View Full Version : December 2019 FINAL FANTASY XI Digest
Akihiko_Matsui
12-10-2019, 02:20 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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Seish
12-10-2019, 02:43 PM
Felt this video lacked substance compared to the last one. But I feel what you two are doing and I like it. I wish however this covered some of the RMT and item duping issues we've been having. I kind of feel this was a missed opportunity. But keeping to the video and not going off on a tangent, we will have to see how the PLD adjustment changed things. With that stated, however, enhancing DRK's abilities with respects with their scythe may not have been a wise choice when considering that PLD (Knight in Japanese) struggles to keep enmity as is. While I understand you want to retain the party dynamic of enmity control through the use of ability and spells, the only realistic way to do that would be to revive content that allows for that playstyle to shine. But since everyone beats mobs to the ground, something more needs to be done than just giving PLD the initial enmity they receive. As for myself, I am not asking for an easy button for PLD. Nor do I think that they should be able to tank with ease. But they need something that helps them reduce enmity lost with every hit they receive.
This won't be an easy task. And maybe not something that will be initially addressed and I think the cures and the banishga will be a good start. Though I don't understand why it was previously mentioned PLD's would get a curaga into something that increases in range. The range is not an issue for PLD. The issue is enmity control. A cure is a cure. Unless you give this ability to generate some enmity on one player, I don't think this will help enough. You need to enhance them more.
EDIT: Just saw the update log you posted and saw that it included a AOE curaga. Please disregard comment about the cure.
TullemoreAsuraFFXI
12-10-2019, 02:51 PM
The Scythe issue was to bring it into line with greatsword, particularly Torcleaver usage benches scythe when a skillchain property from scythe is not beneficial.
Seish
12-10-2019, 02:52 PM
No I get why they did it. But I am thinking if your that PLD and that WS goes off, it's gonna be that much harder to hold enmity.
Majesty
This ability is interesting, but at its core doesnt address any of the core issues Paladin players have been asking for years to have fixed.
Fundamentally speaking, healing in parties is not an issue, and a single dedicated healer in parties can handle curing on their own with little issue.
Due to contents heavy focus on a meta of rapidly burning down bosses, when you choose a tank for your party, there are 4 things you want.
1. The tank must be durable enough to handle taking the highest damage attacks of the boss and not die. They must have high HP, damage mitigation, and magic evasion. All jobs handle this part fine enough. Paladin has no issues here with Aegis and Burtgang
2. The Tank must have the ability to generate Enmity faster than the Damage Dealers, This is extremely crucial and the most important! And, at its core, a dedicated Paladin cannot do this task AND also satisfy requirement #3 below.
3. The Tank must either put out enough DPS to speed up the fight, or weaken the enemy such that the other Damage Dealers kill even faster.. Paladins can put out respectable damage, BUT, their small handful of hate generating tools are on very very long cooldowns. Rune fencer however has several hate generation tools that are Job Abilities and generate hate instantly and have fast cooldowns.
Why is Rune Fencer compared to Paladin?
Because Rune Fencer can perform both #2 and #3 at the same time without sacrifices.
Paladins must choose between #2 or #3, because our means to perform #2, is to use a Blue Mage subjob and spam Enmitty generating spells back to back, which means we do not have time to melee or deal damage, and instead just keep casting spells.
The solution is simple.
Majesty should be weakened a fair bit to not be nearly as strong as it is via a "drawback", become a "Mode" that is enabled, and generate constant Enmity for every cast. Much akin to Monks "Footwork"
Majesty
Cooldown: 120 seconds
Duration: 60 seconds
While active, Healing or Divine spells you cast have shorter casting ranges, but apply in an Area of Effect to multiple targets, and generate additional Enmity.
The "and generates additional AoE" part is key.
This effect should apply regardless of the spell. In other words, even healing allies for 0 HP should still generate a sizable amount of enmity.
This ability should shorten, not lengthen the range on spells. It should instead be designed to require party members to stand close by to gain the full benefit.
This encourages paladins to fit into the niche of the Melee party, where all 6 party members stand very close to the target. The range on Majesty should shorten spell range to such a degree you can only cast it on enemies and allies very very close by.
