Downloading patch now!

Downloading patch now!
"I know not what brings men joy. Of what drives them to great deeds, of what legacies they hope to leave, I know less yet. But I do know this: The true hero of this tale was the man forgotten."

how to kill a game in one single patch. LOL


That's what bothers me... almost three goddamn months for this patch and they're releasing it with known, possibly character/data-harming bug.Known Issues
•An issue wherein the game stops at the Now Loading screen shown when exiting an instanced raid.
* In the case that the Now Loading Message is displayed longer than 5 minutes, it is recommended that players preform a forced close of FINAL FANTASY XIV and reboot the client.
Apart from that, patch looks decent.
As it stands now considering how many melee abilities are available I don't think the recast timers are to troublesome.
Looking at archer update they pretty much gave a spot on detail of how recast on the shots work so one should be able to easily make a macro for archer shots. I know in XI it was tougher since we never really got an exact number on how many seconds it was and then there was the issue that if you try RAing to fast and couldn't you would have to wait even longer but since the abilities have timers on top of them it'll be easy enough to know when you can fire again.
I can also understand why they couldn't make RA an auto-attack, if you consider an archer has to stand still when attacking it would be a lot harder to implement RA since you would most likely have a situation where you "auto-battle" auto-set RA you move, ra is intererupted, wait 2 seconds RA again, and make sure you are standing still lol. So I can see that people may feel an even less hands on experience with archer. If they did setup the recast properly with range attacks though it should be easy enough to setup a macro that "Fires a shot" -waits- "fires a shot" -waits-, etc.
The play test once it goes live will definitely be interesting, I'm curious as to how the playstyle will change now that we are more reliant on recast timers for abilities rather then stamina.
Slow combat is going to be a real problem, but if you still get TP in 2-3 hits, and delay on auto attack isn't too atrocious, it should hopefully become a game of frequent and varied WS use, which wouldn't be so bad.As it stands now considering how many melee abilities are available I don't think the recast timers are to troublesome.
Looking at archer update they pretty much gave a spot on detail of how recast on the shots work so one should be able to easily make a macro for archer shots. I know in XI it was tougher since we never really got an exact number on how many seconds it was and then there was the issue that if you try RAing to fast and couldn't you would have to wait even longer but since the abilities have timers on top of them it'll be easy enough to know when you can fire again.
I can also understand why they couldn't make RA an auto-attack, if you consider an archer has to stand still when attacking it would be a lot harder to implement RA since you would most likely have a situation where you "auto-battle" auto-set RA you move, ra is intererupted, wait 2 seconds RA again, and make sure you are standing still lol. So I can see that people may feel an even less hands on experience with archer. If they did setup the recast properly with range attacks though it should be easy enough to setup a macro that "Fires a shot" -waits- "fires a shot" -waits-, etc.
The play test once it goes live will definitely be interesting, I'm curious as to how the playstyle will change now that we are more reliant on recast timers for abilities rather then stamina.
That said, it's all predicated on attack speed being fast enough that you get TP faster than your best WSs cool down. Otherwise it'll be low-level FFXI but more boring.
We'll just have to wait and see.
I do think the recasts on the non-basic attacks should be shorter, regardless.
"There are two things which are infinite: the universe and human stupidity; and I'm not sure about the universe." ~Albert Einstein
I dont think its going to be slower , mainly because we have 1 zillion skills. now what skills you have and how you use them is going to matter.No more 111111111111 spamming , how can that be bad ?.Slow combat is going to be a real problem, but if you still get TP in 2-3 hits, and delay on auto attack isn't too atrocious, it should hopefully become a game of frequent and varied WS use, which wouldn't be so bad.
That said, it's all predicated on attack speed being fast enough that you get TP faster than your best WSs cool down. Otherwise it'll be low-level FFXI but more boring.
We'll just have to wait and see.
I do think the recasts on the non-basic attacks should be shorter, regardless.
Sure they are limited to how many can we have at once but still are a lot.Unless many share cooldowns, but i didnt see anything about that.
While you still have tp maneuvers, the problem is the very basic playstyle differences between classes is now going away. With no cooldowns on basic skills, a pugilist played very differently than say a lancer, now the classes are essentially the same, and all will have to be a slave to tp, and long cast timers.I dont think its going to be slower , mainly because we have 1 zillion skills. now what skills you have and how you use them is going to matter.No more 111111111111 spamming , how can that be bad ?.
Sure they are limited to how many can we have at once but still are a lot.Unless many share cooldowns, but i didnt see anything about that.
I also expect with the huge increase in all mage spell costs, that they will end up going passive and waiting for mp a lot, Unless they increase the mp pool, the fact that everything now costs way more, suggests that mages will be 0mp a lot. This will slow down parties a great deal, as you will probably have to wait for mp often for your healers. i mean, curaga cost 100+ mana?
they say they want to make soloing an option, but damn homey, with those costs, and half effeciency, solo self cures are completely done.
Battle is looking really bad right now. I mean maybe it all comes together like magic, but battle seems like it will after this patch become, less effecient, less entertaining, and slower in multiple ways.
While you still have tp maneuvers, the problem is the very basic playstyle differences between classes is now going away. With no cooldowns on basic skills, a pugilist played very differently than say a lancer, now the classes are essentially the same, and all will have to be a slave to tp, and long cast timers.
Sorry but it cant be any more generic than it was before.
I also expect with the huge increase in all mage spell costs, that they will end up going passive and waiting for mp a lot, Unless they increase the mp pool, the fact that everything now costs way more, suggests that mages will be 0mp a lot. This will slow down parties a great deal, as you will probably have to wait for mp often for your healers. i mean, curaga cost 100+ mana?
they say they want to make soloing an option, but damn homey, with those costs, and half effeciency, solo self cures are completely done.
Playing a "healer" was incredible easy , i welcome some degree of dificulty and think before you do type of gameplay.Spaming cure/sacri is dumb gameplay mechanics.
Battle is looking really bad right now. I mean maybe it all comes together like magic, but battle seems like it will after this patch become, less effecient, less entertaining, and slower in multiple ways.
Thats how i felt about battle before,so perhaps is different opinions . Guess we have to wait and see.But a big overhaul was much , much needed.If it was in the right direction i personally wont know for sure until i play again
10chareeeeeeee
Patch ready to be updated 570mb it seems
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