A little disappointed that what looks to be the DRK mount is just reskin of the Coeurl mount, I was expecting a Panther when I saw DRK's PvP armour, but ah well. I'm not going to lose any sleep over it.
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A little disappointed that what looks to be the DRK mount is just reskin of the Coeurl mount, I was expecting a Panther when I saw DRK's PvP armour, but ah well. I'm not going to lose any sleep over it.
No. The experience distribution has been shifted - EXP on normal mobs has been reduced, and that missing EXP has been put on the bosses.
This is specifically because starting around Cutter's Cry, the fastest ways to get EXP were just to slam the first room over and over, and the devs aren't fond of that (Like they weren't fond of people dropping Brayflox Hard after the second boss because of where tomestones were being distributed)
I think they're also concerned that if you can just pick whatever L50 dungeon you want for EXP, people will zerg to one or two specific dungeons to level and people seeking to do other dungeons will be screwed over; hence why you're incentivized to Roulette them (so that the game's going to attempt to match you with any players who haven't done them yet)
Well, to be fair, the PvP armor is just a reskin as well... They could call the black Coeurl a panther still, just like they're going to call the reskinned Lionliege armor Pantherliege. Heck, Warrior is really the only one that won out on the Job mounts, Paladin just got a one-headed Chimera reskin.
One thing that disturbs me is that they added "Weathered Arondight" to the tome exchange NPC. Presumably an ilvl100 weapon for DRK.
The upgraded version should be Arondight.
Arondight, ladies and gentleman, is Lancelot's legendary sword from the Arthurian legend.
It's a name worthy of a relic, not some random placeholder weapon.
That's the thing with the Sol weapons though, they're all actually "legendary" in their own right. Not from a gameplay perspective, of course, but I think all of them take their name from some significant piece of lore. Certainly a good few of them share a name with Mythic weapons from Final Fantasy XI. Only exception I can think of is the SCH/SMN books.
I'll agree that they've been a tad wasteful with weapon names though... Tupsimati belonged to old Lou, the Grand Company leaders own various other "classic" relics as well (Death Penalty and Annihilator, Claustrum, and I believe they gave Raubahn Tizona), then there is the Primal Focus weapons which were meant to be throwbacks to the Final Fantasy III legendary weapons IIRC. Really have to wonder what they're going to name the new ones coming up in 3.1...
I'm pretty nettled about the extra paid retainers and no way to store the ever-growing inventory from the expansion. Considering there are too many new items to even list them in the patch notes, what are we supposed to do to our already thin-stretched(If you do a lot of crafting, or hold glamour, or just have a lot of classes maxed) inventory spaces? It's not an optional service if it's slowly becoming more and more mandatory.
But otherwise, I actually liked a great deal of the quality of life changes this patch seemed to bring. Honestly it's overwhelmingly positive for me personally, with just only a few neggling shortcomings like the one above.
It's not anything serious that I don't like but the fact that they added Miqo'te children and not Roegadyn children. What? Do we not have kids or something?
That's true. As for the mounts the bear mobs and the bear mount came in the same patch I believe, and it was barely a reskin. At least the Warloin is a remodel of sorts, even if it is just a stripped down version of a Chimera. However neither had been mounts previously, just seems odd they did not add something unique to DRK.
edit: clarity
Nah, I don't hope that at all, and I completely understand that's why they did it (I literally said this like two posts ago). It incentivizes using the roulette to get into parties that do actually need you... but at the same time, if I'm helping people clear by specifically queueing up with them, I get nothing.
It's just unfortunate, that's all.
I'd expect no-one is getting to 60 without heavensward, period.
If I'm level 50 and doing level 50 dungeons, I expect to get experience from them. There will be a lot more people around helping the new guys than if everyone only enters one of these things once a day.
To be frank, this is a kick in the teeth and almost a game-breaker for me. A deliberate ploy to waste my time.
The Retainers thing. I don't mind someone who hoards buying a couple more retainers, but to not give the common player a free retainer to increase their space in an already heavily item bloated game as well as adding three new jobs to any already full armory chest is just ridiculous. We have reached the point where the space we have is just not enough.
While I agree that SE handled it badly (I distinctly remember Yoshie-P saying that inventory size is a problem) but I'm sure I will be able to manage my inventory. Thing is, most of the stuff is dead weight. Like stacks of the same item kept by both retainers and the player as well. Almost no player plays more than 4 classes actively, so 4 complete glamour sets is more than enough. 5 if you count wedding dress.
And sure it's annoying to farm crafting materials every time you need it, keeping 3 full stacks of gigantoad skin for months is pointless.
