View Full Version : October 2019 FINAL FANTASY XI Digest
Akihiko_Matsui
10-10-2019, 02:12 PM
The latest FINAL FANTASY XI Digest is now available! The digest covers key features from the most recent version update. Check out the video, try the version update, and leave a feedback based on your experience of playing the new content.
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Coffeegood
10-11-2019, 01:34 AM
Waiting on some quality of life work done to rmt botting zones like ceizak, yahse hunting, cirdas cavertns, the boyhada tree, etc. This is the reality of the game we experience every day.
https://media.giphy.com/media/iIuxl41i3OcbO56tAB/giphy.gifhttps://i.imgur.com/0Z5ZFe4.png
1st thing after every monthly rmt sweep they go to gustav/kuftal to get their new accounts up to botting level
Gwydion
10-11-2019, 03:54 AM
Hi SE,
Thank you for the Monk update giving us the opportunity to address our concerns in this thread. I am very excited by the Monk HP and Weaponskill updates! I have a small request:
Can you adjust Mantra so that it does not overwrite a Dark Knight's Max HP Boost from Drain 1,2,3? I think it would be best if Dark Knight's Drain HP Boost took precedence over Mantra, or simply give the DRK the option to overwrite Mantra with Drain 3 if they wish.
Thank you again!
Isola
10-11-2019, 05:26 AM
So, you guys totally forgot to adjust Final Heaven.... EVERY other Hand-to-Hand got a bump. I feel like this was just an oversight. Please address it, and give Final Heaven at least a small FTP increase.
kusaregedo
10-11-2019, 05:53 PM
i agree, please adjust final heaven, it feels so left out among the other hand-to-hand weaponskills!
Kayin
10-12-2019, 03:04 AM
I very much agree that this is an issue that should be addressed.
Final Heaven is very weak, when compared to the other weapon skills, and it should be a usable option.
This is especially true when you consider a 'completed' Spharai with a +20% Final Heaven Damage augment on it increase its damage even further.
It is possible this was simply missed in this update's launch, if so I do apologize, but I do feel for being a weapon skill on an ultimate weapon it should be a comparable contender to the other weapon skills.
Having re-read the update this is very likely the case:
```
Several bonuses that only applied to the first hit of the following weapon skills will now apply to all hits.
Combo / Tackle / One Inch Punch / Backhand Blow / Raging Fists / Spinning Attack / Howling Fist / Dragon Kick / Asuran Fists / Ascetic’s Fury / Stringing Pummel / Tornado Kick / Victory Smite / Shijin Spiral
*TP damage adjustments and certain equipment effects will now apply to all hits.
*The same is true for extra hits granted by double attack, triple attack, and the like.
In line with the above adjustment, The damage adjustment value is now spread evenly across all hits for the following weapon skills.
Combo / Raging Fists/ Howling Fist / Dragon Kick / Tornado Kick / Victory Smite / Shijin Spiral
```
This list is all the H2H Weapons Skills (Even Non MNK with Stringing Pummel) but not Final Heaven included; please fix.
Thank you,
Kerin
10-12-2019, 05:26 AM
Waiting on some quality of life work done to rmt botting zones like ceizak, yahse hunting, cirdas cavertns, the boyhada tree, etc. This is the reality of the game we experience every day.
Indeed, reporting them is a pain due to their speed/pos hacking and what's the point when they're there for weeks when it is absolutely possible for SE to deal with them almost in real-time if they had any interest in the problem.
TullemoreAsuraFFXI
10-12-2019, 12:47 PM
(Concerning Final Heaven) This can be said about basically all relic-imbued weapon skills! Yes, this is the update where non-relic HtH weaponskill damage equations got adjusted. It's fine. Weapon skills imbued from the Relic class of "ultimate" weapons from all of the relic weapons are much more weak compared to their big-brother go-to weapon skills. Final Heaven shouldn't be lumped into the weapon skill bracket of all the other weapon skills that are available without the specific use of a unique item. Those weapon skills made available through the equipment choice of an "ultimate" relic weapon if need to be adjusted should be done so for the entire category of relics.
