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  1. #121
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    Mar 2011
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    202
    Quote Originally Posted by Belial View Post
    Show me another high end gaming company who's resolution to a known issue is "Just force close the application, it'll be alright."

    Sorry, but something like this should have been addressed prior to patching, I would much rather lose five shitty side quests than have to worry about my game locking up on a loading screen.

    Game crashing > content.
    well tbh it's not been that much of an issue (with myself at least). During playing this game i have crashed on an extreamly rare occasion. With this in mind, I think it is fair to say it's not on the top of their priorities.

    Imagine if for th next 6 months, they fixed all the game bugs. Ok, you have a no bug game. But then they add content and changes. Guess what, BUGS! They need to fix the bugs as they work along the changes. Otherwise all the work they done before hand is pointless.

    I for one am happy with the changes in this patch (cannot wait to try them out ingame of course), and I think picking holes in a couple of glitches here and there is ungreatful and disrespectful to the overhaul thats being implimented here.
    (2)

  2. #122
    Player
    Baelari's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    93
    Character
    Baelari Khalahko
    World
    Sargatanas
    Main Class
    Pugilist Lv 50
    I'm just a little upset that Flurry and Light Strike can't be my main attacks anymore. No more Pugilist tanking?
    (0)

  3. #123
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    97
    Quote Originally Posted by Raim View Post
    If you were even close to running out of MP as Conjurer before this patch, you were playing horribly wrong, probably spamming cures non-stop even while everyone was at full health. SE wouldn't have made this change if it made healing impossible. All it is doing is weeding out the terrible healers.
    No.. I'm talking about playing solo. I use Sacrifice and Cure 2 (at my level) to keep myself alive while playing all of my combat classes. 75 MP when I only have 250 is ridiculous, beyond ridiculous. 3 heals and out of mana. There is no battle that has lasted for as few as 3 heals unless the enemy is my level or below.
    (0)

  4. #124
    Player

    Join Date
    Mar 2011
    Posts
    412
    Question.
    SE why do you hate MRD? First you nerf Maim, now you're trying to destroy our AoE damage.
    Come on, we're really nice once you get to know us, give us a chance!
    (3)

  5. #125
    Player
    Dubont's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,430
    Character
    Dubont Matteus
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    the patch is getting good reviews, so far, from FFXIVPRO.
    (5)
    Healer strike is ridiculously foolish and accomplishes nothing

  6. #126
    Player
    Chocobits's Avatar
    Join Date
    Jun 2011
    Posts
    289
    Character
    Frosted Butternipples
    World
    Excalibur
    Main Class
    Warrior Lv 44
    I'm concerned about the healing situation.. So cures/sacrifice are single target now? *edit* There are AoEs, I ready too fast* If we're imposing huge MP penalties on cure/sacrifice AND making them single target, does that mean we need 3-4 healers in an 8 man party just to keep up with heavy damage?

    Also, we're not getting much SP for linking at all anymore AND we have a forced wait between Behests?

    Kind of funny, since after the update I was looking forward to.. spamming levelinks and behests to finally be able to get SP on my fatigued GLA. We'll have to see how this pans out, but it seems like this will cut the amount of SP you can earn in a day down to 1/2 or even 1/3 of what you could get before.. doesn't seem like forward progress to me.
    (1)
    Last edited by Chocobits; 07-22-2011 at 07:55 AM.

  7. #127
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Zkieve View Post
    Im sorry but it seems we are talking bout 2 different games. if you loved the game the way before today . Then nothing i say will change our view of thins.I think the game needed a mayor overhaul, and personally i think it has been completely in the right direction.

    I stoped playing for most of the thins that have been changed today.

    I(and i know many more) will be giving the game a second go , because of the battle changes from 1.18.

    If you like ill go deep in detail , but i think it should be obvious what the complains are.

    Please keep in mind im speaking about battle only.The rest is just a bonus to me.
    Just because the game needed changes, doesnt mean it needed these changes.

    My biggest problem with these changes is they are

    making DD melee less Unique
    Slowing down the pace of battle
    And the SP gains are most likely not changing

    these battle changes, for a DD seem to suggest, battle will be less entertaining, take longer outside of battle, (waiting for mp) and overall give you less sp per hour (because it takes longer to kill things)

    If these changes slowed battle, but made it more strategic, allowed at optimal playstyle similar level of effeciency, or gave more SP per hard fight, i would be fine with it. But none of that is what these changes suggest.

