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Thread: New 1 hours

  1. #1
    Player Tile's Avatar
    Join Date
    Dec 2011
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    336
    Character
    Tilemon
    World
    Carbuncle
    Main Class
    SAM Lv 99

    New 1 hours

    So what ever happened with those new 1 Hours?
    (7)
    Quote Originally Posted by Camate View Post
    Quote Originally Posted by Akihiko_Matsui
    This goes the same for extremely difficult content. (Naturally it’s not easy since it’s extremely difficult…)
    Quote Originally Posted by Camate View Post
    as long as you don’t have severely bad luck.

  2. #2
    Player Fynlar's Avatar
    Join Date
    Aug 2012
    Location
    Windurst
    Posts
    352
    Character
    Fynlar
    World
    Lakshmi
    Main Class
    WHM Lv 99
    As I said in another similar recent thread here, they are chillin with Cait Sith and Atomos
    (5)

  3. #3
    Player FaeQueenCory's Avatar
    Join Date
    Jun 2013
    Posts
    500
    Character
    Eliosha
    World
    Odin
    Main Class
    SMN Lv 99
    Quote Originally Posted by Fynlar View Post
    As I said in another similar recent thread here, they are chillin with Cait Sith and Atomos
    Poo. I was gonna say that...

    lol

    Yeah, don't expect anything from them until this whole Adoulin storm settles and RUN and GEO have their AF, Relic, EMpy sets... Everyone else's AF, Relic, Empy sets are boosted to RUN and GEO's level... REMs get their validation back.... The final two Nakuaals are added to their WKRs... the 4 other Delve fractures are added.... AND the Adoulin Mission storyline is completed.

    After all that.... (and the bug fixing that comes with it all... we're still working the kinks out of iLvs afterall) THEN we'll have those merit 2hrs, Cait Sith and Atomos.
    (3)

  4. #4
    Player Darwena's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    148
    Character
    Darwena
    World
    Carbuncle
    Main Class
    NIN Lv 99
    Quote Originally Posted by FaeQueenCory View Post
    Poo. I was gonna say that...

    lol

    Yeah, don't expect anything from them until this whole Adoulin storm settles and RUN and GEO have their AF, Relic, EMpy sets... Everyone else's AF, Relic, Empy sets are boosted to RUN and GEO's level... REMs get their validation back.... The final two Nakuaals are added to their WKRs... the 4 other Delve fractures are added.... AND the Adoulin Mission storyline is completed.

    After all that.... (and the bug fixing that comes with it all... we're still working the kinks out of iLvs afterall) THEN we'll have those merit 2hrs, Cait Sith and Atomos.
    You are too positive about that.
    (0)

    If it bleeds, I can kill it.
    If it doesn't bleeds...
    I can probably kill it too.

  5. #5
    Player FaeQueenCory's Avatar
    Join Date
    Jun 2013
    Posts
    500
    Character
    Eliosha
    World
    Odin
    Main Class
    SMN Lv 99
    Quote Originally Posted by Darwena View Post
    You are too positive about that.
    Hey... I never said how LONG after all that happens.... lol
    (0)

  6. #6
    Community Rep Camate's Avatar
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    Mar 2011
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    1,712
    Hello,

    The November version update is right around the corner and at last the new special abilities will be implemented. Below is message from Akihiko Matsui giving an overview of each special ability. Please note that the names and descriptions of these abilities may change before release.

    Quote Originally Posted by Akihiko_Matsui View Post
    Matsui here.

    I'd like to inform you all about the new special abilities that will be implemented in the November version update.

    In this update, we will be adding new special abilities for all 22 jobs.

    Below is a list of the abilities for each job:
    • Warrior
      • Brazen Rush
        Increases your double attack rate.
    • Monk
      • Inner Strength
        Increases your max HP.
    • White mage
      • Asylum
        Grants party members a powerful resistance against the effects of dispel and enfeebling magic.
    • Black mage
      • Subtle Sorcery
        Lower enmity generated from spells and increase spell accuracy.
    • Red mage
      • Stymie
        Greatly increase the accuracy of your next enfeebling magic spell.
    • Thief
      • Larceny
        Steals one beneficial effect from an enemy.
    • Paladin
      • Intervene
        Greatly lowers an enemy's attack power and accuracy with a strong shield bash.
    • Dark knight
      • Soul Enslavement
        Grants a TP drain effect to melee attacks.
    • Beastmaster
      • Unleash
        Increase Charm rate and reduces the recast time for Sic and Ready.
    • Bard
      • Clarion Call
        Increases the number of songs that can be cast on party members by one.
    • Ranger
      • Overkill
        Reduces the delay for ranged attacks and increase the rate for double shot and triple shot.
    • Samurai
      • Yaegasumi
        Evades abilities. Additionally, TP is gained depending on the number of abilities evaded, and grants a bonus to weapon skill damage.
    • Ninja
      • Mikage
        Grants a bonus to main weapon attack rounds based on the number of shadows.
    • Dragoon
      • Fly High
        Reduces the recast time for Jump.
    • Summoner
      • Astral Conduit
        Reduces the recast time for Blood Pacts.
    • Blue mage
      • Unbridled Wisdom
        Special blue magic spells will become useable.
    • Corsair
      • Cut Card
        Reduces the recast time for party members' special abilities.
    • Puppetmaster
      • Heady Artifice
        Automatons use special abilities. The special ability used will differ depending on the head equipped.
    • Dancer
      • Grand Pas
        Allows you to use Flourishes without consuming finishing moves.
    • Scholar
      • Caper Emissarius
        Focuses enmity on a targeted party member.
    • Geomancer
      • Widened Compass
        Expands the range of geomancy spell effects.
    • Rune fencer
      • Odyllic Subterfuge
        Significantly reduces an enemy's magical accuracy.