Isola
10-12-2019, 01:12 PM
(Concerning Final Heaven) This can be said about basically all relic-imbued weapon skills! Yes, this is the update where non-relic HtH weaponskill damage equations got adjusted. It's fine. Weapon skills imbued from the Relic class of "ultimate" weapons from all of the relic weapons are much more weak compared to their big-brother go-to weapon skills. Final Heaven shouldn't be lumped into the weapon skill bracket of all the other weapon skills that are available without the specific use of a unique item. Those weapon skills made available through the equipment choice of an "ultimate" relic weapon if need to be adjusted should be done so for the entire category of relics.
I'd rather not wait a year and a half for them to finish all the job updates, before circling back to do all the relics. There is absolutely no reason that Final Heaven can't be upgraded right now to match ALL of the other hand-to-hand weaponskills.
Relic weaponskills should be first and foremost. Not last. They should be the best, they're the only ones with special requirements. Final Heaven is currently worse than the very first weaponskill a monk learns. That's asinine.
Gwydion
10-12-2019, 02:54 PM
I'd rather not wait a year and a half for them to finish all the job updates, before circling back to do all the relics. There is absolutely no reason that Final Heaven can't be upgraded right now to match ALL of the other hand-to-hand weaponskills.
Relic weaponskills should be first and foremost. Not last. They should be the best, they're the only ones with special requirements. Final Heaven is currently worse than the very first weaponskill a monk learns. That's asinine.
I agree 100% with your line of thinking. Relic weapon skills should be top-tier due to the limited nature in which they are obtained.
Alhanelem
10-13-2019, 02:36 PM
If it isn't too much to ask, could you make the Ballista quest optional? Just talk to an NPC and get/buy the key item and make the quest just for flavor?
(And remove the gear swap penalty, it's a huge barrier to it being in any way playable for most people- It just isn't needed anymore with Style Lock.)
Pantafernando
10-15-2019, 11:29 PM
Hi.
I would like to ask, for the next updates, that we can stack spheres for escutcheons to 99.
Crystals should be also stackable to 99.
If possible, i would like that ambuscade material could be stockes with Gorpa Masorpa. Atm, i have like 8 inv spaces just to hold the dust/thread/dye/sap/resin.
Finally, i would like to send to same account Sinister Reign gear.
Thanks in advance.
Alhanelem
10-16-2019, 08:43 AM
Hi.
I would like to ask, for the next updates, that we can stack spheres for escutcheons to 99.
Crystals should be also stackable to 99.
If possible, i would like that ambuscade material could be stockes with Gorpa Masorpa. Atm, i have like 8 inv spaces just to hold the dust/thread/dye/sap/resin.
Finally, i would like to send to same account Sinister Reign gear.
Thanks in advance.
Crystals are a bit of a messy situation because you have clusters which dispense what is currently a stack of crystals. If the stack size of crystals changes, that parity no longer exists. I suppose they could just depricate clusters entirely, but making clusters dispense 99 crystals doesn't sound great to me.
Also i'm worried about the idea of people using those spheres to bazaar price scam people if the stack goes up to 99 because a 99 stack is worth a lot more than a 12 stack.
Isola
10-16-2019, 08:47 AM
Crystals per stack has no influence on clusters whatsoever. Clusters can still do 12 each.
and a bump for final heaven
So, you guys totally forgot to adjust Final Heaven.... EVERY other Hand-to-Hand got a bump. I feel like this was just an oversight. Please address it, and give Final Heaven at least a small FTP increase.
Zuidar
10-22-2019, 06:18 AM
I still feel like Culinarians are left out of the loop and/or throw aside when it comes to food recipes. I've already stated my feelings throughout a couple years regarding the matter.