I've said it another thread when it comes to the mats thing. Why do they only stack to 99? Is this some kind of Final Fantasy standard we have to keep? Why not 999? Those three stacks of gigantoad skins now becomes 1 just as an example. Not sure why anyone would have that many gigantoad skins, but it is just the example you made. What I really get at when it comes to space isn't necessarily hoarding mats. It is armory space and the Armoire still not being fixed. Yeah people only play only certain classes, but what about crafters and gathers? I know many players who switch between all crafters all the time and are all the gathers as well (I may not have leveled my crafting, but even I have all the disciples of hand/land with items for each). That is more tools in your armory chest and more armor pieces in your armory chest or retainer if you move it there. The Armoire still not accepting certain event items when it should just adds to matters.
Key disappointments:
- The new 'hard mode' roulette extended to include the current expert dungeons. Ugh... we've been down this road, and it sucked then too.
- Expert Roulette is now Heavensward only.
- No XP gains from non-DF hard mode dungeons.
- Everything to do with the summoner 'additions', because I had hoped it would at least have some focus on the pets.
- Scrip system locked until level 56. How does this make crafting more accessible, as was the apparent intention? Anyone struggling with their level 50 crafters is still going to struggle. Ugh.
Other than those annoyances, I'm quite happy with the rest of the changes. Though, that's partly because the wording on some of them is rather vague (skills were 'adjusted' etc) so there's no way of knowing their impact until I log into Heavensward.
I used gigantoad skins as an example as it really happens in my inventory. Plus, with HQ and NQ it is 6 inventory slots. I keep them in my inventory in case it might come usefull. I realise in hindsight that it was stupid and that's why I'm warning people of the same dangers. Well I level all classes gatherers included, and they have enough space for leveling. Sure if you want to glamour xour crafters, things might go out of hand but come one.
I think a few new items will be storable in the armoire now. Look it up-
I"m not sure what's wrong with scrips starting at 56, they are a parallel to DOM/DOW tomes which started at lv cap (50) at the time but the new tomes coming in are going to be for lv 60 once 4 weeks pass from release. If anything starting at 56 is a tad of a headstart that allows you to get into the system without first being 60.
The other thing to keep in mind is other than needing to complete the MS you can go straight ahead on DOL/DOH quest without any other pre-reqs other than finishing their class quest. So I'd say that "newcomers" having more struggles has yet to be seen because we still don't know how potent the gear is going to be from 51+ for crafters.
I'm in complete disgust about the fact that you have to buy the new retainers.
At first I was like we're getting 8 retainers!?! Awesome!Quote:
[2.0] Players can now hire up to eight retainers.
* Players are normally limited to two retainers per character. To hire additional retainers, please use the optional retainer service
Then I read the second line.
Thats a complete asspull in my honest opinion.
Between glamors, craft mats, housing items, fishing lures, food and pots the inventory at this point is already pushed to breaking point.
They should of given 2 new retainers FOR FREE PRIOR for everyone! And they jump on this like a vulture ready to feed off everyones money.
YOUR MEANT TO FIX PROBLEMS NOT TAKE ADVANTAGE OF THEM SQAURE!!!
I am not too happy about the Skill/Spell speed changes. But I am reserving true judgement until I get in there and get real perspective.
I'm worried a tooon of white mage stuff is gonna get nerfed. Probably unjustifiably. But I'm still worried.
I'm a little upset there was no mention of the Armor/Arms Guide that was discussed a few months back. Sort of like the Mount/Minion guide for armor and weapons you acquire because they could add in some neat little fluff pieces about this gear but they could tie this into the Glamour system. You obtain the weapon, it appears in your Arms Guide, you cast Glamours from gear in your Arms Guide.
It rehauls the tired ass Glamour system that also bloats players (Most players) all ready tightly packed inventory. I craft and gather a lot so I have tons of materials and armor, in addition to my Monk and Paladin gear. I'll still hope that they will follow this route for the Glamour system sometime in the near feature because it would HELP to alleviate some of the inventory issues for some players. I dunno about anyone else but I kept alot of my Level 50 AF for classes (Sorcerer's, Valor, Temple) for glamours and each of those is 5 slots on a retainer just IN CASE I might want to use it for a glamour at some point.
Honestly Diablo and WoW have a really solid vanity system and with how much Yoshi pulled from games like WoW I hope he pushes in this direction. Also, if you let us double the number of retainers we can obtain through RMT transactions to a total of 8 now, you at least need to allow us to have 4 without any additional sub costs, the same 50:50 split. The same people who bought extra retainers before will buy them again.
Now since I've been a downer, I really like that crafters are going to be getting specializations. I've been whining about that for a while honestly (Everyone can make everything causes so many issues with MB and removes the need for crafters and players interacting more with each other directly). New skills and traits for the DoL including new pre-50 traits and FINALLY FSH gets some GP skills. I pee'd a little in excitement when I read that.
