I like all the small changes like invite and actionbar + I really wanted Auto-Attack.
Sounds very good to me. Can't wait to try it.
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I like all the small changes like invite and actionbar + I really wanted Auto-Attack.
Sounds very good to me. Can't wait to try it.
As a Lancer, I'm very excited to see some of the new attack animations!!
Not true. Any time a solution for a known bug is to force close the application, you're opening up all kinds of ugly situations with lost items, experience, etc. Whether you're developing a game, or a small mobile application, if you're telling your audience to fix a bug via force closing, you automatically look like you don't know what you're doing.
I dont think its going to be slower , mainly because we have 1 zillion skills. now what skills you have and how you use them is going to matter.No more 111111111111 spamming , how can that be bad ?.
Sure they are limited to how many can we have at once but still are a lot.Unless many share cooldowns, but i didnt see anything about that.
I wonder what that NPC in Gridania's for? They seem to have put emphasis that it's new!
This is true, it may have been an anomaly, but with the way SE handles information, I would assume it was not just a small anomaly or it wouldn't have even made it in the patch notes. Either way, if this starts happening frequently among players & there's a loss of gear, or experience points, or what-have-you, it'll be a whole new big shit storm for them to deal with. And as per the usual, SE's customer service isn't top notch either for retrieving lost character data.
People need to not take this the wrong way either, I think it's a good patch and I'm excited to see everything, but something about a company telling you to force close a program sounds extremely unprofessional.
Didn't they just replace equipment and do server maintenance to fix rollbacks like this? Whether the company tells you to do it or not, there have always been cases where players have needed to force close their game. I think it's gettin' blown outta proportion just a lil bit.
I came buckets while reading those patch notes. I am more excited now then I even was for release day. LET ME ON LET ME ON LET ME ON
Edit: those beast camps will make Eorzea feel alive. Amazing, amazing, amazing!
While you still have tp maneuvers, the problem is the very basic playstyle differences between classes is now going away. With no cooldowns on basic skills, a pugilist played very differently than say a lancer, now the classes are essentially the same, and all will have to be a slave to tp, and long cast timers.
I also expect with the huge increase in all mage spell costs, that they will end up going passive and waiting for mp a lot, Unless they increase the mp pool, the fact that everything now costs way more, suggests that mages will be 0mp a lot. This will slow down parties a great deal, as you will probably have to wait for mp often for your healers. i mean, curaga cost 100+ mana?
they say they want to make soloing an option, but damn homey, with those costs, and half effeciency, solo self cures are completely done.
Battle is looking really bad right now. I mean maybe it all comes together like magic, but battle seems like it will after this patch become, less effecient, less entertaining, and slower in multiple ways.
Thank you Yoshi P I knew you guys would come through for us!!! I'm soooo excited! I'm drinking a cocktail (cranberry juice and vodka, yes I'm gay ... so what) While playing FF7, I'm calling Ifrit woot! and my patcher is @ 52% with 12 mins remaining! Yes my ports are open!
I like how people are complaining about the recast times. News flash, you should not only be using skills from your disciple, but from others as well. This isn't WoW where you spam 2-3 of your 'best' skills. If you don't have a full bar of skills and at least 2 macro bars of skills at your disposal, you are playing this wrong.
[dev1001][dev1002] Several new sidequests have been implemented.
(Wonder how many!)
[dev1086] A New NPC, Ronan Kognan, can be found in Gridania at (5,5).
(Wtf? Race ya to him!)
[dev1088] Toggling between active and passive modes can now be done while moving.
(Yay!)
[dev1092][dev1013] Several new items have been implemented.
(How many! I wanna see! Someone crack open the .dat miner.)
[dev1099] A record of all previously visited gathering points is now saved for each Disciple of the Land class.
(Saved where?!)
[dev1079] Two new options have been added to the party search and recruit features.
- Instanced Raid
- Seek Invite
(Yay!)
^^
Yeah, what's up with that new NPC? They didn't really say anything about him aside from the fact that he now exists.... I may have to head over there and check it out first thing lol.
Possibly Raid entrance quest?
But they only mentioned one new NPC and the dungeon entrance quests are in each city so......
I think the raid entry quests are Grand Company related content.
Nope, I'm one of those crazy folks who really doesn't care when a patch comes, so long as it's for the better of the game, and so long as it doesn't look like time was wasted. Congratulations on the assumption though, clearly you have an amazing forum prowess and are leagues ahead of people in their own beliefs.
It can be more generic, because it will be, the only things that were unique to each battle class were the basic skills, the basic skills could be done often, and changed your playstyle. They were the meat of the things that altered gameplay from class to class.
You say now you want to make using multiple tp skills the basic style? this means every melee will play virtually the same, and will all use weaker WS from other jobs to fill the tp gaps.
