Yeah but it's not forever. I think they're redoing all the graphical stuff even as we type for release 1.21/22ish
They did say that they'll make graphical changes in 1.21 and beyond.
Who knows, maybe the fire animation will change as you get higher.
on the combo example:
1. whack the marmot from front using WS1, + 20% damage!
2. immediately do WS 3 , DING! COMBO! +20% damage!
3. move behind the marmot
4. immediately do WS 4 , DING! COMBO 2!! Bleed!! + 25% Bleed damage!
well, it will make battle more interesting...but I must choose between additional damage or ogre's elbow drop then....
Aion Zwei - Masamune
Actually...don't necessarily think this is the case..if they scale it it might be at low level your spell is the size of a pea...then at each level the spell grows...until you have a watermelon. Just a thought...we don't know...This is why I hate it when people demand stuff...they give us just enough to spark our curiosity and everyone assumes...
Skills, spells, traits...getting changed and adjusted and further graphical changes all the way up to 2.0...so at this point it's anyone's guess.
I can't really see how any of those are bad things, personally. When you're first loading up the game, would you really want to select one of the mages and not have any spells? It'd be super weird. There's nothing wrong with having something basic to play around with when you're learning how to play the game, and not being bored by doing nothing but watching auto attack scroll by until you gain a level. Same deal with the rate of ability acquisition early on; I imagine it's to be able to introduce the comboing mechanic while the character is still in an environment where the stakes are relatively low and there's not much pressure.Originally Posted by Sorel
The fact that it take only about a day to level a class to Level 10, means that you'll have players gaining their first 5 actions relatively quickly, but their next 5 actions will be gained 20 experience levels later. The deceleration may be too jarring, especially with the current XP curve.
Plus, with the implementation of auto-attack there isn't a necessity to give a level one class (i.e. a character that just picked a new weapon) a class ability immediately. I think they'll be able to hold their own against the field mice and through the tutorial battles until they hit level 2. Plus they'll still have one fallback ability from a previous class.
What I'm suggesting is a CNJ1 with no other classes, can only auto-attack and use a cross-class ability (which he doesn't have yet). At CNJ2, that character can now Cure. If that character wants, it can change class to GLA1 and equip Cure as a cross-class ability, even though he hasn't learned any abilities from Gladiator yet. There really isn't a need for a character in the Armory System to learn an ability immediately from touching a weapon without having used it at least a little bit. Otherwise what you'll have is players buying one of each weapon at Level 1, just to gain every possible cross-class ability ... all at Level 1!
Again, these are minor issues, and overall I really really like this direction with abilities. It just needs tweaking.
I can almost understand having some concern over being able to grab all the level 1 abilities with almost no effort, but then again.. it's not like there isn't a strict limit on cross-class abilities that can be equipped early on regardless. It seems like a nice idea to be able to let new players easily pick up a second ability to test out when leveling to fifteen, without having to worry too much about making any wrong choices.
The Final Fantasy series is one of the only series in history to focus on tiered magic spells that become more amazing upon its higher tiers.
it adds to the visual effect of being more powerful.
i dont get why they need to condense them at all though. so we have less of a long list to choose from?
Nuking just got even uglier.....
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
But they'll only be able to equip one of them.Otherwise what you'll have is players buying one of each weapon at Level 1, just to gain every possible cross-class ability ... all at Level 1!
Maybe to add AoE spells?i dont get why they need to condense them at all though. so we have less of a long list to choose from?
Currently fire and ancient magic can be /aoe on/off I haven't seen any mention of them being added but then again, post 2 we'll be seeing the complete list for each job.
We have cure and curaga, I'm assuming curaga will be staying and not become condensed because it is AoE. So it would make sense for them to add a fira or firaga but I haven't seen anything mentionedWe'll have to wait and see!
★ ~*Love Love Star Maid Cafe Event Coordinator*~ ★
I believe that ancient spells have only 1 tier and does not have higher tiers here. No "II" after the ancient spell, is there?Upper tiers of an action (such as Fire II and Fire III) will be abolished in favor of a system wherein potency and MP cost are scaled based on the player’s level.
Regarding the payment. It says on your objective that Final Fantasy 14 will be compatible for hardcore gamers and casual gamers. It is a bit unfair for casual gamers like myself to pay for a 30 days even though I am only playing half of the time (or less). Is it possible for your good office to maybe have an option for casual gamers to pay 30- gaming days, meaning whenever a player logs-in it is consider as 1 game day. Unlike the payment method that you've said before, the 30 days runs consecutively doesnt matter if you play or not.
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