Hopefully a ninja change of multi-shot is that it knocks 2 arrows instead of 1.
search for patch and nothing shows ...
Holy crap that Lalafell NPC looks awesome! =O
So is it true they changed the route to get to the Fisherman's Guild in LL?
Also, not a huge deal, but I'm glad they reorganized several of the main rank missions to be closer together. Makes the lull more bearable, and it makes it seem that they're going to be continuing the main plot soon.
Hi All,
From Silvertear's thread, it seems there might be a clear reason to join each of the 3 Grand Companies now:
* Class-specific Rewards *
From this, does it seem like...Weapons
Lominsan Spear (LNC R30)
Lominsan Halberd (LNC R50)
Lominsan Bhuj (R50)
Lominsan Labrys (R30)
Lominsan Cudgel (THA R50)
Lominsan Brand (R30)
Canopus Bill (MRD R50)
Canopus Guisarme (LNC R50)
Joukil's Guile (ARC R30)
Ul'dahn Longbow (R50)
Ul'dahn Bow (R30)
Ul'dahn Scimitar (GLA R50)
Decorated Steel Shortsword (R50)
Gridanian Baghnakhs (PGL R50)
Gridanian Cesti (R30)
Verdant Hora (R50)
Verdant Scepter (R50)
Gridanian Wand (CON R50)
Heart of House d'Arlendre* (2h CON R30)
* The Maelstrom (Limsa Lominsa) = Lancer, Marauder, Thaumaturge rewards.
* The Flames (Ul'dah) = Archer, Gladiator
* The Twin Adders (Gridania) = Conjurer, Pugilist
Sort of weird that the rewards don't line up to where each Class's Guild is situated. We'll see in about 30 min!
?
let me explain first of all, the only major difference in DoW classes is the specific abilities, and traits and skills. Most of these came from your basic skill set, that you could use at anytime.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 -Melee were really generic before, i honestly dont see how this changes makes it less or more generic than how it was.Elaborate please. TP dependence and usage is no different.What is diferent is now you dont have to spam key 1 to do normal atacks, instead you can plan and use several skills(since you dont have to count stamina anymore) in rotation to keep maximizing your dps.If a DD is standing there only AA and TP skill that dd sucks. As simple as that.Is not to diferent from ffxi battle type.
Slowing down the pace of battle Maybe, but it brings a new type of strategy gameplay, or think before to do .spaming ( with few second interval to save stamina) to me, it was boring as hell.To be honest as gladi i barely had stamina left to do normal atacks with so many skills to use, i find the change refreshing.
And the SP gains are most likely not changing- this matters not , changes nothin.Or to put it in a less nice way . I dont care
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).Serge vs strategy battles ?Im sorry but my choice is pretty clear
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. well , apart from the bolded part , is what the notes DO suggest to me.I dont care about the bolded part.
I could be wrong, i guess we ll see in a hour or soNothin wrong having a friendly discussion while we wait for the game
Like i said , the patch gives me a complete opposite view of thins than how you put it.But anyways ill dig and keep a good discussion alive.
See above in red.
take a look at each of the classes specific skills
PUG flurry, light strike, pummel, seismic shock, simian thrash
by putting heavy counters and altering the usage of light strike pummel and seismic the basic playstyle of pugilist is gone, it went from choosing a defensive or attack style, to having only one playstyle. not to mention, for a class who more than half of skills revolve around tanking, to take the basic tanking skill (light strike), and give it a 30 second timer, seems to counter synergistic skill sets.
MRD the use of broad strike and heavy swing, along with AOE taunts, and AOE WS gave mrd a distinct advantage to keeping hate on multiple mobs, and doing dmg to multiple mobs (if the mobs are close) By being able to use a basic skill as an aoe, they increase tp generation, damage and hate in a group fighting situation. Unfortunately with the old claiming system, this only really came into play in Leves, but even that distinct playstyle is now getting diminished
LNC hasnt lost that much, the new reliance on AA tp generation makes speed surge probably even better, and pierce is the only thing to suffer. While it did give great tp, the new tp dependent playstyle favors them more with speed surge, and with native timers on invigorate and comrade in arms.
