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Nothing has to change for people that like it the way it is now. But they should never have forced that change on people that liked it the way it was.
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That's fine if it's content only and not drops or rewards. Those should be exclusive to those who have committed the time and effort to clearing content. Or as an alternative at the very least sacrifice rewards for ease so just like adding players who have completed it reduces drops so too should echo. Achievements and gear are already rendered antiquated and obsolete way too fast as it is.
If we were talking about unlocking the coils, it wouldn't make sense lore-wise that you would be able to access FCoB without even beating the previous coils. It's still highly unlikely that they would remove that restriction, but it still is possible - just very unlikely to happen because of how delicate SE treats story-related quests.
Well I don't mind grinding 2000 Light. I could get 2000 light probably in 3-4 days. I mean if I did mind it, why else would I have grinded 3 Nexus's with a 4th one coming lol. Just saying it would be nice but if not still be okay o3ob
There are also 2 minions left (in the database) that don’t have a method of obtaining yet
I reckon there will be some kind of minor story quests or side quests in relation to those 2 that will give them as rewards. Maybe those quests will be in this, or some other future patch
Oh god, if the echo is going to bother the top tier's so much, then just turn it off and get on with your gaming life. The content was a wall, sure, but on the release of new stuff, you just want to move people forward and keep the material relevant and keep them subs going. Ultimately, hardcore players only make up less than 10% of the population if that.
News update, you don't have to be hardcore to raid in FFXIV. It's not a reason saying so, it's an excuse.
Some are against nerfs because they want to clear it at its original difficulty. SCoB Nerfs took away the majority of the challenge and some resent how far they did go because they were unable to experience it properly.
Adding an option to run it at its original difficulty or as echo+nerf version will satisfy both crowds.
- Allagan Tomestone of Poetics Weekly cap removed.
- pony drop rate increase to 200%.
- FCOB (Savage).
- Player allowed to have an Affair.
- MB taxes are reduce to 1%.
- fat moogle minion added.
- 10.000 healer and 10.000 tank sent to each server as reinforcements for duty finder.
Weekly Poe being removed 8 weeks before expansion sounds about right
Oh god, if the echo is going to bother the top tier's so much, then just turn it off and get on with your gaming life. The content was a wall, sure, but on the release of new stuff, you just want to move people forward and keep the material relevant and keep them subs going. Ultimately, hardcore players only make up less than 10% of the population if that.
Can't tell if you're trying to troll, or just didn't read the topic. I'm going with the latter. Since it doesn't look like you took the time to read the topic, most of us are not against implementing the Echo in FCoB and it has been said countless times within this topic including by some of these 'hardcore' players. Nerfing the mechanics are an entirely different story. Some of us here can't see them do much to the mechanics because of how few and how simple yet complex they are. o:
without defend the nerf, most of the past nerf was about capacity that was extremely punishing if you didn't pay attention. more important it generally in the first turn that the nerf come. do they are needed? probably not for a static. but that the point, at this moment, they only want a maximum of person be able to experience this content. they don't really care if people do it with a static or not.
my main concern about the raid of FF14 soo far are 2 thing that was over used for increase the difficulty of the content artificially, the scripted fight and the "instagib" capacity. the second are there for make sure we don't ignore the first, making the combat dull when you do the script. but the question there is.... do it is still a fight... isn't more a Dance Dance revolution game? we are not reacting, but anticipating the capacity of the monster and for me that a huge trouble. most of the fight follow a script that repeat itself over and over and over and over. where one error from one member can often lead to the death of the whole raid.
what the point? do it test the capacity of the group? or the capacity of each to follow a script? in ancien game you had script... because, let's be honest, they are needed, but even if one person was doing an error, if the group was good, it was possible to cover for it. in FF14 it's not possible, one person do one error and most of the time it will lead to a wipe.
ps: i will not talk of the learning curve that are simply way too bad! making hard for new player to really understand hl mindset without spend countless day at wipe over and over and over. because you jump from an easy content to a hard content like it's nothing. it's like walking in poney land and suddenly be throw into battle royal.... let's hope that with heavenward they will correct this .
the problem is: the very most of the playerbase are simply bad and has no idea how their choosed class works. plus they don't want to work even a little bit to clear the content. but somehow they want to clear coil. look how many people stuck at t9. we built a new group with only 2 people who had a t9 kill. the other 6 were new. and we cleared it within 4 days (we were raiding 3 hours one day, so 12 hours in total). and we didn't used voice chat... 3 days for t10, 2 days for t11... now we start with t12^^
we are just normal players, a few evenings of 3 hours can everyone spend to clear the content... sadly most people are simply too bad and that has nothing to do with hardcore or casual and how much time you have for playing.
I'm still angry that I never got to experience un-nerfed Second Coil. I would love to have challenged it at its original difficulty, but unfortunately, I didn't start playing until late enough that by the time I was able to unlock Second Coil, it had already been nerfed. It's completely unfair that people who start playing the game later on have no choice but to play the nerfed version even if they don't want to. It's essentially screwing over everyone who wasn't there when the content first came out-- which is a lot of people.
I'm really hoping that we don't get any nerfs or Echo tonight because I'm still working on Final Coil and want to complete it as it was meant to be experienced, without any nerfs.
mostly because before coil, they are never really tested... most of the content outside Coil is way too easy. most of the playerbase don't have the experience needed for coil. it's a problem of learning curve and the challenge offered outside coil. the dungeon are a joke. you don't really need to have a lot of skill for beat them, most of the time when they come out you already have far better gear than needed. how you want this playerbase to become better? they can't! because the only change exist into coil. where the first error = wipe.
most of the nerf on the first coil (with the echo) did concern ADS on T1, the rest was nerfed with the better gears and the echos. the change was about the paralyze attack. before it was during more of 15 second and was impossible to dispel
you know... you can remove the echo boost. by just clicking on it.