This effectively can be considered a "engaging close range combat mode" for paladins, while also substantially boosting their Enmity generation.
The goal would be for, once Majesty has ended, the Paladin has generated such a monumental amount of hate they can safely hold the fight for the remainder of the battle.
This ability is clever too. Many large boss fights have "phases" you have designed for them, and during some phases players do not want to be close to the enemy, and during other phases they do want to be close by.
Majesty designed in this way would encourage paladins to "time" their use of it for an optimal moment, when its safe for their party members to be close by to promote enmity generation, as well as melee the enemy and burn its health down.
Using Majesty during a "stay away" phase would spell disaster for a naive paladin, so it also encourages tactics, planning, and teamwork for the paladin.
All well within FFXI's design philosophy.
Please seriously consider these statements, most paladin players are very unhappy with the what Majesty seems to do currently and feel it has not addressed any of the problems with paladin the community perceives.
Seish
12-10-2019, 03:03 PM
Sounds like Urat should be hired by SE.
Pellerian
12-11-2019, 12:07 AM
I dont agree with Urat. Why the hell would you want to REDUCE the ability to cast AoE spells when you have none to begin with. Oh wait, YOU DON'T!
I agree that Majesty lacks serious luster, but to reduce it's uptime and reduce it's overall effectiveness is just plain stupid. Not all players are able to be the top 1% in the paladin community but instead of throwing ideas that work best for YOU; you need to take into consideration what works best for everyone.
I've said this before and I will never stop saying this; GIVE URIEL BLADE TO PALADIN! We dont need a fix to Majesty just give us a better WS that can hold hate 100x's better!
Edit: Now that I come to think of it; Majesty just needs one small change. It should state: " Healing and Divine spells" but preserve its AoE range and potency. Having Flash as an AoE spell would increase a Paladin's enmity 10 fold.
Gwydion
12-11-2019, 01:07 AM
Thank you for another monthly update and giving us the opportunity to provide feedback:
1.) You have severely crippled that rate at which Beads are acquired. (Also, 80 Doman Points per day is brutally slow).
2.) Majesty is interesting, but could you please lower the recast of Reprisal from 180 seconds to 45 seconds? (This would match Foil).
3.) Atonement should be updated to produce damage similar to existing sword weaponskills. (OR Atonement should be a self-targeted WS that functions like Erase).
Zehira
12-11-2019, 01:19 AM
Thank you for the video! I always like Matsui's random shirt. :)
I don't agree with Urat...
Fixed. Insulting someone really gets what you want right?
I wish however this covered some of the RMT and item duping issues we've been having.
I don't think they would even want to mention it in a video. You likely get some information from the STF team themselves but...
https://i.ibb.co/vdMKRzH/wXN1aHa.jpg
Our hero.
Now that I come to think of it; Majesty just needs one small change. It should state: " Healing and Divine spells" but preserve its AoE range and potency. Having Flash as an AoE spell would increase a Paladin's enmity 10 fold.
As nice as that would be, its way too OP.
The reason you want Majesty to have reduced cast range but apply as an AoE was detailed in my post. Please give it a read. It would result in MASSIVE enmity gains and achieve what you said, but at a "cost"
Pellerian
12-11-2019, 02:23 AM
As nice as that would be, its way too OP.
The reason you want Majesty to have reduced cast range but apply as an AoE was detailed in my post. Please give it a read. It would result in MASSIVE enmity gains and achieve what you said, but at a "cost"
It shouldn't require "A COST." And I did read your post this why I disagree with you. If you want a cost just increase the amount of MP used. But you want something more detrimental.
Runefencer has the most powerful AoE enmity tool in the form of Foil. Usable more often than flash that one spell is WAY too OP imho. If its cast cast was double that of flash then maybe, MAYBE it would be in line with how weak flash is currently. An AoE even without a potency buff would allow Paldin to close the ground with Runefencer.
And I'm still not going to leave it alone. GIVE PALADIN URIEL BLADE!
Zehira
12-11-2019, 02:29 AM
I am sorry. We all are the paying customers and we should respect each other equally. Please keep in mind, English isn't my first language.
Alhanelem
12-11-2019, 11:34 AM
See this may be the place where I disagree with the devs' feelings about skillful play and such.