Arc has taken the least losses, only thing of import being the long multishot recast timer, but with trifurcate and thier other skills, it will probably still feel unique.
so with only 4 DD, now 3 of them will play pretty similarly, except 1 will be better at it, because it will have way faster tp generation. Not to mention the nerfs have impaired the two classes who took the biggest hits tank potential.
so now we are down to 1 good tank, 3 DDs who play even more similarly to before, except 1 has a distinct advantage. and 1 DD that plays different.
that is less unique than before by far. making a couple big WS class specific is not adding class uniqueness, having basic playstyle differences makes class uniqueness. Instead of enhancing it, this patch diminishes it For DD.
as far as serge versus stategy battles, the key is to reward strategic battles, slowing combat doesnt equal more strategic battles, adding skills, and abilities that alter the flow of combat and enemy potential, as well as giving monsters more tools is what makes more strategic combat. Mp management for WHM is now a bigger deal, thats the only facet of these changes that has added more strategy, and thats fine, but even at peak effeciency, a WHM will have downtime, i know call con whm, because that is what they will be forced to be at all times now. The costs of Heal spells will leave them no time for anything else, and no one will be inviting a con to a party to DD, because there is no longer any other feasible option for curing.
ahhhh back to the searching for whm party style.... yay... and 1 tank only..... and waiting for mp......
I'd say to anyone complaining about the delays: this is what the players asked for. We didnt want spam fests. Well now we cant spam anything. Players win again!
"Be careful what you wish for".
Mr. Genie
They're not; that's why there's a system called class affinity in the game.
It's not, because you can't do difficult levequests, dungeons or kill NMs unless you're significantly higher level than the content. This rule is true for every single MMORPG out there.
What about Paladins? Not really sure where you were going with this statement.
That's the point of the skill system and an advertised feature of FFXIV, (which they're slowly going to change. Again, another advertised feature of FFXIV being thrown away.) The ability to mix and match skills from every job.Right now, there's *no* need for a Conjurer or Thaumaturge in many parties; you can just equip a couple of their spells on your Marauder / Archer and be done with it; it marginalized many classes, or made most classes feel homogenized in many ways (every class could equip / use almost all the skills from other classes).
Again, the reason why class affinity exists. Skills used by the designated classes will be significantly more potent than if you used it on a different class. If they were looking to nerf this even further for some reason, they could've rebalanced it for mage skills being used on DoW classes only, not done something this insane.
As for not needing dedicated healers, there is a con alongside of the reduced effectiveness of mage skills on non mage jobs: You cannot AoE cast them with them. Now Cure and Sacrifice aren't AoE anymore (which actually nerfs dedicated healers due to non AoE regen), but we might actually be able to AoE cast heal with Curaga on DoW classes. If anything, that further defeats the point of dedicated healers! I'll have to logon and see, but arguments supporting this mp cost change this are becoming partially invalid now in regards to "it made dedicated healers useless".
The change, until I confirm it ingame, did nothing but wreck solo players. Unless SP gain got a sigificant boost for defeating lower level mobs, then I probably won't be able to level anymore.
Oh and, for the record, I don't grind. I used to in FFXI, but playing RPGs for 20 years makes you end up hating grinding.
Edit: Just got back from a 5 minute test. Auto attack will take some heavy getting used to, especially on mages (they smack things with their weapon now.. meaning you have to be in melee range); the icons are ridiculous and harder to 'read' now, the cure mp increase is insane and it looks like I won't be able to kill anything above my level.
Last edited by DAOWAce; 07-22-2011 at 09:59 AM.
Three cheer's for multiple new ws animationsLnc got 3, mrd got 1, arch got 1, and glad got 1^^ Miss any? :P
~Rationality falls quite short for those living in their own world~
"See the world for what it is, not for what you want it to be!"
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