I'm not sure this is correct. Assuming they are going back to an exp formula similar to pre 1.19, PLing (in the same way) is still very possible, just at a slightly slower rate than post 1.19.
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All I hope for at this point is that PL will be truly voluntary effort and not something that benefits him as much as the player getting PL'd (through a party of 8 PLvling themselves taking turns).
That was possible before 1.19, just slightly differently.
let me explain the difference.
POST 1.19 PLing
group consists of 1 level 50 and 7 level 35s
the 50 kills everything while the rest watch, the level 35s get more exp than the level 50
everyone got exp
PRE 1.19 PLing
group consists of 1 level 50 and 7 level 1s
the 50 kills everything but the level 1s only get exp if the level 50 gets none or very little
only the low level chars get exp
I am pleased with the saving of actions and Natalan
well we will see what they do
the "best" solution to everything is for exp to finaly start scaling like it does in most other games
with exp gains the same for everyone in party, based on whoever is the highest level....
but thats probly not what they did
we will see
"Actions and abilities set to the action bar are now saved when changing classes.
When changing to a class for which action bar settings have been saved, those settings will automatically be loaded. Any recast timers in place will not be reset by changing classes."
:D:D:D:D:D:D:D:D:D thank you thank you thank you finnaly
I'm thinking that this might still be possible with a single group. Check it out:
With the previous formula (pre 1.19) if a group consisted of lets say 1 rank 48 and 7 rank 1s and the 48 fought r45+ mobs the rank 1s got nothing because they were considered too low. However, if that same group fought rank 10 mobs, the rank 48 was considered too high so the rank 1s got all the SP.
I suppose we'll have to try after the patch to see for sure what's possible now...
I didn't see any mention of the issue causing monsters of different species to link.
As fun as it is at times to have 10+ mobs hitting on your party I was hoping it would be fixed somewhat.
if they fix the diffculty in leve's and the amount of xp you gain, this PL shouldn't be an issue.
I thought that the link system was suposed to have the mob/s you are fighting be able to call for help once in the fight and it would not be restricted to the mob type. So the mob/s you are beating on can call for anything within range to come help.
Well thats what I read for the 1.19 patch notes on linking.
Really good patch info :) too bad thread turning into another PL discussion thread...lol
This was annoying as hell... good!Quote:
An issue wherein the system message “Materia conversion successful!” would not fade as intended.
YES!Quote:
[dev1202] The rate at which the Disciple of the Land ability Fingerprints of the Gods triggers has been increased. Also, once the ability has triggered, its effect will remain active for all gathering attempts at the current gathering point.
HELL YES!Quote:
[dev1203] Actions and abilities set to the action bar are now saved when changing classes.
Wow I missed the Fingerprint of the Gods Part. PRINCESS SHALL BE WORKING IN THE FIELDS TODAY
You see, we can't determine this yet, but powerleveling won't be as it is now because it's obvious a level 1 will not be able to get xp or enough xp from higher level killing highish level mobs.
Also it's not a display of immaturity, it's just how the current MMO generation is now -- People went from just playing the MMO, to knitpickers and "have to be my way or the highway".
Patch 1.19a = awesome
Being implemented later today? = even better
Having to wait to play post 1.19a? = sucks, but we'll get over it :D
No more annoying running away monsters in the middle of a fight? Awesome.Quote:
Originally Posted by Square-Enix
Saved action bars! TP degen less brutal! 1.19 just got -even better-.
I <3 you, SE.
Actually, I quite liked this feature as my butt was saved many times because the mob(s) stopped attacking me and went back to their spawn point...Kiting FTW! (As a solo Archer I need to employ Kiting frequently.)Quote:
http://forum.square-enix.com/ffxiv/i...quote_icon.png Originally Posted by Square-Enix
An issue wherein battles could not be sustained with an enemy that had left its territory.
Doesn't matter how many times it's said, people still seem to assume it'll take 2-3 months no matter how much you play. Which was the goal of the fatigue system: slow down players with more time. But it only hurt players with less time as those with the time and resources just powered their way through the decrease.
I agree, 2-3 months is a casual target. A player needs to make only 24k a day -- which can be done comfortably in an hour -- for two and a half months to reach cap someone playing 5 hours a day can hit cap with the same rate per hour in 15 days.
Post 1.19, the slowest part of leveling solo seems to be 16-20.
I hope that this range gets some attention in the future.
Sorry if this has already been answered, but is this patch dropping today?
*Saved Actions. - yesyesyesyesyesyesyes
*The rate of TP loss while not engaged in combat has been reduced from 300 TP per 3 seconds to 90 TP per 3 seconds. - yesyesyesyesyesyesye
2pm PST today.
http://forum.square-enix.com/ffxiv/f...31-Maintenance