    Thank you so much for all the feedback on the new abilities up until now. I'd like to comment separately on some abilities that had a lot of feedback.

    • Red mage
      • Stymie
        Greatly increase the accuracy of your next enfeebling magic spell.
    We've received feedback that the effect is too small for this to be a special ability, but the development team feels that it has a lot of potential, and will be implementing it with the current specifications.

    Regardless if they are boss-grade monster or not, the monsters introduced after Adoulin have been created to not have complete resistances as much as possible except those that have cumulative resistance to petrify and terror. Depending on the monster, they may have high resistances and despite using Elemental Seal spells may be resisted at a high rate; however, by using Stymie it will be possible to enfeeble these kinds of monsters, this can lend itself to opening up different strategies depending on how it is used.

    However, we feel it's problematic that "Slow" is ineffective against monsters such as Matamata and Harpeia whose regular attacks are treated as special abilities, so we will be making adjustments to the system and make it so that "Slow" becomes effective.

    • Ninja
      • Mikage
        Grants a bonus to main weapon attack rounds based on the number of shadows.
    After looking into everyone's concern about the TP fed to enemies with an increase in attack rounds, we've added a strong subtle blow effect in order to reduce the amount of TP given to enemies. While under the effects of Mikage, the subtle blow cap will be increased significantly, so you will be able to largely reduce the amount of TP given to enemies by the combination of equipment and job traits.

    • Puppetmaster
      • Heady Artifice
        Automatons use special abilities. The special ability used will differ depending on the head equipped.
    We've made adjustments to increase the amount of enmity generated by the Valoredge's Invincible making it easier to keep an enemy on them. Moving forward we will be keeping an eye on the situation for each head's special ability effect and making adjustments accordingly.

    While we looked into the requests we received to give puppetmasters their own special effect instead of other jobs' special abilities, as Camate commented here previously, we wanted to deviate from the shared effect of "Overdrive" and after considering both originality and practicality, we decided to adopt the current ability.

    Also, while this is slightly off-topic from new special abilities, in the December version update we will be making adjustments to "Overdrive" and making it so you receive three maneuvers worth of an effect from a single maneuver. We'll still be keeping the maximum amount of maneuvers for a single element at three, so it won't be possible to go above this, but we will be making it so you can simultaneously increase the number of maneuvers for three elements to the maximum.

    I mentioned that we were looking to perform the adjustments to "Overdrive" at the same time we added the new special abilities, but due to scheduling, it unfortunately will be one month later than the special abilities. I apologize to all of you who were anxiously awaiting the adjustment, but please give us just a bit more time.

    I understand that there is feedback for further adjustments, but as all of the stats and direction for each ability has already been decided, we will be implementing these in the November version update. Moving forward, we'd like a greater range of feedback, including players who haven't participated in Test Server testing, and we will be making balance adjustments as needed, so please try using these new special abilities in a variety of situations.
    (12)
    Devin "Camate" Casadey - Community Team

  7. #7
    Player Jerbob's Avatar
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    Aug 2011
    Posts
    314
    Character
    Jeral
    World
    Phoenix
    Main Class
    WHM Lv 99
    Quote Originally Posted by Camate View Post
    ... Stymie ...
    I hope you are prepared for how catastrophically unhappy this is going to make a lot of people. Not only red mages are going to be angered by this, but the rest of the XI community will be disgusted at how developers have ignored us YET AGAIN.

    Demon's post above will represent the feelings of a lot of people. This is not acceptable.

    (edit) Or, rather, would have represented, were it still there...
    (24)
    Last edited by Jerbob; 10-31-2013 at 07:46 AM.

  8. #8
    Player Zephrose's Avatar
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    Mar 2011
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    84
    Being so dramatic isn't going to make them listen any harder. Kind of like crying as hard as you can to your parents and all they are doing is laughing how funny your face is when it's bright red. Get over it, it's not the first time they've added something completely useless.
    (2)

  9. #9
    Player Jerbob's Avatar
    Join Date
    Aug 2011
    Posts
    314
    Character
    Jeral
    World
    Phoenix
    Main Class
    WHM Lv 99
    Quote Originally Posted by Zephrose View Post
    It's not the first time they've added something completely useless.
    It certainly isn't, no, but we shouldn't just accept awful things because they constantly ignore us. This is a prime example of the community making significant objections to something and then SE just going ahead with it anyway with a "we know best" attitude. People have a right to be annoyed by it.
    (10)

  10. #10
    Player Babekeke's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    2,273
    At least they gave a reason for RDM, regardless of how bad that reason was. Being able to dispel Kurma's def boost once per run is terribad. But at least they think it is acceptable and they're sticking to it.

    THF however, they blatantly ignored, despite the fact that it was sold during the VW/Legion days by telling us how we can steal a mob's SP abilities.

    Adoulin was then released where not a single mob can use a SP ability. If this doesn't steal auras, it's even worse than RDMs.

    My reasoning: RDM can sub whm or sch and use new SP abil in lieu of ES. THF can just use aura steal anyway.
    (11)

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