This is exactly my worry. It's kinda exciting to have to learn your hate as an Archer. At the moment, it's what helps separate good and bad archersI'm not sure what to think of the proposed enmity/hate meter. On one hand I think it shall be very interesting to see how you are parsing against a mob - for the purpose of say holding back an attack if your hate gets too near the tanks. However, the other side of that is I don't want things to be too easy.
Not a complaint, just an observation, as long as there is still a challenge I'm a happy man.
i think it should help with someone whos backup tanking. i dont think its going to make the game super easy but it should open up a lot of dialogue; especially when ur talking about numbers and not trying to play a guessing game with how has the most hate and who almost has the most hate and all that messhow they describe it it, how much hate you have compared to the one getting hit at that moment, say the tank is the one being attacked, and you have 20% it means your pretty low on the list.
soooo it should be fairly easy not to get hate now, if you dont want it. Unless moves are very high hate, and you have to act anyway, like if someone is dying and you cure.
In one way it opens up strategies, like the healer calling out 90% and then maybe a back up or lancer.archer might throw a heal, or letting your hate slide so someone can tank for a little bit, but on the otherside, i can see everyone just trying to stay below it. ehhh we ll see how it works out
oh by the way, everyones getting nerfed, see when they said solo people fighting things their level? That implies we are going to get a lot weaker lol
Solo Play
Solo play is the preferred choice of those short on time, and we intend to preserve the balance wherein adventurers can take on foes of the same rank unaided. Even as we work to further accentuate the uniqueness of each class, we will make it so that all classes are capable of ranking up via solo play.
Yeah, but that's funny. I know everyone wants to feel bad ass or special, but wouldn't you rather ONLY play with "good" players limited in number or "bad" players masquerading as good players due to tools at their disposal that make them indistinguishable from "good" players?
I mean I get what you're saying. I like feeling like I'm the best at my job and I like when people notice. Everyone likes that. From a development point of view, though, I would want everyone to enjoy my game equally and if adding a hate meter pulls some "not so great" players up to "average" or "good" then it's more players feeling bad ass, and more available members of your team at a higher quality.
I am for the change, but I agree it will take something away from the game play we're used to in XIV, XI and MMO in general.
Character Development
* Battle Attribute Allotment
When it comes to battle, class rank should, by logic, be more important than physical level. The reality of the situation, however, is that attribute point allotment is dependent upon physical level, something that is causing complications in our endeavor to improve the battle system.
In the recent battle poll (thanks to all who participated), we learned that a considerable number of players would be willing to forgo physical levels, but wanted to retain the ability to customize characters through attribute allotment. Armed with this knowledge, we proceeded to formulate the optimal solution.
The decision: attribute point allotment will no longer accompany gains in physical level, and will instead occur when characters rise in class rank. Although the amount in frequency of points awarded will be lower than previously, players will find that each point will have a more profound effect.
; ; I love you! This made my night!
exactly, right now, i can take on mobs 10 levels higher than me solo. But in the new world, people will be looking to fight stuff thier level, soooo yeah we re going to be weaker if thats the case. i hope they buff exp then, because fighting mobs your level is like what, 60-80 skill points? We ll see how that turns outSolo Play
Solo play is the preferred choice of those short on time, and we intend to preserve the balance wherein adventurers can take on foes of the same rank unaided. Even as we work to further accentuate the uniqueness of each class, we will make it so that all classes are capable of ranking up via solo play.
lol c.c Think I died and came back from heaven when I saw the info... Soooo Excited that now I'll be to able to jump on White mage & Black mage once again, and they didn't even have to get rid of the old classes either... Yayyy babyRevamping XIV into FFXI 2.0 FTW!!!
I dunno, this seems like XIV + XI as it doesn't look like they're getting rid of the original class system.lol c.c Think I died and came back from heaven when I saw the info... Soooo Excited that now I'll be to able to jump on White mage & Black mage once again, and they didn't even have to get rid of the old classes either... Yayyy babyRevamping XIV into FFXI 2.0 FTW!!!
And I'm all for it.
This will be a looong looong moth ;_; i would have a time machine
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.