Why isn't there any support but only "punishments" for the multi-jobs gameplay style?
Why isn't there any support but only "punishments" for the multi-jobs gameplay style?
Why creating new classes/jobs when the multi-jobs system is currently under-used?
Have you considered changing the relic weapon animus/novus system to one with a higher degree of player control, such as daily quests?
Example:
- 5 dailies available for novus each day
- each daily rewards an alexandrite
- each daily incorporates a variety of content (dungeon/leve/hunting/complete x number of fates in a zone)
- each daily takes 1-2 hours to complete
- a hardcore player may be able to finish all quests each day, while a casual player may finish one or two per day
Such a system would completely remove RNG(Fate) and Brayflox spamming (myth) both of which frustrate and tire players.
Last edited by Aleo; 06-09-2014 at 11:52 PM.
Will we have at least one job added per role (DPS/HEAL/TANK), and will they all be in the same patch?
With crafted gear only i90, any chance of using i90 gear in crafts to make i100 gears, needing drops from Crystal Tower?

The FFXIV: ARR OST is out of supply for it's 1st run in NA region but not EU or JP regions. Is there going to be a redistibution of 1st run soundtracks or is it no longer capapble for NA consumers to get the Bahamut minion without going to 3rd party vendors at inflated prices while the other 2 regions are not selling as well as forecasted and still can for initial market value?
There is no localization, all regions are just redistribution of originating from the JP market, so why not redistribute as long as the total supply is there?
Last edited by Yolteotl; 06-10-2014 at 08:21 AM.
Hi
What the hell were you thinking with the relic progression? Mainly... getting 12 Atmas EACH time to upgrade your Zenith.. followed by 15k Myth, 9 random books that each have absurd requirements... followed by novus and materia melding that fails more then most freshmen in college... and you can only add 1 point at a time. Seriously... do you guys sit there thinking... lets find ways to make them suffer?
Do you have any plans on releasing any open world endgame options? (Example: Sky/Sea from FFXI, a large area with extremely difficult monsters that does not fit into the cookie cutter Tank/tank/healer/healer/dpsx4) I want to solo things again![]()

Regarding Auto-Attack. Why is it always enabled for DoW classes/jobs, but ALWAYS disabled for DoM classes/jobs?
I understand that DoM should not be frontline, but if an enemy moves towards me and gets into range... I should be able to hit it without first having to click the Auto-Attack button.
As of now, depending on our DoM level, class/job, and main hand equipped: we can do 20+ to 50+ damage per hit.
If you really don't want DoM to melee, why do their weapons have auto-attack ratings/delay?
Also, making DoM auto-attack always enabled, will free up a hotbar slot.
Last edited by Bluplanet; 06-11-2014 at 11:27 AM.
Bluplanet
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I'm glad that we're getting new classes and jobs. However, there's one small detail that probably won't matter to most players, but greatly matters to players who appreciate class flavor and in-game logic consistency. The Ninja is going to have bonus move-speed, which is great and fitting, but it's also getting reduced fall damage. As a Dragoon main, I feel a little cheated here. Our job's trademark skill involves launching ourselves to insane heights and then dive-bombing our targets with our lances. Why are Dragoons not getting considered for this passive, or if they were, why didn't it make the cut?
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