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View Full Version : What ever happened to new special abilties (1HRs)?



Shinron-PUP
06-26-2013, 10:50 AM
I think the new special job abilities/1HR/2HR have been in-developement for about a year now, and has already gone through rigorous testing on the test server. Can we please see some implementation of these into the real game or get an idea of when you plan to do so? I was really crossing my fingers we'd see it in the July 9th, 2013 Update, or at least august... I don't mean to grovel, but: please please please please please /sadface.

Zumi
06-26-2013, 10:51 AM
They were on the test server for about a year, but then they took them out in the latest build.

Demon6324236
06-26-2013, 12:06 PM
What ever happened to new special abilties (1HRs)? Ask Cait Sith.

Lithera
06-26-2013, 01:18 PM
I'm sure the reason is "balance". Something SoA tossed out the window anyways. Half the jobs in the game are almost irrelevant in current endgame.

Daemon
06-26-2013, 01:23 PM
It probably got lost in the FF14 "things to do" box. And since the devs seem to not be getting things right lately, they probably didn't label it either.

OmnysValefor
06-26-2013, 01:30 PM
I'm sure the reason is "balance". Something SoA tossed out the window anyways. Half the jobs in the game are almost irrelevant in current endgame.

WHM's new SP, I think (it was, but they might have changed it), was going to make the party immune to most enfeebles (but not charm, etc).

Would have been sooo awesome.

Rekin
06-26-2013, 02:01 PM
WHM's new SP, I think (it was, but they might have changed it), was going to make the party immune to most enfeebles (but not charm, etc).

Would have been sooo awesome.

cept it didn't block the really bad ailments just the easily removable ones.

Alhanelem
06-27-2013, 12:24 AM
I don't know, but I'd really love to have SMN's second 1-hour so I can not suck for 30 seconds out of every hour.

Limecat
06-27-2013, 01:15 AM
Most of them sorta sucked, IIRC.

PeaceWalker
06-27-2013, 01:38 AM
Most of them sorta sucked, IIRC.

"Hey guys, wouldn't it be cool if we sacrificed the jug pet and gave the owner some Stoneskin? That would help a lot wouldn't it?"

OmnysValefor
06-27-2013, 02:11 AM
cept it didn't block the really bad ailments just the easily removable ones.

Oh, I know.

But being able to have full zerg where people couldn't be paralyzed, virus'd, petrified, etc, would have been huge for some fights while most people were still aquiring KIs for delve weapons.

Leonardus
06-27-2013, 05:22 AM
"Hey guys, wouldn't it be cool if we sacrificed the jug pet and gave the owner some Stoneskin? That would help a lot wouldn't it?"

We're going to pretend that never happened.

Edyth
06-27-2013, 05:50 AM
I think the new special job abilities/1HR/2HR have been in-developement for about a year now, and has already gone through rigorous testing on the test server. Can we please see some implementation of these into the real game or get an idea of when you plan to do so? I was really crossing my fingers we'd see it in the July 9th, 2013 Update, or at least august... I don't mean to grovel, but: please please please please please /sadface.

The new road map is major WTF as far as this goes. I was about to post this exact same topic. All of them have been developed and extensively tested for over a year. WHEN THE HELL will they be implemented?

Demon6324236
06-27-2013, 09:49 AM
WHEN THE HELL will they be implemented?When Cait Sigh, Haste II, and inventory adjustments, are implemented.

Kombys
06-27-2013, 01:14 PM
i dont think they are giving us those new SPs, that was only to entertaint ppl while they did NERF embrava and PD. they arent being mentionated at next updates

FrankReynolds
06-27-2013, 01:46 PM
They are never gonna happen.

Pebe
06-27-2013, 02:23 PM
SE probably wasn't expecting to finish SoA before the new 2hrs came out. Now that SoA is out, SE probably had to go back to the drawing board on the some of the new 2hrs, and rebalance alot of the others. They are to caught atm with releasing the last of SoA continent, so we'll probably see a lot of the stuff they promised once SoA content is fully released. So September, October? ALthough, by this time FFXIV will have been fully released sooooooooooooooooooooooo, we'll see what happens.

Nebo
06-28-2013, 12:45 AM
Where are the [Insert important updates here]?

Item-Level development work, Mog Gardens, Seasonal Events...you know.....things that only the development team cares about.

That winning combination of lacking resources, incompetence, horrible priorities, lack of communication with the player base....a bunch of things really.

