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  1. #1
    Player
    Join Date
    Mar 2011
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    Bastok
    Posts
    126
    Quote Originally Posted by Camate View Post
    Additionally, we will be making adjustments to the weakness effects as well as creating proper balance where there is no need to rely on temporary items.
    That part alone is worth a "Like". I hate how VW pretty much relies on temps.

    Very welcome information overall, tho.
    (3)
    WAR, WHM, BLM, RDM, DRK, BRD, SMN, BLU, SCH, GEO, RUN 99

  2. #2
    Player Asymptotic's Avatar
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    Jul 2011
    Location
    Windurst
    Posts
    656
    Character
    Sylow
    World
    Fenrir
    Main Class
    DNC Lv 99
    Quote Originally Posted by Camate View Post
    balance
    ummmmmm... ._.;;
    (15)

  3. #3
    Player Insaniac's Avatar
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    Mar 2011
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    1,003
    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    This is too vague to be happy about. My gut tells me they are just shortening terror and removing fanatics and fools because they aren't pleased with how quickly people cleared the Jeuno II path and they want more control over how difficult it is to obtain items other than the already atrocious drop rates. This has evil genie written all over it. My guess, Tanaka wants a new unbeatable mob and he can't have it with terror lock zergs.

    That being said, if these fights are reasonable without temps and procs, I'm all for it. Terror zergs are super boring and repetitive. And by reasonable I mean BLM mobs shouldn't be hitting you for 1500 damage on normal swings.
    (16)
    Last edited by Insaniac; 03-23-2012 at 07:34 AM.
    ↓ Trolling sapling ↓

  4. #4
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Since the Development Bros have reduced Area of Effect damage in Voidwatch once already, I assume they're not going to just make the final chapter "Hey guys, here's Botulusier Rexiest without Fool's Drinks. Enjoy!" They'll probably do exactly what they're describing, because those goofballs think the fights themselves are the crux of the issue most people take with Voidwatch.

    It's nice to know things won't keep moving even further in the "PROC! DRINK! PROC! DRINK! LOGS! DRINK IN REAL LIFE!" direction after how ridiculous Ig-Alima and Botulus Rex were. It is still very hard to get excited about that one bit of news given the big picture.

    Drop rates will very likely be miserable because Voidwatch is still Voidwatch; there's a definite possibility that Rift Cinder and Rift Dross won't drop from final chapter stuff; and best of all it sounds like the Development Bros are just making the final chapter different rather than updating any and all content related to Voidvoyeurism.
    (6)

  5. #5
    Player Calamity's Avatar
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    Mar 2011
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    San d'Oria
    Posts
    188
    Just as long as this doesn't bring us back to the dark ages of sam onry. I kinda liked that VW made room for diversity in jobs unlike the old days when the only acceptable jobs were rdm, sam, pld and 1 thf or later on, whm, mnk, war and 1 thf.
    (5)

  6. #6
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Quote Originally Posted by Camate View Post
    I’d like to share some information about the weakness system for the final chapter of Voidwatch.

    For battles of the final chapter, the weakness system and loot (items) will be completely separated.

    We’ve decided to make it so that the weakness system’s goal is to give an advantage in the battle. With this hopefully it will relieve the stress of having to kill the monster when alignments are capped and forming parties to cover a wide range of weaknesses, all while worrying about the rewards. The battle strategies and party formations will be a bit easier making it so you can still defeat the enemy efficiently even if you don’t exploit a weakness.

    Additionally, we will be making adjustments to the weakness effects as well as creating proper balance where there is no need to rely on temporary items.

    We’d also like to monitor the final chapter and look into adjusting the weakness system for other Voidwatch chapters as well, so if you could separate the feedback for the final chapter and previous chapters it would be much appreciated.
    Will the NM's be able to instantly wipe an entire alliance?