Maintaining enmity should not be difficult. As long as you're utilizing all your skills where they are appropriate, enmity gain should be the thing you have to think about the least. Just having a job whose primary purpose is holding hate means that person should always have hate outside of enmity reset attacks or the player (or other players) making egregious errors. in FFXIV, even though tanking was honestly not that difficult to begin with, they simplified tanks' skill sets a bit and all tank jobs basically have a "gain lots of enmity" toggle skill. And that is needed because the most involved aspect of controlling enmity tanks will ever have to do is tank swapping. This actually went a long way to reducing the player count disparity between tanks and other jobs. And since FFXIV has no enmity cap whatsoever, things usually only get messy if the tank dies.
TL;DR: If you are a tank, the monster should always be on you as long as you're using your abilities with gear appropriate for your level (outside of special hate mechanics). in FFXI, every job is already involved enough, so tank-typed jobs in FFXI have added complexity vs all other jobs (That is, tank jobs are automatically harder to play just because they're tank jobs) with enmity control being as annoying as it is right now in the game.
NightBear
12-11-2019, 11:52 AM
Please remove off hand penalty for REMA weapons ( one can only dream ) having a Kikoku off hand been able to use Blade Metsu or not loosing "Main hand" only effects would be great for Ninja.
TullemoreAsuraFFXI
12-12-2019, 02:36 PM
A topic was started about the Domain Invasion daily point cap. Some short-sighted grumbling about the structure of a 24 hour cycle.
There are very valid reasons why our FFXI development and design team made this choice.
Below is the response i left in the original topic.
The interface of these changes that SE has made on official servers concerning daily caps is due to the heavy usage of Bots/Scripts and (ToS violations) that had and even are being used for the Domain Invasion currency. Beads/Silt/Stones/Lixirs/and now D.I. points. In a perfect world the player base would consist of 100% honest people that have the utmost integrity, but due to rotten entitled types that break the ToS agreement to advance their accumulation of pixels far beyond what they would be capable of without the cheating; SE has and must put into place limitations around a real life cycle of time as to not allow for these bot+script users outrageously inflated advantages accumulating points, materials, items and equipment.
I applaud them for this design.
~ I believe they should build upon this configuration of content with new monthly installments of this very type of community accessible notorious monster battle by adding a single domain invasion notorious monster battlefield to each of the original + Zilart + CoP outdoor areas.
~ The hard cap of 80 D.I. points daily would remain for the Rhapsodies of Vana'diel D.I. Each newly created D.I. could add an additional daily cap increase of 20 points per associated victory through key item acquisition.
~ The new D.I. notorious monsters i propose would each have an unlock upon their individual key item acquisition to a small number of specific rewards linked to the D.I. key item.
~ Each new D.I. NM can for sure be themed around the environment of the area and enemy types that currently inhabit those areas.
~ Each new D.I. would be scheduled into the spawn cycles making the deliberate decision and travel of a character to a necessary battlefield a core prerequisite for participation.
~ Rhapsodies of Vana'diel D.I. and the proposed original+Zilart+CoP D.I.'s could have an unchained spawn cycle once 3-4 months of new introductions of D.I. NMs are made.
! The one concern i have currently about the evolved/enhanced D.I. concerns the 1000 point ammunition for bullets/arrows/bolts if they are lost by a /ra command while equipped in the ammo slot. These new bullets/arrows/bolts need to be given a stat and displayed with a stat along the lines of "Attain unlimited shot" or "Unlimited shot recast is removed". Another less punishing way to prevent the complete loss of a 1000 point ammo would be to switch the ammo reward to a quiver that would dispense a number of ammo per a set time cycle (I would suggest a quiver per 72 hours).
Alhanelem
12-13-2019, 08:46 AM
A topic was started about the Domain Invasion daily point cap. Some short-sighted grumbling about the structure of a 24 hour cycle.
There are very valid reasons why our FFXI development and design team made this choice.
Below is the response i left in the original topic.
