PDA

View Full Version : breakdown of the update



Tetsujin
09-20-2011, 09:34 AM
RDM gets Temper (double attack) and mini-Chainspell
BLM gets Comet and mini-Font
SCH's two hour gets a 2 minute boost and ultimate spells
SAM gets a [SaveTP/TPBonus] combo once per 5 minutes
BST gets new pets and mini-Familiar
SMN seems to get erase-ga through carby
COR save tp roll and a cool 11 bonus
DNC gets triple attack
etc etc....

...and PUP gets cool down? Fantastic.

Tetsujin
09-20-2011, 09:35 AM
also, GoV might have potentially ruined the mandragora in my tree for guard skillups, but I don't know that yet.

FrankReynolds
09-20-2011, 09:59 AM
DNC gets triple attack


That triple attack move is absolutely useless. You do more damage by not using it. However... Camate said they might add some gear later that makes it a little better in a future update maybe someday....

xbobx
09-20-2011, 12:35 PM
Maybe I am seeing things, but puppet seemed tougher, especially the ranger puppet. He went toe to toe with a sandsweeper, never could do that before. Just seemed to take much less dmg. But I could be seeing things.

Tetsujin
09-20-2011, 04:13 PM
I'll have to try it out. I do remember a comment being made on revising puppets in general. Also, sorry to make a whine/bitch/moan thread. Not doing much to help the condition of this forum :/

Anza
09-21-2011, 02:49 AM
RDM gets Temper (double attack) and mini-Chainspell
BLM gets Comet and mini-Font
SCH's two hour gets a 2 minute boost and ultimate spells
SAM gets a [SaveTP/TPBonus] combo once per 5 minutes
BST gets new pets and mini-Familiar
SMN seems to get erase-ga through carby
COR save tp roll and a cool 11 bonus
DNC gets triple attack
etc etc....

...and PUP gets cool down? Fantastic.

Stop whining. PUP also gets Thunder V for FREE. And PUP and MNK get a bigger buff by additional H2H skill levels than most jobs do, simply due to the nature of how H2H damage is calculated. And don't forget that PUP got 4 new attachments in the July mini-update when most jobs got nothing at all.

BLM and RDM have to get their new spells as KCNM drops that are going to be super expensive to buy on the AH.

COR gets a lame update - the "cool 11 bonus" is simply a new animation/sound effect, Conserve TP roll is absolute garbage, and the new pet roll is EXTREMELY situational.

DNC, as FrankReynolds said, gets a new JA that is virtually useless.

Some jobs got less - MNK and WAR got no new abilities, DRKs don't seem very excited about their new JA, etc.

xbobx
09-21-2011, 02:52 AM
We should probably complain more about the piss poor content as a whole, very weak.

Jar
09-21-2011, 07:41 PM
Conserve TP roll is absolute garbage, .

its save TP meaning you dont use the TP that it saves and in most situations it cuts a hit of xhit builds ....

total shit right?

Kristal
09-21-2011, 10:04 PM
Stop whining. PUP also gets Thunder V for FREE. And PUP and MNK get a bigger buff by additional H2H skill levels than most jobs do, simply due to the nature of how H2H damage is calculated. And don't forget that PUP got 4 new attachments in the July mini-update when most jobs got nothing at all.

BLM and RDM have to get their new spells as KCNM drops that are going to be super expensive to buy on the AH.

COR gets a lame update - the "cool 11 bonus" is simply a new animation/sound effect, Conserve TP roll is absolute garbage, and the new pet roll is EXTREMELY situational.

DNC, as FrankReynolds said, gets a new JA that is virtually useless.

Some jobs got less - MNK and WAR got no new abilities, DRKs don't seem very excited about their new JA, etc.

DRKs are just emo whining, they do that with every addition or change.
None of the new abilities are exiting, but Cooldown was utterly pointless to add, unless SE is adding enemies in the future that cause overload (which is particularly devious). The devs reasoning of putting it on 95 was: "we don't want to detract from a lvl 75 mythic weapon".

I mean, seriously... PUPs at 95 simply don't overload unless they WANT to overload.. had they put it on level 15 it would have made a ton of sense, even leave at 10 minutes. But rather then adjust a minor feature on an ultra-rare weapon, they made the entire ability pointless.

But hey, we got it, so now we can use it. Once a month. Per server. (Not counting for curiosity/research purposes.)

xiozen
09-22-2011, 12:02 AM
I've added it to Activate as part of a macro... since i have duex ex, which doesn't carry the amount of burden associated with activate.. =D

at least it has some marginal usage.

Anza
09-22-2011, 03:50 PM
its save TP meaning you dont use the TP that it saves and in most situations it cuts a hit of xhit builds ....
total shit right?

