To avoid confusion, perhaps stop calling it gathering fatigue.
I call it "Gatherer's Limitations."
Ya in context of what they are changing they are creating an imbalance by removing xp fatigue but keeping it the same for gathering. in the sense they are just proving that they only care about melee and magic and the other two disciplines are becoming second class citizens. While I"m not sure if gathering effects gatherers this much but I'm guessing that when you hit the "gathering fatigue" you don't gain full or any xp from even attempting or "succeeding" at gathering at a spot. Such as say you hit the fatigue but keep attempting to gather. Say that your attempt was a success but because of fatigue you are unable to gather, would you still gain full xp/skill or do you gain nothing to half of what you would've gotten. Now if gathering fatigue exist but you can still obtain full xp then I don't see much of a problem with it since you would still be able to level up at the same pace of a melee/magic/craft. However, if the "gathering fatigue" limits your ability to level up or even slows down your leveling process then they should change that with this incoming update or they'll have an unnecessary imbalance that they should have noticed beforehand.
With that in mind has the team even made mention of how they plan to make gathering a more diverse concept, that if they did add more flavor to it, it would be harder to bot. This games main focus wasn't suppose to be melee/magic, it was suppose to be a proper balance of all 4 working in unison. I do hope the team can find a way to keep with their promise rather then going back on their word. While some people may see some changes as good, in some sense it could be seen as the easy way out. Just saying, though we'll see how everything pans out with this upcoming update, I just hope that they are at least having a team conceptualize the proper evolution of gatherers into the game concept of XIV.
A simple example. In story mode it was done very poorly and with little care of how each discipline would take effect in the story. A very simple basic idea as to what you could have done.
Melee=Fight
Craft=Build
Gather=Gather
Melee fight with the product or are assisted by the product produced from the crafter. The Crafter produces the product based on the gatherers' ingreidients.
Basically for each story point instead of where in XI you were the gatherer' maker and fighter, each discipline could handle their proper task rather then being an all in one adventurerer.
So in each quest/storyline the Melee fighter would handle the battles. The Crafter would produce/make what's necessary and the gatherer gets what's needed. Through this simple concept you could create an "artificial" cooperation between players but at the same time allowing the people of their discipline to do what they want to do not just the same generic story objective.
I would just say that when you get the chance, if you don't want to revamp all the story/mission quest out now then with upcoming mission quest consider how you can do them better.
For melee focus their story on fighting and escorting.
For crafters have them make what is needed then deliver it to the proper area so it can be distributed properly
Finally for gatherers they trigger the objective to gather and then the special item becomes obtianable for them.
Now to add even more flavor to the concept you could allow things like dual/trio discipline storyline quest that add extra flavor to the objective.
Say for story 1:
Melee/Gather/Craft all have their own unique story that add context to the overall story if you were to do all three.
Then in some cases if you were to do a mission that need two or all three disciplines it could add even more to the story.
Melee, Gather, Craft, M/G, M/C, G/C, M/G/C which would allow expansion of a story in 6 different story contexts. for M/G and M/C it would be a simple escort to take care of the crafter/gatherer cause the area they are being led to is filled with enemies. for G/C it could be a material that has a fast expiration date or the area it's being gathered in is close to where the product needs to be delivered to so to save time you head their together. Then in a quest with all three it basically becomes an escort combined with the other two concept of gathering and making it as fast as possible. it could be sort of a speed trial of sorts where in those story modes the quicker you get it done the better the reward so if you redo said quest you can obtain a better reward which would also allow for more re-playability and wanting to have the quickest time for beating a quest.
Overall what I"m getting at is don't forget that crafting and gathering are discplines to. Just because a majority of MMOs are about killing and fighting doesn't mean you have to back down on putting crafting/gathering on equal terms with melee/magic. I really hope you'll take this idea into consideration and in the future when you expand the story you'll do it in a way where the objectives are logical for the discipline doing the story.
Quick question, excuse me if I'm missing something obvious.
Regarding the reviving spells.
Raise - Learned at rank 14. It doesn't specify which class learns this (while other spells listed DO list the class that learns it). Will ALL classes learn this spell?
Resurrect - Learned at rank 14. Seems to be exactly the same as Raise. Is there any difference at all? I can only guess that Conjurer learns Raise and Thaum learns Resurrect, but when they aren't making this clear I can't be certain!
Is there any difference between Raise & Raise II besides the recast time and MP cost?
There is mention of Weakness / BoD lasting for 1 minute for Raise II and that they will not happen for Rebirth. What about for Raise/Resurrect? Will they have Weakness / BoD last for 1 minute or longer?
Thanks to anyone who can assist!
doop doop
Even though I barely felt the fatigue system since I don't play much, atleast until patch 1.18, I'm glad they're throwing this out the window, it was just a nuisance in the game that had no real purpose. It would also make it easier for people who want to grind for long hours. As for the gatherers, yes it might lower the prices but isn't that what the consumers want? Lower prices means that people will be able to buy more items they want or need and will boost the game economy. And for the producers selling the stuff, yes you will get a lower income but prices will be down so you don't really need that much money anymore. I really don't see why people would want to buy an item for 10mil+.
Loony, I think Con gets Raise and Thm gets Res
I hope they they at least REVISE the gathering fatigue system to make it a WEEKLY limit instead of this stupidly restrictive daily system. If I'm going to gather I want to do it in a single long stretch (especially to save on anima). I'd rather be allotted the equivalant of 5-6 hours for one week to blow whenever I chose than being forced to gather 2 hours a day then wait till the next day.
Can I have my reduced SP back? thanks
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