other hand would still have to combine stratagems to even cure close. As for the Barspells, mayhap tier II plus the various resist gear we have available would help in resisting spells alot more efficiently.
    Usually the PLD cures himself too, or others toss a Cure 2-3. Really I don´t think Cure 6 would be put to use . (Let´s not imagine MP costs too). Don´t think about hate from Curaga 5 too. I never used Curaga III or IV too during any fight where I did need AoE Cure. Even though I could probably use Curaga III easily without pulling hate with Enmity-60+ for that. Do you know for what Cure 5 heals? Cure 6 with 900HPish will not really be better. I can depending where already hit that. Really trust me, WHMs do not need Cure 6 and Curaga 5 if in the very near death situations. What could help with Barspells would maybe be a JA for WHM 70 that let´s us double the resist+ a Barspell gives. And we need a better way to remove Status effects. And I don´t like the recast timer of Erase and see Scholars take it off more often then me with AoE.


    @Aurik : Totally forgot about that MNK responds till you mentioned it again. The reason they did this because MNKs pull too much hate was wow...

  8. #68
    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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    Re: New 1up (Milkman) Interview

    Quote Originally Posted by bercus
    Was seeing those two spells as something that could be used in a "very near death" situation vs a hard hitting mob, something that would get your HP closer to full than a V + IV or a IVga + IIIga shot. Also since alot of tanks and DD can go well into 1200~1400 ish HP, they could add them in at a 900HP ish~ healing, and not be overpowering. Least I think. SCH on the other hand would still have to combine stratagems to even cure close. As for the Barspells, mayhap tier II plus the various resist gear we have available would help in resisting spells alot more efficiently.
    Usually the PLD cures himself too, or others toss a Cure 2-3. Really I don´t think Cure 6 would be put to use . (Let´s not imagine MP costs too). Don´t think about hate from Curaga 5 too. I never used Curaga III or IV too during any fight where I did need AoE Cure. Even though I could probably use Curaga III easily without pulling hate with Enmity-60+ for that. Do you know for what Cure 5 heals? Cure 6 with 900HPish will not really be better. I can depending where already hit that. Really trust me, WHMs do not need Cure 6 and Curaga 5 if in the very near death situations. What could help with Barspells would maybe be a JA for WHM 70 that let´s us double the resist+ a Barspell gives. And we need a better way to remove Status effects. And I don´t like the recast timer of Erase and see Scholars take it off more often then me with AoE.


    @Aurik : Totally forgot about that MNK responds till you mentioned it again. The reason they did this because MNKs pull too much hate was wow...
    Is all true o.~ I know Cure V can land for 650~800 with basic potency equipment, I just like the idea of another Cure with a higher base. They also did make Cure IV enmity higher than V for a reason as well, so you got me there.

    I always thought of WHM as the main status cure guy/gal, so it really does suck to see Barspells not help much for resisting unless they are used in an endgame wise situation and the person being hit has a very good resist build set up. That said, I agree on ya idea of DV being split off from DS, made into a JA, and given a low recast time.

  9. #69
    Black Belt
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    Re: New 1up (Milkman) Interview

    Is all true o.~ I know Cure V can land for 650~800 with basic potency equipment, I just like the idea of another Cure with a higher base. They also did make Cure IV enmity higher than V for a reason as well, so you got me there.
    You know, with drain II effect, would it really be too much if WHM get a cure line that temporary increase max HP?

    Seem like such a fucking waste rotting such an effect on a shitty MNK JA.

  10. #70
    TB
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    Re: New 1up (Milkman) Interview

    1UP: I'm going to burn through a few more quick ones. There's currently no real incentive to equip full artifact gear or relic armor, except for the complete look of the set, but you get benefits for equipping a whole set of Salvage gear, for example. Are there any plans to adjust stuff like that in the future?

    KO: Actually, there are no plans for this. And the reason behind this is that, system-wise, there are a limited number of bonuses or effects that can be put on each piece of armor. And right now, with the artifact armor, that list is filled, which means that if we were going to add an extra bonus for having everything, we have to take one thing away from each one, and because we can't do that, there are no plans right now.
    So that's quite an interesting answer. So each equipment only has a maximum number of slots for additional effects? The answer seems like BS to me.

    For example SAM Relic SF
    Head: 4 additional effects
    Body: 4 additional effects
    Hands: 4 additional effects
    Legs: 4 additional efects
    Feet: 4 additional effects

    That would imply that only 4 additional effects are possible for gear, but:

    Usukane Sune-Ate: 5 additional effects + SET BONUS

    Um... yeah...

  11. #71
    Black Belt
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    Re: New 1up (Milkman) Interview

    Beside, how hard would it be to nix useless random stat on AF/relic for a more useful one?

    I doubt anyone will miss those CHR and VIT throw around as if they'd actually matter.