Jury's still out, but nobody so far seems to think it beats out other DD rolls like Chaos, Tactician's, Fighter's, Rogues, Blitzer's (for 1hand/h2h users not hitting delay reduction cap). Samurai Roll cut a hit from most xhit builds too, but that doesn't usually rank as a top 2 DD roll in many situations today either. S-E did change the roll from Conserve TP (stated or mistranslated before) to the better Save TP, maybe due to CORs responding that the new rolls sucked. I personally haven't tried it out yet, my COR still at 90 but I'll get to it soon.

At any rate, I have 5 jobs that I'm keeping at max level, and honestly I think my PUP was #1 or #2 on the scale of which ones got the best updates.

PUP: Thunder V is nice, and will make your BLM friends cry that they can't get it for free. Pet Subtle Blow trait isn't massive, but better than not having it and is always on. Situational JA isn't game changing, and probably won't even be used, but whatever.

NIN: Great new parry move as insurance for shadows down. Crappy new Store TP ninjutsu that takes forever to case (Ichi...)

COR: A new sparkly XI animation and two new rolls that are situational at best.

DNC: One new JA that is terrible (Ternary Flourish), total waste of finishing maneuvers.

MNK: Nothing.

xbobx
09-22-2011, 09:57 PM
In general the update was very poor all around. Very little content, Woe has been completely destroyed where in a month no one will ever do and Woe weapons will be extinct. I feel like we are now on Cruise control at SE. Lets hope the next big patch is great and there is emergency maintenance to fix some really bad decisions.

xiozen
09-22-2011, 11:33 PM
In general the update was very poor all around. Very little content, Woe has been completely destroyed where in a month no one will ever do and Woe weapons will be extinct. I feel like we are now on Cruise control at SE. Lets hope the next big patch is great and there is emergency maintenance to fix some really bad decisions.

I'm not sure I follow your logic...

Why do you believe WoE has been completely destroyed?

Why do you believe WoE weapons will be extinct in a month?

Not sure why you feel that FFXI is on cruise control at SE...

If you can elaborate a little more on why you feel this way I can follow your train of thought...

xbobx
09-23-2011, 01:01 AM
Woe is 100% dependant on enough people doing it to clear a flux. Right now you see 30-50 people in the zone and that is right after a patch. Coin drops are less then they were. As soon as people stop seeing the reward of doing Woe, which I feel they will then a flux cannot be beaten.
If there is not enough people to beat a flux, there will be no coins, no coins mean no woe weapons. I have already seem many people see no real reason to do Woe after they get their new spells and such. They may have to add coin drops to regular mobs again and keep the chests at end.

Sure you can get people from LS helping, but considering how bad the drop rate on coins are now, people are not going to be willing to do upwards of 400 runs to get your 30 coins unless you get lucky with pouches.

FFXI goes into cruise control when content starts to get lacking. This patch was pathetic for content, it was more about adding new large time sinks to finish items, eg emp weapons to 95 which look to take a long time. So it goes on cruise control, SE gives a task for people to complete that take a long time and they reduce content.

Interesting that FF14 is about to add staple jobs from FF11, pld, rng, mnk, whm, blm etc , so almost emulating this job system.

xiozen
09-23-2011, 03:06 AM
Woe is 100% dependant on enough people doing it to clear a flux. Right now you see 30-50 people in the zone and that is right after a patch. Coin drops are less then they were. As soon as people stop seeing the reward of doing Woe, which I feel they will then a flux cannot be beaten.
If there is not enough people to beat a flux, there will be no coins, no coins mean no woe weapons. I have already seem many people see no real reason to do Woe after they get their new spells and such. They may have to add coin drops to regular mobs again and keep the chests at end.

Sure you can get people from LS helping, but considering how bad the drop rate on coins are now, people are not going to be willing to do upwards of 400 runs to get your 30 coins unless you get lucky with pouches.

FFXI goes into cruise control when content starts to get lacking. This patch was pathetic for content, it was more about adding new large time sinks to finish items, eg emp weapons to 95 which look to take a long time. So it goes on cruise control, SE gives a task for people to complete that take a long time and they reduce content.

Interesting that FF14 is about to add staple jobs from FF11, pld, rng, mnk, whm, blm etc , so almost emulating this job system.

Interesting you point out these things, but others say differently:


I find it amusing that there's already a thread about this, saves me from having to make my own I suppose. I find myself agreeing with what was said, it's very unfortunate especially with the new way that WoE works that there's still such a limiting time factor in place. Today I had the experience of doing one of the older Walks, Flux #6 to be exact, with a large group of people, all working together for once, which is nice because it no longer feels like a competition. The problem was though that the group managed to completely destroy the flux in about 5 minutes thanks to the bosses kindly walking to the group, minimizing time spent traveling back and forth. Unfortunately this meant that for the next 55 minutes I was left waiting to re-enter the zone and ultimately left me to warp myself out of Walk of Echoes to do something else, which lead me to not returning when that our time limit was up.