Why? D:
The SkS/SpS changes seemed pretty good, with the other changes in mind, I was dreading SkS overtaking CRIT, but those CRIT changes put those worries to rest.
I get the feeling they're trying to even out the three stats (hence the DET nerf, since that was by far the winner currently), rather than leaving DET/CRIT as the dominant choice for most. Only potential issue is MP/TP drain when stacking the stat, but I kind of see that as a good thing; it encourages balancing out the three, rather than stacking two, and it's something which would be dependent on the Job at hand. MNK, for example, will probably be getting a lot out of SkS now, since it's getting an additional TP recovery skill, meanwhile sux2bNIN, though those increased returns on CRIT have me salivating.
Have to agree with the guy above me, I went full PIE/SS on my WHM partly cause they were gonna buff it. Regens are gonna be interesting to watch next week.
What can I say, I am a SMN and a WHM and the amount of changes make me... skeptical.
My faith has been shaken on too many issues in FFXIV over the years, but like I said - I am reserving true judgement until I get in there and get real perspective ^_^
I would be most grateful if you could link the info for me, I've been too busy lately and fell out of the loop.
My concerns primarily stem from all the healers being mainstreamed (losing their identity and personal strengths) and the re balance of the stats (det, ss etc) makes me wonder if picking ans choosing your gear will become less important (only ONE set of gear will be unquestionably BIS regardless of your personal preferences)
But again, need to actually get my paws on it to know for real ^^
1. More currencies being introduced while making gil questionably being less useful..
2. The lootmaster system
I think that they made that to avoid FCs of one single player making money with the airship, but small FCs will have a hard timeQuote:
Airships require ceruleum tanks to be deployed on exploratory voyages. They can be purchased using company credits from the resident caretaker in any of the housing districts.
The optional retainer service is the closest thing to P2W in this game... and now they did it biggerQuote:
Players can now hire up to eight retainers.
* Players are normally limited to two retainers per character. To hire additional retainers, please use the optional retainer service
Japanese version:What it says, is this:Quote:
「未知の採集場所」と違い時間内であれば採集を中断しても消えることはありません。
Current Unspoiled Nodes will disappear if you cancel gathering. Like if you click on it, then immediately press ESC to exit the gathering interface without gathering anything, then the node will disappear. The new nodes will not. You could knock it once, then cancel to run away from a mob, for example, and then come back to carry on gathering like how you can with all the normal gathering nodes.Quote:
Different to the Unspoiled Nodes, these nodes will not disappear during its pop time even if you stop gathering mid-way.
It's probably because 99<128, and 128 is one byte. To allow a stack of 999, it will require two bytes to store the quantity, which literally means doubling the storage space needed for every player. But I'm just guessing. It's as likely to be just a design to force people to have inventory problems, as inventory management have always been part of a lot of RPGs.
I can't find the exact quote from Yoshi as I don't have the time to dig around for it at the moment but I can summarise the changes:
Skillspeed and Spellspeed will not actually increase the tick speed of DoT or HoT effects but rather it will increase the potency of each tick. The result will be that the speed stats act as a second DET boost to DoTs and HoTs in addition to their previous effects in reducing cast times and GCDs. In addition to that they will also be increasing the DET of pets now, so Spellspeed on a SMN or SCH will translate to an additional DET boost for their pets. I presume Skillspeed will have the same effect on MCH pets too.
It's a rather unintuitive fix due to the ticks being based on the server clock which is why they can't speed them up. Nevertheless I actually think it's a really nice fix. The value of it will, of course, depend on the numbers but that's a simple thing to adjust if it's either too weak or too strong. At the end of the day though it is nothing but a net gain for everyone. The only potential point of contention will be if it's enough to bring SMNs up to par with BLMs.
The changes to Determination don't hurt me as Bard nor Dragoon given it's not the first nor second stat you should be working on with said Jobs. It does miff me in regards to White Mage where Piety and Determination are your bread and butter. Hope the hit isn't too substantial. As for the redistribution of experience in dungeons, those who were doing 'first room only' runs of Vale and Darkhold... you brought it on yourselves. Could have run the dungeons as normal and Square wouldn't have cared one bit. But no, you had to go and ruin it. Good job. /golfclap
Where is all this talk of a DET nerf coming from?
The only change regarding determination in the notes is this:
Auto-attacks. Nothing else. It won't affect healers at all and will hopefully mean SMNs can finally stop with the book smacking in melee.Quote:
The effect of determination on auto-attacks has been reduced.
The whole point of that change is to ensure that the core damage of any job comes from their skills and not auto-attacks. The job this will hit the worst is probably PLD as they rely on their autos quite a bit in sword oath.
Unless I misread, they're reducing the exp for turn-ins as DoH (or was it DoL?) which isnt sitting well with me as I'm still to level these fully and like to just hand in items whenever they pop up as something I have.