The interface of these changes that SE has made on official servers concerning daily caps is due to the heavy usage of Bots/Scripts and (ToS violations) that had and even are being used for the Domain Invasion currency. Beads/Silt/Stones/Lixirs/and now D.I. points. In a perfect world the player base would consist of 100% honest people that have the utmost integrity, but due to rotten entitled types that break the ToS agreement to advance their accumulation of pixels far beyond what they would be capable of without the cheating; SE has and must put into place limitations around a real life cycle of time as to not allow for these bot+script users outrageously inflated advantages accumulating points, materials, items and equipment.
I applaud them for this design.
~ I believe they should build upon this configuration of content with new monthly installments of this very type of community accessible notorious monster battle by adding a single domain invasion notorious monster battlefield to each of the original + Zilart + CoP outdoor areas.
~ The hard cap of 80 D.I. points daily would remain for the Rhapsodies of Vana'diel D.I. Each newly created D.I. could add an additional daily cap increase of 20 points per associated victory through key item acquisition.
~ The new D.I. notorious monsters i propose would each have an unlock upon their individual key item acquisition to a small number of specific rewards linked to the D.I. key item.
~ Each new D.I. NM can for sure be themed around the environment of the area and enemy types that currently inhabit those areas.
~ Each new D.I. would be scheduled into the spawn cycles making the deliberate decision and travel of a character to a necessary battlefield a core prerequisite for participation.
~ Rhapsodies of Vana'diel D.I. and the proposed original+Zilart+CoP D.I.'s could have an unchained spawn cycle once 3-4 months of new introductions of D.I. NMs are made.
! The one concern i have currently about the evolved/enhanced D.I. concerns the 1000 point ammunition for bullets/arrows/bolts if they are lost by a /ra command while equipped in the ammo slot. These new bullets/arrows/bolts need to be given a stat and displayed with a stat along the lines of "Attain unlimited shot" or "Unlimited shot recast is removed". Another less punishing way to prevent the complete loss of a 1000 point ammo would be to switch the ammo reward to a quiver that would dispense a number of ammo per a set time cycle (I would suggest a quiver per 72 hours).
Honestly, I think you misunderstand the reason for their gripes and how they would like to see it resolved.
The complaint is that there are already too many daily activities that take up a lot of your time if you want to hit them all, and domain is moreso than most. They're proposing a weekly limit instead of a daily limit (the exact limit itself I'd say is open to debate. Then they can say set aside one or two days and play for the needed length of time, and make it easier to manage the stuff they need/want to do every day. This doesn't mean they can get more stuff, it only means more flexibility as to when they do that stuff.
Bots don't really care if content limits are daily weekly monthly or yearly. They will be set up to farm the content optimally regardless. It's really not a good reason not to do something that would improve quality of life for the players.
TullemoreAsuraFFXI
12-13-2019, 03:28 PM
560 on a weekly allows a script to be run unattended for a session which frees that character up to do nefarious things the other 6 days a week.
Nyarlko
12-14-2019, 05:27 AM
If I did all of my daily chores, excluding the new DI, on all of my characters, I would be playing for ~26hrs per day already... Since there are only 24hrs in a day last time I checked, I am already forced to neglect several of my characters' dailies by default, even if I was physically capable of playing for 24hrs/day. Even the most miserable portion of current daily chores (Mog Garden) takes less time per character to complete than the new DI. (While I'm at it, please give me an option at the garden moogle to "collect everything from all nodes, sell to moogle, gil deposited in garden coffer." I will joyously sacrifice the tiny handful of profitable potential harvests in exchange for getting a significant portion of my day back to use on other, actually enjoyable tasks.)
tl;dr: Change DI cap to weekly please. T_T
For me personally, hitting daily cap for all my characters involves a minimum of approximately 10hrs of additional playtime daily all by itself.
Alhanelem
12-14-2019, 07:43 AM
560 on a weekly allows a script to be run unattended for a session which frees that character up to do nefarious things the other 6 days a week.
In what way is this different from doing nefarious thing A for an hour, then nefarious thing B for an hour, then nefarious thing C for an hour every day vs doing nefarious thing A for several hours hours one day, Still doing B and C, and doing just B and C the rest of the week?
You seem to be under the impression that the total requirement for weekly would be lower. It would not. It would just give you the freedom to decide when to grind it and when not to.
Like seriously, that was your argument? "bots can do more nefarious things?" Bots will do nefarious things 24 7 whether this content has a daily limit or a yearly limit. This changes absolutely nothing when it comes to botting.