Walk of Echoes is really something that I want to do, I enjoy it, and unfortunately it's not something that I can do as much as I'd like to. Before it was being bullied by Linkshells or being MPK'd by other players until I would have to Home Point also making it unbearable to return to only have it happen again, now it's a long time spent standing around waiting that has driven me away from this event, and it's just been given a fix.

I can't really see a problem with having the time limit reduced or even taken away completely. The individual Walks have their own cool down timers thus making spamming a non-issue, and if players could instantly do another run it'd force them to do something different instead of repeating the same one over and over like what tends to happen now, at least on my server.

Another suggestion that I have is to put a NPC inside of the Walk of Echoes zone that distributes the Key Item needed for entering one of the fluxes, I realize that the cutscene was eliminated already, but needing to zone in and out for the Kupofried's medallion every time seems a little redundant to me when it would seem more logical and less of a hassle to players to have the moogle in place inside of the zone to dish out the KI. Players already hang out inside of the Walk of Echoes until the day changes as it stands.

And last but not least I believe that it wouldn't be totally unreasonable to request that the Coins acquired from the chests for the Trial of the Magians weapons be tradable. It seems strange to me that the new item required for the +3 versions of the same weapons, the Dice, be able to be placed into a Bazaar while the coins are not. I sadly have a collection of Coins that I have been sitting on since WoE was first introduced that I'll probably never use, and my pack rat ways won't allow me to throw away. My friends would gladly take them off my hands if it were possible.

Just a few thoughts that I figured I'd share with whoever is listening, hopefully someone on the dev team gets the chance to read this and give it some thought as I believe these are concerns that many players share when it comes to the Walk of Echoes. If you read this far, I thank you for your time.


With the recent update, a lot of people are participating in Walk of Echoes now. With more people comes faster victories and longer wait times between battles. Now since it is pretty popular and drop rates of coins / dice / etc isn't that great anymore, lowering (or even eliminating) the reentry time limit seems like it would be a great improvement.

Just a couple so far I've just randomly come across... personally I'm on the fence with regards to WoE. So until my juror session concludes, I'll reserve my opinion of the event until I run across more feedback from those that participate on a semi-to-regular basis.

xbobx
09-23-2011, 03:40 AM
Nothing you posted goes against anything I said. Yes there are a lot of people doing it now, I point out NOW. Because its a new change, that happens all the time when new content comes out. Then it starts to fade. There is no arguing that this content is dependent on groups doing, you cannot get coins solo.
In a month I can see a huge drop in people going, and 60 out of a server of 2k on at a time is not a lot, that will drop. If it drops too much Woe is gone. I think if coins still dropped off mobs at least people can solo , but better rewards if you complete the flux.

Anza
09-23-2011, 06:50 AM
In general the update was very poor all around. Very little content, Woe has been completely destroyed where in a month no one will ever do and Woe weapons will be extinct. I feel like we are now on Cruise control at SE. Lets hope the next big patch is great and there is emergency maintenance to fix some really bad decisions.

I have to agree that the content is pretty lacking in this update. Completely agree with Bob's analysis of WoE - looks like it's setting up to be unused after the newness wears off, unless you're in an LS that likes to do the event for the item drops. The worth of trying to do WoE weapons is going to be hurt by the stingy coin drops.

Nobody I know seems to like Voidwatch, thanks in large part to the awful loot distribution system.

I'm happy to see revamped CoP Dynamis, but that too will be less exciting after getting that Tavnazia win I never had and collecting the accessories I missed out on.

So for someone who isn't into Voidwatch... back to Abyssea to keep working on +2s for my jobs and maybe a lv90 Empy weapon? I'm a little surprised to not see any substantial time-sink in elemental magian weapons, just turning in geodes. I've already made three +3 weapons, working on earlier trials for a 4th.

Dfoley
09-23-2011, 11:45 PM
I personally might be taking up leveling a new job just to sink more time.

I figure if I do paladin just to keep it slow.

Overall, complete /yawn. I really feel like the developers dont understand the word fun. I am just hoping the ToAU revamp is nice. I would love to start working on a mythic.

1) walk of echos? omg you get more total coins droping per day!...except its now 1-2 a person
2) voidwatch? omg everyone gets a chance to get loot!...except my whm really didnt need that bard horn x3 while my bard didnt get it


Abyssea had it right imho, at least people enjoyed that. I dont even mind grinding out 5 glavoids a day for 6-8 days for an empy because at least I know I will get the drops I am after.

Damn turtle, 18 people, 80 kills, 3 deluxe animators...2% drop rate because dex+4 over my current option is OP? /troll face