Don't get me wrong, although there were a couple of events like where there were foods available like the from that morbol cafe in august and this month's login points, but these are limited time things and something that I really hope is not going to be the new standard in the long run, especially if this was the result that our food ideas that were passed along only to later hear that we're being pushed aside in favor of npcs giving out food instead. I mean if this is going to be the new normal, then I'd rather not have our food ideas be used exclusively on npcs. I apologize, but I would rather go for newer different food recipes than to learn watered down food recipes that were available exclusively to npcs.
Isola
10-22-2019, 06:23 AM
I've been complaining about the cooking shield since the first day. Cooks get screwed, plain and simple. It's totally unreasonable. We all accept that cooking isn't about "big gains". so, the shield shouldn't take as much 'work' as the rest of the shields. Cooks got ONE new food. and then a second food. Every other shield got a dozen or more.
Food has not evolved at all with the rest of the game. We're still using the same sushi that we used 18 years ago. With the same caps, and the same stats. They've added so few new food compared to thousands of synths per craft on everything but cooking. Meds haven't kept up with the power creep either.
Zuidar
10-22-2019, 07:44 AM
It would be neat if they were to introduce unique powerful food that doesn't get removed in the event of K.O. (maybe even change Altana's repast to have this unique effect) but then again... they would put such limits to it... nevermind.
I've been complaining about the cooking shield since the first day. Cooks get screwed, plain and simple. It's totally unreasonable. We all accept that cooking isn't about "big gains". so, the shield shouldn't take as much 'work' as the rest of the shields. Cooks got ONE new food. and then a second food. Every other shield got a dozen or more.
Food has not evolved at all with the rest of the game. We're still using the same sushi that we used 18 years ago. With the same caps, and the same stats. They've added so few new food compared to thousands of synths per craft on everything but cooking. Meds haven't kept up with the power creep either.
I agree with you on those points, Isola. Yes, the costs will never make up for loss after completing the final cooking shield stage compared to other crafts. I stopped after getting after being able to make Marine Stewpot, and completely after getting KI to desynth various R/EX items. I have the same feelings on it and even more so.
Medicine items, I haven't thought about that one now that you've pointed it out, but good one. Especially the case where there's some meds that put you under medicated status, that hasn't been addressed for ages. Some meds could be changed to be stackable, like dawn mulsum. But apart from that, some if not most medicines could use adjustments, the problem is inventory in the case of non-stackables
Anyways back on food topic, I'm more curious on what had happened within the timeline period way back from a couple years when they said there will be more recipes "in the future" in june/july 2017 after may 2017's marine stewpot release, up until this year with regarding on how they had planned for food recipes because not once had there been any actual follow-up or explanation (if any detail we could at least get) on how/why/what is with the missing gaps of food recipes. It seemed to everyone obviously, that the ball was dropped and it became more apparent with how new food being exclusive to npcs, I'm disappointed with the way we player culinarians are being treated like this and not taken seriously, especially with nothing being addressed, no explanation on the huge time gap.
"Food has not evolved at all with the rest of the game. We're still using the same sushi that we used 18 years ago. With the same caps, and the same stats. "
I have the same exact sentiment you have just said and is the best way to describe it. I mean even though there were different foods, but there's still that. Still new foods being limited at the same kind of stats as the very old food back in the level 75 era, nothing more than just side-grade foods and side-grade recipes. Okay more recipes to level the skill at lower levels in Cooking. That's fine, it's not a bad thing for more recipes to skill up on, but we've already have a lot of recipes that give the same amount of stats back then. So, where do we get to the part of new serious player-made food recipes with serious food stats?
Kayin
10-26-2019, 01:39 AM
BUMP~!
Thank you,
kusaregedo
10-27-2019, 02:41 PM
please revert alluvion skirmish stone stack size back to 12 instead of 99. there is not enough supply or demand to have it at 99.