    I could be wrong, i guess we ll see in a hour or so
    (1)

  8. #128
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Hi All,

    Wow, this is sounding like a GREAT update (with significant changes / updates). Finally!

    Some highlights for me:

    • Grand Companies! - JOY! Can't wait to try them out.
    I have one worry though (we'll see what this really means):

    Only one "Imperial Devices" and "Into the Dark" quest can be accepted at a time. To partake in another city-state's version of the quests, players must first complete or abandon the one currently undertaken.


    I hope these pre-requisite quests to get into a Grand Company don't require a party to successfully complete (or they allow anyone to help, regardless of if you have the quest or not). Because if not (and they're hard), then we'll probably have to get groups to join 1 Grand Company Quest at a time to clear them for people (slight hassle, but still OK I suppose).


    • I wonder what the "A New NPC, Ronan Kognan, can be found in Gridania at (5,5)." is for? Hm... I hope something cool.

    * The casting gauge for spells has not been moved or adjusted.

    A bit disappointed that even though Stamina is removed, Mages still have to suffer through a Casting Gauge, Cast Time and Recast Timers. (Mages should only have a Cast Time and Recast Time (and MP Limits) like DoW, IMO.)

    I know Yoshida-san said a more comprehensive update regarding Mages is coming, so we'll see what gets changed later.

    • I love the changes to Conjurer! Curega, Curega II, Raise II, and Rebirth (Raise III) are wonderful! It gives me more of a "Final Fantasy" feel.

    • Seems like Pugilist is getting a lot of increases (in a good way).
    • SE managed to give us *some* of the NEW Weaponskill Animations in this patch! Woo hoo!
      • Gladiator: Rage of Halone: PC motion changed
      • Marauder: Storms Path: PC motion changed
      • Archer: Bloodletter: PC motion changed
      • Lancer: Leg Sweep: PC motion changed
      • Lancer: Chaos Thrust: PC motion changed (That SEXY, badass Animation we saw in the video! )
    • I'm glad Bloodletter is Archer Only. It was pretty powerful, and it's good to give Archer some uniqueness here.
    • Conjurer Ancient Magic: I'm glad all the Cast Times were cut by 50%. It says nothing on potency / damage / effects changes, so we'll see what happens here. Waiting on the comprehensive Mage update by Yoshida-san for that.
    • Thaumaturge: Some major nerfing, but stuff like Emulate was way too strong (allowing people to Solo or Duo the big NMs easily). It also moves Healing onto Conjurer more. (Some Class differentiation.)
    [dev1089] Enemy distribution has been tweaked.
    Hopefully this means more Mobs and Areas to fight with SP Parties.

    [dev1117] The BGM for several select areas has been changed.
    Maybe we'll hear some new tracks from Nobuo Uematsu?

    BUG FIXES: Players not targeting anything automatically targeting a PC who uses an action on them.
    I love this Bug Fix! We'll finally stop looking at the Mage who just Buffed or Cured us.

    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.
    I sincerely hope we're flagged as "Completed" for an Instanced Raid *before* we exit, or else this bug (above) is going to be pretty frustrating for those that crash.

    Other than that, I can't wait to hop in the game! Good job Team Yoshida!

    (2)

  9. #129
    Player
    Miyochan's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    61
    Character
    Mi Nya
    World
    Masamune
    Main Class
    Armorer Lv 50
    They didnt mention Recipe simplicity... or that will do in 1.19?
    (0)

  10. #130
    Player
    Arcell's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    3,487
    Character
    Arc Jurado
    World
    Mateus
    Main Class
    Machinist Lv 70
    Quote Originally Posted by Bigglesworth View Post
    •[dev1065] The HP bar of invincible targets will now be displayed in grey.

    HMMMMM I expect to see some of these guys in the dungeons. I wonder if you have satisify some sort of condition to damage them?
    There were already some in the game like the gladiator in one of the Ul'dah quests. Possibly the trap mob ahriman that does 8k damage lol.
    (0)

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