  12. #72
    Old Merits
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    Re: New 1up (Milkman) Interview

    Quote Originally Posted by TB
    1UP: I'm going to burn through a few more quick ones. There's currently no real incentive to equip full artifact gear or relic armor, except for the complete look of the set, but you get benefits for equipping a whole set of Salvage gear, for example. Are there any plans to adjust stuff like that in the future?

    KO: Actually, there are no plans for this. And the reason behind this is that, system-wise, there are a limited number of bonuses or effects that can be put on each piece of armor. And right now, with the artifact armor, that list is filled, which means that if we were going to add an extra bonus for having everything, we have to take one thing away from each one, and because we can't do that, there are no plans right now.
    So that's quite an interesting answer. So each equipment only has a maximum number of slots for additional effects? The answer seems like BS to me.

    For example SAM Relic SF
    Head: 4 additional effects
    Body: 4 additional effects
    Hands: 4 additional effects
    Legs: 4 additional efects
    Feet: 4 additional effects

    That would imply that only 4 additional effects are possible for gear, but:

    Usukane Sune-Ate: 5 additional effects + SET BONUS

    Um... yeah...
    What if each AF has hidden effects that noone found out yet? . But yes the answer did not sound really true to me too.
    It could also be that those old Items are limited to 4 and new items to 6. We don´t know how they program their Items. Could be a new system they used for new items.

    Edit : Has 7 Ares Cuirass
    I think the 4 effect limit is on old AF2/Items

  13. #73
    Hydra
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    Re: New 1up (Milkman) Interview

    Quote Originally Posted by Reality
    it becomes even more apparent that these people don't spend enough time playing the game they created to see the flaws in their statements.
    This is more of a general response than a specific reply to this comment, but for these developers, working on the game is their day job -- playing the game is our obsession. We care about the most irrelevant and mundane things, but the developers do whatever they are assigned for the day and then go home and do whatever. Like I've worked on basketball games, but I only vaguely know which team won the recent championship. And I have no freakin' clue whether sending emails helped getting recruits to sign with you.

    Yeah, this interview... sucks that there weren't any Absolute Virtue questions. Ah well.

  14. #74
    The Once and Future Wamoura
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    Re: New 1up (Milkman) Interview

    FFXI is clean of cheaters and gilsellers guys, trust me.

  15. #75
    Sea Torques
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    Re: New 1up (Milkman) Interview

    Quote Originally Posted by Rocl
    FFXI is clean of cheaters and gilsellers guys, trust me.
    Also monks should gimp themselves so the poor tanks can keep the mob on them guys. You heard it from SE.

  16. #76
    CoP Dynamis
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    Re: New 1up (Milkman) Interview

    I think the 4 effect limit is on old AF2/Items
    That's true for the most part from what I see, but what about Errant gear? The body has 9 effects.

  17. #77
    CoP Dynamis
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    Re: New 1up (Milkman) Interview

    Quote Originally Posted by Builttolast
    Also monks should gimp themselves so the poor tanks can keep the mob on them guys. You heard it from SE.

    Yeah I liked that part of the interview, all others are bullshit too me, too many will maybe do, will comes later etc..

    They like to stay enigmatic and I hate that honestly. NOthing ground breaking in this interview.

  18. #78
    E. Body
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    Re: New 1up (Milkman) Interview

    1UP: Following up on the real-world equivalents of the King Behemoths and all that: Why are the drop rates on rare/ex items from long delay pops like 18-24 hour mobs so cruel?

    MI: Let's take for example: Fafnir. When Fafnir was first released, when it first appeared in the game, the items and the equipment that he would drop were, at the time, some of the best equipment in the game. Over the past few years, there have been new NMs released, with new drops and equipment. So maybe in comparison, Fafnir, or other what older NMs would drop, is not as appealing, or not even as good. Well, they're still good, just not as good as some of the other things you can get right now. And since that's the case, the drop rates for Fafnir haven't been adjusted. But that's not saying that we won't adjust them in the future. But right now we're concentrating more on releasing new NMs and new items, to give the player more things to concentrate on rather than just some of the old items. For example, the latest patch, there are going to be many new NMs released around the game world. And they'll be dropping many new, even better items. For now, we want the players to concentrate on these items. But that's not to say that we're never going to go back and adjust those times, because we do realize that with some of the older items, that maybe the drop rates do need to be adjusted.
    Uh...anyone else read that and laugh? 'cause no one camps in Aery anymore, those NM's just don't drop appealing gear.

  19. #79
    Gunitsoldier
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    Re: New 1up (Milkman) Interview

    Interested to know about these new avatars how they will be different and have less abilities.

  20. #80
    Hydra
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    Re: New 1up (Milkman) Interview

    Quote Originally Posted by Gunitsoldier
    Interested to know about these new avatars how they will be different and have less abilities.
    I want to summon a moogle and throw it at insanely difficult monsters.

    Imagine though if a smn could summon a nomad moogle anywhere they wanted!

    Looking forward to new avatars, but I've been looking forward to them forever. :/

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