Akihiko_Matsui
10-29-2019, 01:22 PM
Monks are excellent attacker jobs with their continuous damage and Subtle Blow. However, we felt there’s some room to increase their damage from Weapon Skills.
Also, instead of making defensive adjustments, the adjustments were taken to take advantage of monk’s high amount of HP for their strategies.
Isola
10-29-2019, 01:34 PM
Monks are excellent attacker jobs with their continuous damage and Subtle Blow. However, we felt there’s some room to increase their damage from Weapon Skills.
Also, instead of making defensive adjustments, the adjustments were taken to take advantage of monk’s high amount of HP for their strategies.
Well that's a big nothing-burger, how about Final Heaven. Final Heaven is now worse than Combo. The very first weaponskill learned.
And every single job has nearly the same amount of/access to subtle blow, and deals "continuous damage".
Yoji_Fujito
10-29-2019, 01:47 PM
We’re thinking of adding new food items in the future. We’ll consider if we can add those crafted from cooking recipes as well.
Yoji_Fujito
10-29-2019, 01:47 PM
Weapon Skills tied to relic weapons need to be adjusted so that they are in line with other relic weapon’s Weapon Skills. For this reason, we did not make any adjustment to Final Heaven.
Yoji_Fujito
10-29-2019, 01:48 PM
I’m glad you are happy about the change. We’d appreciate if you can continue sending in your feedback!
Akihiko_Matsui
10-29-2019, 01:52 PM
Unlike hand-to-hand Weapon Skills, if we were to make overall Weapon Skill adjustments to polearms it would greatly affect other jobs. For this reason, we have taken adjustments through job traits.
We have set the current bonus status increases for the wyverns with a premise that they are difficult to keep them up. For this reason, please understand that we cannot make adjustments where the wyvern will not be KO’d against all tough enemies.
Alhanelem
10-29-2019, 02:09 PM
Weapon Skills tied to relic weapons need to be adjusted so that they are in line with other relic weapon’s Weapon Skills. For this reason, we did not make any adjustment to Final Heaven.
Uhm... the problem is Final Heaven is not in line with the other relic weapon's Weapon Skills. Hell, I know some people will give me a hard time for saying this but even Gate of Tartarus is far more useful, because if you're actually using a staff as a weapon, it does useful things, whereas if you're using the hand to hand relic, you're basically going to use pretty much any weapon skill *except* final heaven.
(Yes I have a claustrum and yes GoT is pretty much the best staff WS, particularly if you factor in aftermath- Shattersoul is competitive but doesn't have those nice additional effects)
If the other player feedback on this is any indicaiton you need to seriously re-evaluate this.
Zehira
10-30-2019, 01:16 AM
I’m glad you are happy about the change. We’d appreciate if you can continue sending in your feedback!
Sure! Could you make crystals to 99? If it is possible, please! Thank you! :)
Nyarlko
11-03-2019, 09:18 AM
Apologies for posting about the upcoming November update early, but there is something that needs to be confirmed.
According to the update notice, the only planned "job adjustment" for BST is the addition of new jug pets. Can we please get official word that that's not all that is planned for the job? It will be acceptable to play around with the new pets while we wait a bit longer for the actual adjustments to the actual job. BST players are generally a patient lot, we've been waiting for literal years for the bugs in the job to be fixed, and waiting another month or two won't kill us.. but right now, I'm feeling pretty insulted as an overpaying customer who happens to love BST. (I say "Overpaying" because I have 3x accounts, each with both Wardrobes & 7x characters each. which is far above the minimum subscription fee and should hopefully indicate how much I care about this game.) Just a simple "Yes, more is planned for the future" type response will be plenty to tide me over. ^^;;
Adding new jugs does not qualify as any sort of job adjustment for the job that arguably needs the most work done on it. Please do not try to position new pets as a job adjustment. It would be like adding a few new arrows to the game and calling that the entire update for the RNG job.