Patch 1.19 Notes
OMG OMG OMG OMG!!!
It's for real! not another fake thread!
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Patch 1.19 Notes
OMG OMG OMG OMG!!!
It's for real! not another fake thread!
Topic numba 3!
JP name~ wwwwQuote:
Nanawa Silvermines
It's so long! but there's no "TL;DR"ing this!!
It's.. beautiful.
Just read the whole thing! Gosh im excited!
holy cow yes! LOTS OF STUFF!
Um... All the ancient magic spells have been changed to single target, increased recast to 90 seconds, and all share a recast now.... I hope their damage has been modified to go with all that.
the best thing i seen out of this post that will help me the most.
[dev1162] The condition whereby gathering for extended periods of time reduces the rate of item yield has been alleviated.
no more gathering fatigue!!!!!!
I like the adjusted abilities. Nice stuff. So happy to see intros too. This game had a very high bar for newcomers to climb over to get into. Very very good foundation work here and some good content to appease some (although lets face it, this game doesn't need content, it needs core fixing THEN content). Anyway, very pleased.
So I'm assuming every crafted piece of gear I have will become "Dated" and the new gear of the same type will have better stats?
I love it!
I only have three negative comments:
1. I raised an eyebrow at the changes in conjurer. While I have not reached those skills yet, on paper that seems really restricting. Of course, I'll wait until I try it before forming a real opinion, but I imagine higher ranking conjurers will have given adequate feedback well before I get there.
2. I read about this a bit in the forums, and I still don't understand the purpose. Why are we able to cast in passive? Why shouldn't we be casting in fighting mode like everyone else? I rather like the fighting mode, it gives me more to manage.
3. The abolition of Guard. Even though I was having some trouble mastering that in conjuction with the auto-attack, I did like the idea of the skill. I would rather have seen adjustments to it than automating it all together.
I think of FF as like the difference between a stick-shift and automatic. The more control I have over my character, the better I like, as long as it's not so much that I can't pay attention to the fight.
Other than those, the patch notes are very exciting! Kudos to all the hard work the devs have been poring in. Can't hardly wait. :D
This Patch 1.19 is just awesome! It reeks of awesomesauce! It's almost a whole different game with all these changes lol, an awesome one! + Lots of Contents!!!
I can't wait for Oct. 4 now, I bet It'll take me a whole day just downloading the Patch :P or someone go change SE's clock to Oct. 4th!
I bet they'll panic; "Damn, how did it become Oct. 4th so quick!? I thought we delayed it for 4 days for the Team to rest and sleep!?" jk :p
On the CON changes, we barely ever used the Ancient spells because of their mechanics and relatively low damage for the MP cost and wait time. If their damage is much higher now having them be single target is IMO much preferred.
Casting in passive is so we don't wake enemies we've slept or unbind enemies we've bound. It's also a lot less tedium because in most serious fights casters would previously cast then immediately go back into passive mode to begin recovering MP. It takes an extra step out of it for convenience.
I tend to be against making things over-convenient. For instance, I would have more interest and appreciation for a carpenter that can carve a beautiful piece with his hands and a few simple tools, rather than using automated machines. For me, this is a skill issue. On top of that, I believe that MP should be ajusted in the jobs, so that healers would not need to regain mp as much.
That being said, this is simply my feedback. I'm not losing sleep over it. :)
Now this is the kind of patch I've been waiting for. Looking forward to seeing this go live.
It's just taking out a simple step like i said. Instead of having to hit the mode switch button after every cast, now you will stay in passive... its not skill based at all really.
I thought you don't regen MP/HP while incurring enmity though (mentioned in the patch notes, unless I am already jumbling up information; haha, which is likely) So casting while in Passive/Active is just moot now?
I liked the patch notes, no major complaints but I still wish they'd give us a mail box. Just recently a good friend decided to try the game and when he figured out you can't trade broken gear and you can't send stuff between characters he decided this game likely isn't for him. It's good they are adding tutorials but the game still lacks some very standard MMO features that are still killing the entire game for some people. :(
it's probably a typo but one of the company's Patriot bands gives spiritbond rate +11 instead of just +1 like the other cities.
Confusion, confusion
Ancient Magic:
・Now affects a single target.
In german:
Der Schaden wird dem Gegner nun direkt und ohne zeitliche Verzögerung zugefügt.
Translation: Instant cast with no cast time and no dmg delay
Get we now single target or instant cast?
As I said in the other thread, while going from passive to active might not seem like it takes that much skill, it's just one more thing you can mess up. My... dislike (hate is way too strong a word) of this has to do with other areas than what you mentioned. I like to push the skills of timing and judgment to the limit, whether soloing or with a familiar group. As it stands now, a mis-stroke of simply taking too long going from passive to active can get me in trouble. Now, I won't have that problem, and I actually would rather have it there.
Anyway, that's the last I have to say about this. I didn't mean for it to turn into a discussion. :)
Just read the notes. I am optimistic, however I will have to see everything in context before I get excited/upset about it.
I am very impressed with how organized the notes were though. Glad they gave quite a bite of detail as to how things are going to work and such. Good job team, looking forward to trying out the hard work you guys put into it...
May I make a suggestion though...{Search Party Funtion} {Can I have it?} {Yes, please!} :D
Indeed I feel that a search function is critical to have in the next big patch, especially since we are going to have 3 Beastmen stronghold to raid, 3 dungeons, Ifrit Battle and HNMs, not to mention the fact that parties should be getting even more popular with those sexy exp bonuses :D
Yeah, the thing is, what would everyone be looking for in a party search funtions when implemented? Are they looking for something from FFXI or something from WOW or Rift? Just curious. I never played WOW but heard of the search funtion, and I never got far enough into Rift to try it out, though I do know a little of how they work, and I am a vet of XI, so I know how that works...and even though it worked fairly well, for me I would have to say that the XI style of the party search feature is not my first choice.
Any ideas though? Seriously?
So long as there is a way to "put up a search flag" and pt leaders can "see" a list of "flagged" people, I would be happy. They could add as many options or details to that premise so long as it is performed that way.
There was supposed to be a tutorial for the party search coming this patch, right?
I think the party search works fine but some sections need to be reworded. At least if the tutorial is forced in the intro of the game it will have more exposure.