Also, you should not design your content around botters, you should design it around players.
TullemoreAsuraFFXI
12-14-2019, 02:33 PM
As it concerns interference with schedules outside of what players allocate to FFXI. Part of any decision is making priorities. I've seen in a few topics use of language similar to "such in such is forcing me to such in such" or "My character(s) must obtain such in such". Fact is that there is no "force" and there is no "must". Self-imposed desires are not absolutes, consider how to articulate ambitions.
A decision in regards to entertainment is about what you are doing with your attention, your energy and your time. Also it is about what quantity of time, energy and attention are you delegating to what, when and why. In order to give attention to some aspect within FFXI or outside of FFXI, all other contending activities are assigned positioning of importance.
Tharly
12-14-2019, 05:16 PM
I'm not a fan of the how if I choose to do my now daily DI task I have 40 minutes of downtime and maybe 10 minutes of watching somebody else kill the dragon to get my max allowed points per day. When you add up the time to get the 1000 point items I'm spending over 10 hours of waiting for dragons to pop and not even an hour after that for the kills. When you are waiting longer for the content than it takes to complete the content on a daily task, it sucks any enjoyment whatsoever out of it.
TullemoreAsuraFFXI
12-15-2019, 01:29 PM
Should i even bring up the history of level 75 cap Kings and Sky ?
Tharly
12-15-2019, 01:44 PM
The game has moved on from that style of events to more of an on-demand, enjoy while you want style. For the most part the long waits to enjoy content have been eliminated for force pops and events that you just need the KI to enter. Imagine how little you would want to do omen if you had to wait 10 minutes in between floors. Yet the 1 entry every 20 hours and letting you save up to 4 entries means you don't get to just burn through the event either.
Seish
12-15-2019, 01:45 PM
Should i even bring up the history of level 75 cap Kings and Sky ?
Someone knows their history.
Alhanelem
12-15-2019, 03:28 PM
I remember waiting for up to 3 hours at nidhogg for a pop, playing iSketch with other waiting players during the downtime between windows. The game even had an FFXI wordlist because it became so much of a destination for FFXI players waiting for abitrary monster spawn conditions.
(Note, iSketch is actually still online but it needs adobe shockwave and adboe flash to work making it a pain on modern PCs...)
Seish
12-16-2019, 06:25 AM
I'll play you Alhan
TullemoreAsuraFFXI
12-16-2019, 01:13 PM
Quoting part of a reply i left in a different topic that addresses potential adjusments to FFXI.
However someone looks at modern FFXI, the game is still developed to be a multi-player title. Design and perspective are always going to factor multi-player considerations as a priority, which it should.
Concerning weaponskills... Equipment that slots into weaponry slots that modifies a specific weaponskill for higher dmg/potency is harmful. This currently does exist and it should be removed. If that type of property is to exist in the game it should be placed on equipment other than the weaponry. There are plenty of locations for these properties to be placed. {Armor/Ammo/Belt/Ring/Neck} SE has shown that adjustments to items and creation of items is easily within their capabilities with their current employee talent. Promotion of skillchain strategies and encouragement of this core FFXI mechanic should be one of the top priorities to stimulate and restore coordination between party members. Placing properties for higher dmg/potency of a weaponskill on the weaponry item desecrates the compatibility of the characters that utilize these weapons. As has been eluded to within the original topic; to warrant the use of a different weaponskill, the loss of an individual's weaponskill damage would have to retain a beneficial overall result, or a character would determine that yet another grueling burden associated with a top tier weapon that strengthens that different weaponskill compels it's construction. Regardless, with the property for increased weaponskill dmg/potency for a specific weaponskill attached to the weaponry itself, is disastrous for inclusiveness, compatibility, coordination and cooperation.
Do not be constrained to seeing battle mechanics as narcissistic conditions.
Concerning skillchains... It is time for SE to universalize the time frame windows of opportunity for multi-step skillchains, and the time frame windows of opportunity for magic bursts. Along with the above recommendations for compatibility and inclusiveness, the skillchain, one of the core defining mechanics of FFXI needs to be invigorated back into prominent strategies.