One really has to be amazed at such an accomplishment of fail. It takes a special kind of company to throw money away like this.

Demon6324236
06-28-2013, 01:31 AM
Mog Gardens..... that only the development team cares about.I am interested, but not ecstatic about it.

Nebo
06-28-2013, 04:41 AM
I am interested, but not ecstatic about it.

It is something that not many people would prioritize over more necessary changes.

To my mind, the fact that most jobs are excluded from endgame content because they deal inferior damage or don;t bring anything worthwhile to the table is a larger issue that effects a lot of content and a multitude of game play for many players.

This is something I would prioritize over being able to HELM by myself on a private island that will most likely serve no REAL use other than to be a "cute" idea.

The same goes for Monstrosity. Its a cute idea...but I would also prioritize fixing a great number of things...or adding things that were promised YEARS ago, before I would waste what little development resources I do have on adding something like this.

The same for item levels...etc.

Most of the changes that are happening recently are poorly prioritized.

FrankReynolds
06-28-2013, 05:46 AM
" Hey guys, I know that you're all on the verge of complete starvation, but we decided it would be fun to grow chia pets instead or corn and potatoes. Don't worry though, we'll probably (maybe...ish) grow some real vegtables next year..."

Trisscar
06-28-2013, 03:19 PM
To be honest I'm glad the new one-hours (I'm still not used to calling them that) got pushed to the back burner. Those that didn't suck would have been just pointless. Thirty seconds to cast any Unbridled Blue Mage spell? What's even the point of that? Just reduce the cool down timer of Unbridled Learning and give us something better.

Nebo
06-28-2013, 11:39 PM
Yeah most of the new 1-hours were pretty terrible.

Except for SMN and maybe DRK?

Okipuit
06-29-2013, 03:06 AM
We will be adding the new special abilities for all jobs (which includes rune fencer and geomancer) in the version update following August's. Once we have an update on test server implementation, we'll be sure to let you know!

Nebo
06-29-2013, 03:51 AM
Not this summer kids. Maybe next year.

Alpheus
06-29-2013, 03:54 AM
Thanks Okipuit for relaying a window of when we'd be able to see them.

Trisscar
06-29-2013, 04:36 AM
We will be adding the new special abilities for all jobs (which includes rune fencer and geomancer) in the version update following August's. Once we have an update on test server implementation, we'll be sure to let you know!

Will it be the same craptacular abilities we didn't want before, or will it be another set of craptacular abilities we don't want?

Demon6324236
06-29-2013, 04:51 AM
We will be adding the new special abilities for all jobs (which includes rune fencer and geomancer) in the version update following August's. Once we have an update on test server implementation, we'll be sure to let you know!While I love the announcement... please give us a list, listen to feedback, give us two months to form a list of SP abilities. Its all I ask of you on this matter. The RDM ability is and was terrible, especially now, please let us influence this to be as we want them to be, not only your own ideas.

Gwynplaine
06-29-2013, 05:10 AM
We will be adding the new special abilities for all jobs (which includes rune fencer and geomancer) in the version update following August's. Once we have an update on test server implementation, we'll be sure to let you know!

Thanks Camate!!!

Demon6324236
06-29-2013, 05:31 AM
Thanks Camate!!!This message was brought to you by Okipuit.

OmnysValefor
06-29-2013, 08:23 AM
While I love the announcement... please give us a list, listen to feedback, give us two months to form a list of SP abilities. Its all I ask of you on this matter. The RDM ability is and was terrible, especially now, please let us influence this to be as we want them to be, not only your own ideas.

This, put in as much effort as you've put into some of the events.

Poll the forums, a topic in each area, asking what new SP abilities the community thinks would be good. Evaluate the results, and make polls from that. Most people don't want their jobs to be OP, they just don't want the ability to be useless either.

The community can tell you who some of the best at each job are, open a discussion with them as well! "Hey JoeWhitemage. We can see that you're a world-class white mage, getting first or third kills on the hardest content. Can you tell us what you think a good SP ability for your job is?"

Trisscar
06-29-2013, 09:55 AM
Honestly there is nothing we need a new one or two hour ability for that job fixes/overhauls couldn't address.

How about you get on that for a change, Square?

Zumi
06-30-2013, 05:54 PM
The WAR one was pretty good all attacks become double attacks and you can combine that with Mighty Strikes and really wreck stuff.