    The reason we're spamming procs isn't to cap lights, it's to restore fanatics drinks so we can actually survive to win the fight. Capping lights is easy, hit EV or a HV or two and deal damage. On the NM's that matter, Tier 6 or Pil for example, if you don't have fanatics up you die quickly. Charmga, Deathga, Doomga, Aello's cheap move (silence + amnesia + paralyze + encumbrance muddle + high damage). Katastrax's aoe spam, Aoe spam from Gnaum or Kaggen or Flank Opening from Pil, all examples of monsters that you need to have fanatics or die.
    (5)

  7. #7
    Player Elgorian's Avatar
    Join Date
    Sep 2011
    Location
    Ohio
    Posts
    25
    Character
    Elgorian
    World
    Sylph
    Main Class
    MNK Lv 99
    I don't think they're getting rid of or limiting the number of temps you get, this is most likely going back to something they noted changing earlier where Red and Blue would be capped at the start of the fight. This would mean you wouldn't have to rely heavily on procs to cap those lights, meaning you would get less temps if you are not proc'ing.

    It doesn't sound like they're stopping us from proc'ing it just won't be needed to cap red/blue, but we'll prolly still want our temps knowing the kind of content Botulus Rex / Ig-alima were.... I honestly don't think they would ever be doable without temps maybe with 18/18 aegis pld on rex? maybe? doubtful still.

    If they don't want us to have to spam temps (and I honestly would prefer not to need them) the entire fight.... make content that we don't actually NEED THE TEMPS TO WIN. I hate needing to rely on being immune to damage to win a fight, you'd never see that kinda crap back in Sea, Sky, <insert old endgame here>.

    Then abyssea came out... and without temps people didn't know what to do, hell if nothings gonna change just give us some brews for voidwatch! Then we won't need to rely on our other temps. Right? Right???

    I'd like to see some content that you don't just get RR spam and Temps thrown at you. I mean WoE is being updated to enter with 5 random temps and you already have auto-RR, I really don't like the zombie strategies.....they aren't really strategies it's more a winning failure.
    (3)
    Jobs: MNK99 PLD99 WHM99 BLM99

  8. #8
    Player Fupafighter's Avatar
    Join Date
    Feb 2012
    Location
    AMERICA
    Posts
    433
    Character
    Fupafighters
    World
    Siren
    Main Class
    SAM Lv 99
    Cool. I have 3 of the main desired jobs haha sam mnk cor empies this is great news to me lol.
    (0)

  9. #9
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    Ah so they are releasing this for monday's VU ? No problem then, all the items in the test server dats suck. Back to nyzlulz guys.
    (1)
    Last edited by MarkovChain; 03-24-2012 at 10:44 PM.

    Ultimate DPS simulator
    https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit

  10. #10
    Community Rep Camate's Avatar
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    Mar 2011
    Posts
    1,712
    Greetings! I have a message from Director Mizuki Ito to share with you regarding the final chapter of Voidwatch

    Quote Originally Posted by Mizuki_Ito View Post
    Hello. Director Mizuki Ito here.

    I apologize for this announcement being right before the version update is implemented.

    We have continued to make adjustments up until this morning, but we have decided to push back the implementation of the final chapter of Voidwatch. (The Promathia route as well as the Aht Urhgan route will be implemented as scheduled.)

    The main reason for the decision to push this back was to revamp the balance of the final chapter.

    Specifically, the separation of weaknesses and rewards and the other points below are being worked on and it is taking time to test and adjust these items.
    • Addition to weakness effect that cumulatively reduces the enemy’s physical and magical attacks
      We are making adjustments so that the level of these effects are such that you do not need to rely on temporary items.
    • Weakness option revamp
      After eliminating abilities and spells learned via merit points as well as further filtering for pet related abilities, we are making adjustments so that every job can perform equally.

    The above items are going to be fuel for discussion for adjustments to the existing Voidwatch content, so we would like to pay extra careful attention when making adjustments.

    Since this is the final chapter, we feel that the battles should have a feeling of accomplishment and fun as well as really good rewards. Also, not only for the final chapter, but we would like to make the entire Voidwatch content even more enjoyable.

    Due to this, please give us a couple more weeks. Once we finish the balance adjustments, we will have a version update for the final chapter of Voidwatch. (We will be sure to announce the date once it is finalized.)

    I apologize to everyone who was waiting and looking forward to this. We appreciate your understanding.
    (14)
    Devin "Camate" Casadey - Community Team

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