Thats what I always do!
Interestingly enough, FCoB has a lot of it but it can be worked around through party communication. Heck the mechanics are more reaction based because of how much RNG is involved. Heat Lightning and Nanospore Jet come to mind here. You can recover from player deaths as well (I've done so in T11 farms when people start to get tired and mess up), but it makes the fight harder, especially T12's final phase. Nonetheless, it is recoverable.
Because me getting to experience the story needs the fights to be nerfed > new plebs that just started the game and are looking for some challenge and fun. /s
I was one of the lucky people who managed to experience and clear up to T11 pre-nerf. I really hope they don't bloch FCoB too much if they do decide to nerf it. I'm fine with echo, but I didn't like how they handled SCoB. I mean the nerfs were justifiable because of the whole DF setting, but I don't see why they had to nerf things like Blighted Bouquet. All you had to do was stand still till it blows over. :(
My assumption is minor adjustments, item removal and replacement, and uploading some pre content for the expansion (to reduce day one and early downloads). However, prior to rouge they removed things like maddening blade and other short dagger like weapons for gld/pld and replaced them with swords. They might do the same thing in this or the next one and remove any large swords that are named after two handed long swords and replace them with shorter/thinner one handed blades.
Someone in here said the echo buff makes fights 20% easier. The Echo buff does not make anything 20% easier. It makes you 20% stronger. The buff doesn't suddenly make it so you can dodge, weave, and generally have more skill overall.
The reason folks still fail at T9 (or other fights) despite the 20% buff is what the problem has always been; the frequency and timing of mechanics and the ability of players to overcome those mechanics through sheer choreography. It is, after all, just learning the mechanics and getting everyone on the same page at the same time. I refer to this as "skill" and the echo buff can't give you skill.
This being said, I wouldn't mind if they eased some mechanics in T9 though so other players can move past it and see the story before 3.0.
In order to create a greater level of balance amongst melee DPS roles, the following revisions have been made:
LNC/DRG Jump: Additional Effect: Reduces target's critical hit evasion by 10%. Duration 10s
further increase drop rate of alex from fates and dungeon items for zodiac, pls.
People usually get their hopes up, then the patch notes land:
*Fixed small graphical glitch of Nanamo's right toe.
I doubt they'll unlock poetics, but even if I did it wouldn't make me run the godawful 2.5 dungeons any more than I already do.
Pretty sure there'll be FCoB adjustments, though in what ways I'd rather not guess. If it gets nerfed then I really fear for the skill of the playerbase in 3.0.
Steps of Faith restart option plz. At least the roulette people will stop instantly dropping out of the Trial. I myself havent touched Trials roulette for fear of getting Steps of Faith again.
This is honestly one of the biggest problems with the game. No medium difficulty. Ex Primals kind of fit that niche but very poorly since it was only 1 fight every 3 months. The lack of an Ex in 2.5 was a really big blow to the middle game. It's a shame the Crystal Tower series was so poor at fitting this niche. We really need more ways for people to realize their weaknesses, and more content for them to practice those skills against. Expecting people to go from face roll straight to coil with a learning curve that looks more like a cliff was a mistake.
The learning curve from normal to coil looks so much more like this.
http://www.mightybytes.com/wp-conten...ning-curve.png
Kinda came outta nowhere, didn't it?
Predictions, and I just checked the Lodestone -- not up yet:
Steps of Faith will be nerfed. (*BOO!*)
FCOB will be nerfed. (Neutral, don't do Coil right now.)
Hopes:
This patch kinda came out of nowhere, so I'm hoping there will be a major revamp to screw over all the RMT spam we've had to deal with.
Frankly, and we saw this with Steps, much of the playerbase doesn't know it's ass from both hands.
The fact is that the game should've had more brick walls before this in the storyline. Lose a few subs? So be it. But now you're forced to nerf Steps or be shocked as to how few people are able to do 3.0 content in two months.
Remove poetic cap
signed, everyone.
Official notes: http://na.finalfantasyxiv.com/lodest...5e610089cc0c86
Quote:
The Final Coil of Bahamut has been adjusted as follows:
Players can now queue for the Final Coil of Bahamut solo via the Duty Finder.
Players can now check the "Join in Progress" box when queuing via the Duty Finder.
Players must now meet the following item level requirements:
Final Coil of Bahamut – Turn 1 Average item level 110
Final Coil of Bahamut – Turn 2 Average item level 115
Final Coil of Bahamut – Turn 3 Average item level 120
Final Coil of Bahamut – Turn 4 Average item level 123
Players will now receive the power of the Echo.
The Echo will take effect upon entering the Final Coil of Bahamut, increasing players' maximum HP, damage dealt, and healing potency by 10%.
* The strength of the Echo will not increase in the event all party members are incapacitated.
The Shadow of Meracydia will no longer appear when Bahamut casts Gigaflare a second time in the Final Coil of Bahamut – Turn 4.
The drop rates for the following Extreme primal battle rewards have been increased:
Aithon Whistle / Xanthos Whistle / Gullfaxi Whistle / Enbarr Whistle / Markab Whistle / Boreas Whistle