Glad you noticed the LB gauge too.I did T1-T5 last night. I honestly did not notice anything except LB3 was easy to get even though we have 2x PLDs. I hope the changes to LB are intended as it was really nice ^^.
Aside from that Conflag is still 11k~ health according to ACT and we never have the tank goes in conflag so I honesty did not notice anything here. As for the sanke, for the first time since we started killing Twin we had LB3 and so the snake died way too early but I really think this is due to LB3.
I'm just saying I did not see any nerf, not denying anything else.I think they actually ninja buffed it to increase faster, regardless of the composition and disregarding the SMN + SCH glitch.
Was really something to see LB3, never had that luxury before. What was also really surprising is we usually have LB2 for the snake phase and LB1 at the end of the fight for our MNK. This time we had LB3 for the snakes, and LB3 at the end of the fight as well, grand total of 80k damage lol.
yeah lowering the dps check by a bit is dama and making thing clearer is a big no no.
It not a big nerf, just some tuning.
I really, really don't think they touched conflag HP in that patch. When we were fighting Twintania last night, there was no difference. Still crossing my fingers that they don't revert the change to the icon sizes in this "bug fix" though. :S I already have to strain my pretty shitty vision in Coil because the environment designers decided that bright and glowy everything was a good idea.
Also, please don't call folk who haven't killed her yet "baddies". Not everyone started on Coil within the first month of the game.
Last edited by Naunet; 02-22-2014 at 03:00 AM.
I didn't notice a difference in conflags. Also I did notice the LB bar fills fast. That is nice!
Hello everyone. Regarding this concern, Producer/Director Naoki Yoshida published two replies yesterday that we'd like to share with you below:
This is FFXIV: A Realm Reborn Producer and Director Naoki Yoshida.
First of all, allow me to apologize for the delay in this announcement. Since receiving reports of abnormal enemy behavior in Turns 2 and 5 of the Binding Coil of Bahamut, we have been closely investigating the matter, and have confirmed these instances are currently not functioning as intended.
These issues are the result of unintended side effects from certain bug fixes and adjustments to instances in preparation for patch 2.2 that were applied to patch 2.16.
Rest assured that we are working as quickly as possible to restore the previous functionality, and all Worlds will undergo emergency maintenance as soon as the corrected patch build is ready for release. (In addition, cross hotbar targeting behavior will also be reverted to 2.15 functionality) I'll be making a separate post explaining what changes were made to result in the behavior you're experiencing in-game.
Many players have expressed the opinion that this was a stealth change that we intentionally failed to mention in the patch notes. Rest assured that such changes are strictly against our policy. (We realize that our players are much too sharp to fall for such tactics.) I realize that the inaccuracies and oversights in previous patch notes have no doubt led to such concerns, a situation for which I sincerely apologize.
I ask for your understanding, and promise you that we will endeavor to minimize such oversights in future patches.Producer and Director Yoshi-P here.
As a follow-up to my previous post, I'd like to take a moment to explain the cause of the abnormal functionality observed in Turns 2 and 5 of the Binding Coil of Bahamut, as well as the manner in which we intended to fix it.
Changes to Turn 2
All boss encounters in FFXIV use what we internally refer to as a monitoring program and gambit algorithms to dictate their behavior.
The monitoring program takes the following factors into account for every encounter:
- The number of participating players
- The HP and enmity level of all participating players
- The HP of the boss enemy
- The boss enemy's target
- Time elapsed since the beginning of the encounter
By monitoring these factors, bosses are able to transition from one phase to the next, and activate certain abilities such as Titan's Upheaval or the fully charged ADS in Turn 2 of the Binding Coil.
However there was a latent bug (albeit a rarely occurring one) that can potentially cause conditions of the instance to reset based on the monitored player count, causing the boss to disappear and respawn.
This bug fix was implemented under the assumption that it would have no effect on Turn 2 when completed in the manner it was designed. However, the popular strategy used to bypass Allagan Rot involves players attacking the ADS after the program has completed monitoring boss behavior. As a result, attack frequency as determined by player count has changed from its pre-2.16 functionality.
Although the development team has no problem with the strategy used to bypass Allagan Rot, this bug fix inadvertently affected players' ability to employ said strategy.
Because the reason for this bug fix was to address an issue with a very miniscule chance of being triggered, we will revert the monitoring program back to its 2.15 functionality, and have our QA team confirm this revision.
Changes to Turn 5
The changes seen in Turn 5 are the result of changes intended for patch 2.2 being implemented in patch 2.16.
An adjustment to enemy target evaluation was made to prevent bugs in encounters for patch 2.2, but this change was also applied to the 2.16 patch, causing Twintania to exhibit unusual behavior.
Prior to patch 2.16, this encounter was designed so that players targeted by Conflagration could not be targeted, but with this change, Twintania will now switch targets if it is determined that the current target cannot be attacked. Because Conflagration does not target the top two players on the enmity list, an often-used strategy is for the player with aggro to enter the Conflagration, thereby negating Twintania's attacks. However, this change in Twintania's behavior has made this tactic more risky to employ.
Because this change would drastically affect established tactics, as well as the difficulty of Turn 5, we will be reverting these changes alongside the revisions being made to Turn 2. Addressing these issues is currently our top priority, and as soon as we have confirmed that the fixes are functioning properly, we will create a patch and take down all Worlds for an emergency maintenance.
I cannot express how sorry I am for the trouble this oversight by our team has caused. An announcement will be made as soon as we've confirmed the time of emergency maintenance, but in the meantime, I ask for your patience as we work to address these issues in a thorough, timely manner.
Robert "Hvinire" Peeler - Community Team
Say whatever you want about SE, but they have a SOLID staff of PR/Translation writers for this kind of stuff.
Agreed. I knew there's always a reason for things like this, and is why I always get mad at the people who start throwing unnecessary insults toward Yoshi-P and co.
I bet some people feel stupid now![]()
Thank you, Hvinire.
Gotta love how fast they were at rolling back the changes.
Keep up the good work SE :3
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