Every weaponry type in the game additionally needs a respectable weaponskill that has no skillchain property that can scale with the power progression of level and equipment for uses in circumstances when TP is ready for a weaponskill but interruption of a skillchain or self-absorbed TP utilization destroys a coordinated strategy for magic bursts and skillchains. This can be achieved by selecting a weaponskill that currently exists for each weaponry type, removing the skillchain property and reformulating it's equation for damage produced upon use to be competitive or individually more desirable by a few % compared with a weaponskill that has a skillchain property.
Concerning Magic Bursts... The diminishing damage results of multiple magic bursts needs to be removed when a skillchain is produced with weaponskills. This is harmful to BLM as a job, it is harmful to any job in the game with the capability to execute a magic burst. As the interaction currently exists, it is undermining inclusiveness, compatibility, and coordination. The current diminishing results of magic bursts can and probably should be retained when Immanence is both the opening and closing catalyst of a skillchain effect. This can and should additionally be adjusted to where an Immanence and a true weaponskill interact so that only half the penalty of the diminishing damage of multiple magic bursts occurs.
Nyarlko
12-16-2019, 09:52 PM
@Tullemore: I absolutely agree that the "penalty incurred for successive elemental magic skill spells" (hereby referring to this as "nuke wall" cuz I ain't typing all that again, lol) has long since outlived any sort of usefulness that was originally intended. It's a holdover from the old days, when it was meant to prevent an army of BLM going out and wrecking things that no other jobs could pull off as safely or reliably. The problem is that the only time that a player got anywhere near the cast/recast reduction caps was when RDM popped Chainspell, so even back then the nuke wall didn't really seem to kick in till the 3rd/4th BLM got added to the mix, while nowadays it's an expectation for every mage to be capped out at full -80% reduction and even a lone BLM is quite capable of butting up against it. We're also long past the days when BLM was the only solid source of Elemental Magic skill based damage, so it hamstrings a surprisingly large number of jobs from using their nukes at all to avoid nerfing a stronger caster. SCH/GEO/RDM are all quite capable of doing 99k MBs too, but tend to be excluded from this subject. Let's not also forget that DRK can do lowtier nukes too, and the nuke wall basically removes that entire aspect from most players' line of sight! I don't remember if NIN gets impacted or not.. All that the nuke wall accomplishes at this point is removing Elemental Magic from the minds of many players as a viable alternative to WS spam, and that needs to go away.
However, I don't agree with you on your other points. Speaking of WS spam, it's simply too viable a group strategy for most to bother with anything else. Coordinating a skillchain requires actual coordination between players, both to create the SC and for mages to MB. The total damage output of the skillchain+MB is frequently less than simply spamming a WS button as close to 1k TP as possible, particularly if more than ONE melee is involved. Yes, if you have 2+ melees in combat, then both will often end up being required to sit on TP (possibly going over 3k in the meantime,) and the damage loss from those WS that didn't get fired off is often not made up for between the SC+MB (in part because of the nuke wall inhibiting mage performance.) We are well past the era when nuking was the highest potential damage source, and in an age where it's far from uncommon for WS to hit 99k followed by 99k WS followed by 99k SC and then repeated ad nauseum.. When there is often no perceived benefit from utilizing the SC/MB systems, they will often be ignored. They only way to encourage us to start taking advantage of it again would be to remove the nuke wall and stop with the ridiculous trend of absurdly anti-magic targets.
Increasing SC window times also won't do much of anything positive for encouraging group play until mages going boom becomes attractive enough to compete on equal footing with TP burns. At a bare minimum, that'd involve taking down the nuke wall. (Surprising how many of the problems that discourage nuking as a strategy are utterly dependent on that archaic system, no?) Removing SC properties from any WS actually sounds like a disaster in waiting. Unless this was applied to only the lowest level WS across the board, (which would probably be the least destructive choice,) if it were implemented, then it would just about guarantee that quite a few jobs would end up getting screwed over. Do you really expect the devs to properly test, observe players and figure out which choices would do the least amount of harm to play? I don't, and while this might sound like a nice idea to you at first, it would almost undoubtedly end up as an effective nerf to all jobs that whack, stab, or shoot things once they get locked out of making certain skillchains.
