Yeah, seems half of this patch doesn't actually work.
Yeah, seems half of this patch doesn't actually work.
I also had a problem with the 'lost skill points' fix. I had at least one occasion where I got 0 skill points after a fight with a group of 5. Also, on several fights, the skill/xp popped up a good 15-20 seconds after the mob died. I guess properly parsing data is just as hard as writing a sort function.
Another really annoying one -_-
Sometimes the teleport menu/option simply disappears (the one you get when interacting with a mini-node after completing a leve) while interacting with it. We've only seen it happen with lv30 leves which start at the small nodes, not the big crystal. It seemed like it might have happened when the person who started the quest warped out and someone else wasn't done choosing an option. But we haven't had a chance to try to reproduce the problem. But we did experience it on two different occasions.
Two more:
1. While fighting, if you start spamming different moves, the stamina bar goes stupid, for the lack of a better word, and actions do not register or go off VERY slowly. I have to 'baby' it and press 1 button at a time for it to not freak out of me. Other people in the LS have experienced the same problem too. I don't know if this is just a case of 'you're holding it wrong' but jesus christ is it fucking annoying.
2. The action bar changing between jobs need to be fixed PROPERLY. If you switch to a job of lower rank, the actions near the end of the bar are unequipped due to you not having enough max action points to equip them. Then when you switch back, those actions have to be re-equipped. It should fixed properly so that every job has their own set of actions that are saved and restored in full when switching between jobs. LOGIC, WHERE?
@2. This. It just should remember the actions on the current weapon, and not just carry them over to another one, even if there's a huge difference in ranks etc >.<
@2 I blame this on SE's half assed implementation of how inter-job macros worked. If they had just made it so that each job had it's own macros saved then we wouldn't have this problem. Pretty much forced to have a "clear all" macro right now just to make sure everything is loaded properly on job change.
Thoughts about the UI lag.
ffxivpro.com/forum/topic/15039/ui-lag/
Sorry, I can not post links yet >.<
Marauder ability Disorient is a good candidate for "most glitched ever" award: more than half the time it just uses the stamina (and cooldown timer starts ticking) and nothing happens, no animation, no fail message, nothing. It happens randomly, spamming actions or not does not matter, full/empty stamina bar neither, nor moving or standing still or direction/facing, I tried everything.
I'm sure it doesn't work because it inflicts a debuff on the mob (like DNC steps) and I've seen this effect wear right after one glitched use.
Spells can't be canceled once they're half way to finished.
I die at least four times per day to 2-3 monsters walking into my AoE cast and being unable to cancel it. It's ridiculous.
Some spells can target dead mobs.
I've noticed that with some groups, any mobs killed will remain dead (i.e. they don't despawn) until the whole group is killed. So far, I've only seen this happen with humanoids.
In one case, there were two dead Raiders and one living Archer. I cast AoE Siphon MP and drained 90 MP from each of them, including the two dead Raiders, for 270 total.
You can't log out if the party is engaged, you can't leave the party if your party is engaged.
How about fixing the bug that prevents people from going back to passive mode?
http://www.youtube.com/watch?v=FCsZvGmmOfE
My friend unlocked BLU..!
Here's the story... he was out grinding mobs, and when he killed one a message popped up stating that he had learned a mob ability. I forget which one he got first, but after that with each mob he killed he got a new ability. Some of them included things such as 1000 Needles, and Stone Gaze. All of the attack/debuff abilities were 100% functional (these are what is shown in the video), though they have no attack animations and almost all of them have a set TP cost of 1000, with varying cast times. Self buffs and such were not functional. After we made the video, my friend submitted a report and shortly later errored out of FFXIV. When he logged back on, the abilities were gone. We thought a GM had done something, but when he logged on today 1000 Needles was back. Obviously, it's incredibly OP as you can see at the end of the video when we get and add and he nearly 1shots both of them with it (damage is NOT divided amongst targets, but the ability can miss), and the temptation to use it is there but he is refraining because he'd rather not get banned. He's submitted at least 2 more GM calls asking them to do something about it, but has received zero response. I just hope they don't just ban his account or something... even if it's an incredible fluke this a pretty severe bug.
Also, he was a lazy ass and didn't stop recording the whole time so there are no cuts in the video, sorry. ><
During crafting leves, the game lets you select the "free supplies" and replace them with your own inventory items. As long as the items match the synth will proceed as normal, except that it consumes both the free supplies and your own inventory items.
The idea was to test whether you could infinitely repeat a guild request (no credit towards the leve for synth success) using your own supplies and the leve's "free crystals" for easy xp.