I agree that playing healer was too easy, because they didnt want anyone to have to be forced to heal, and while it would have been interesting to try and make it more difficult, all they have done is slow it down drastically. I want healer to be entertaining, but a healer at peak effeciency in this new system, can he keep up with a party non stop killing? If even the best and well balanced healer still has to tell people to wait for mp, then basically the new healer just slows down everybody.
the effeciency of battle going down, cant really be denied, every class in some way or the other has taken some nerfs. How interesting it is? for a pure healer its probably more interesting, but if they wanted to make a pure healer class, they should actually make a class that works well and synergizing in protecting and healing charachers, just increasing the costs of heals 3 fold, seems like a bit of shallow way of dealing with making healers matter.
In that sense, would you be happy to wait 6 years for a 15 gig sized patch which got EVERYTHING done in one blow? No, I didnt think so. You're right about having concerns about bug issues, but did you consider that it is something they are addressing to us now, to show they are working on them?
Show me an MMO without bugs, I would be interested in seeing this heavens delight
Wonder how bad the MP change in cure going to affect solo/duo players, meh gotta try it out first and see.
Really liked fighting hard mobs solo to see how long i can last/fight. Should be ok, just need to think of another way to do it :D
I noticed that the enemy HP bar looked different in the Darkhold preview video than it did in the screenshot that displays the enmity icon. Not a big deal, but just something I noticed o.O
8 person parties, are going to have multiple healers, I'm sure any party with 2+ healers can make it work easily. that and with all the Buffs and regen's in the game I don't think think the healer slow down is going to be as dramatic as you think, or even a reality at all.
Show me another high end gaming company who's resolution to a known issue is "Just force close the application, it'll be alright."
Sorry, but something like this should have been addressed prior to patching, I would much rather lose five *** side quests than have to worry about my game locking up on a loading screen.
Game crashing > content.
Um.
I thought that was bad enough, but then I had to see..Quote:
Broad Swing 30 second recast timer implemented
What, the, fuck?Quote:
Cure Effects only a single target
MP cost raised from 12 to 45
Cure II Effects only a single target
MP cost raised from 20 to 75
Cure III Effects only a single target
MP cost raised from 36 to 135
Sacrifice Effects only a single target
MP cost raised from 10 to 35
Sacrifice II Effects only a single target
MP cost raised from 18 to 68
Sacrifice III Effects only a single target
MP cost raised from 32 to 120
They can't be this stupid, honestly. I have to get in the game to see what's going on. If they are that stupid, then they've just forced me to quit.
Note: If you couldn't tell from the Marauder quote, I'm talking about playing solo and using cures while playing the DoW classes.
PS: @Translator: It's 'affects', not 'effects'.
I wouldn't worry to much about the slow pace of battle.. SE already admited it was too slow and said they wanted it to go live before adjusting it so they didn't get it wrong.
How do I open ports again?
Im sorry but it seems we are talking bout 2 different games. if you loved the game the way before today . Then nothing i say will change your view of thins.I think the game needed a mayor overhaul, and personally i think it has been completely in the right direction.
I stoped playing for most of the thins that have been changed today.
I(and i know many more) will be giving the game a second go , because of the battle changes from 1.18.
If you like ill go deep in detail , but i think it should be obvious what the complains are.
Please keep in mind im speaking about battle only.The rest is just a bonus to me.
looks like lancer/archer will rule DD even more now, with lancer possibly taking the front, since now for DD it has gone even further to a how fast you can tp game, Speed surge, comrade in arms and invigorate will become even more important skills. Marauder is seriously in trouble. its losing tank potential on multiple monsters, losing its comparative ability to mitigate dmg compared to glad, and at the same time its going to lag behind lancer even more than before, and will most likely have the slowest delay with axes, wonder if they are going increase weapon att
If you were even close to running out of MP as Conjurer before this patch, you were playing horribly wrong, probably spamming cures non-stop even while everyone was at full health. SE wouldn't have made this change if it made healing impossible. All it is doing is weeding out the terrible healers.
I like how everyone complained about how the game was going to be too easy after this update, with amazing raise spells, and enmity indicators... If you ask me, raising the MP cost on Cure alone makes it exceptionally more difficult. 135 MP for a Cure III means we can't spam it. In fact, we'd be limited to using it 9
(maybe 10) times in 1 battle, and I have a good feeling that we'd have to use it more than 9 times for the R50 dungeon boss. On top of that, you can't spam it to cure everyone in range anymore. This will be a different game we're going into, for the better if you ask me.
•[dev1065] The HP bar of invincible targets will now be displayed in grey.
HMMMMM I expect to see some of these guys in the dungeons. I wonder if you have satisify some sort of condition to damage them?