TullemoreAsuraFFXI
12-16-2019, 11:28 PM
Ok, i'll compile an amateur's list of existing weaponskills that could be retro-fitted to be scaling in damage throughout level ranges and with equipment to be a pure damage attack competitive with our current high tier damage production WS while removing the skillchain property which would not harm any prior use of the WS.
HtH - Shoulder Tackle
Dagger - Shadowstitch {Retain animation, make stat modifiers 50%dex 50% agi with dmg varies based on TP, chance to bind varies with accuracy}
Sword - Spirits Within (Already has no skillchain property, will only need to scale this WS damage through reworking equation to factor in character level + attack + stat modifier)
Greatsword - Crescent Moon or Hard Slash
Axe - Avalanche Axe or Spinning Axe
Great Axe - Iron Tempest
Scythe - Nightmare Scythe (Rework to have dmg varies based on TP, retain blindness proc)
Polearm - Skewer
Katana - Blade: Jin
Great Katana - Tachi: Hobaku (Add dmg varies based on TP)
Staff - Heavy Swing
Club - Brainshaker (Add dmg varies based on TP)
Archery - Dulling Arrow (Remove chance of critical hit varies with TP, always crits, add dmg varies based on TP)
Marksmanship - Sniper Shot (Remove chance of critical hit varies with TP, always crits, add dmg varies based on TP)
Obviously retooling the damage equations to account for character level for these WS to achieve desirable results from skill level access to ilvl 119 would take some experimentation and mathematical talent prior to an official release.
Creation of and enabling a whole new palette of weaponskills to serve this purpose obtainable at skill level 50 might be more appeasing to the players and staff members at Square-Enix, but that would require the development of new animations and implanting all new coding associated with designing new weaponskills.
Suteru
12-22-2019, 12:59 AM
On high-population servers like Asura, it's become completely impossible to gain more than the minimum amount of beads from Domain Invasion. Combine that with the staggered pop times, drastically increases the time required to gather beads for Aeonic weapons. I feel it is necessary to increase the rate of bead gain when the boss is killed very quickly.
Thank you.
Mikah
12-22-2019, 01:08 AM
Stop trying to farm beads. It's 6 year old content.
Suteru
12-22-2019, 01:10 AM
You're right, they should just delete everything in the game that's older than a year old.
Mikah
12-22-2019, 01:16 AM
Beads aren't the reason you kill dragons, so yeah, in this case they should.
Suteru
12-23-2019, 01:53 AM
There's no reason to even engage the dragons right now, since you get the same reward no matter what.
Darksia
12-24-2019, 04:01 PM
So because of all the RMT and botting for dragons on beads will there be any newer ways to farm beads for aeonic or is this a punishment because of those who botted the dragons and duped medals?
Darksia
12-24-2019, 04:05 PM
People still joining the game even if it old contect there are people who still needs to finish there aeonic or made new account and want a few weapons from there.
Darksia
12-24-2019, 04:14 PM
Well you can thank all those who duped and botted the dragons now we are punished for those people. I hope square enix comes out with a easier way to farm beads that will be beneficial for everyone that plays because soon the market will be manipulated in other means and this may back fire on SE
TullemoreAsuraFFXI
12-24-2019, 05:11 PM
On page two of these replies I've suggested a logical way in which the congestion can be dispersed without overloading the staff for FFXI at SE. This would also allow for players to not feel overwhelmed by item creations occurring too fast or in too large of quantities. Just prior to this response, 1011 beads was awarded in my last evaluation. The difference is approximately 30 to 50 seconds of the battlefield being active as opposed to when bosses do not live past 45 seconds. In a different thread, suggested that a scaling MaxHP status to be given to domain invasion enemies of +10% per participating character beyond an initial six players with a maximum cap of 400% base HP.
Fatty
12-27-2019, 02:57 PM
Here's another vote: I do not want Majesty to be altered. I disagree with Urat's suggestion even though I agree with its premise. What you want is to address the problem at the roots (enmity generation and retaining), not take away something that's given that can still be useful in other situations. People play the game differently and do different types of content, and hence, you can't shoehorn people into a specific type of playstyle with every new ability being added.
And please never reduce its duration (or potency, or anything else). Paladin is not a micro-managing job.