So I'm assuming every crafted piece of gear I have will become "Dated" and the new gear of the same type will have better stats?
So I'm assuming every crafted piece of gear I have will become "Dated" and the new gear of the same type will have better stats?
XI - Darkshade - ShivaXIV - Shade Highwind - Figaro
If thats the case you could always turn your "dated" gear into materia and affix it to the new crafted items, however I didn't find where you got the info of old crafted items becomming obsolete.
I love it!
I only have three negative comments:
1. I raised an eyebrow at the changes in conjurer. While I have not reached those skills yet, on paper that seems really restricting. Of course, I'll wait until I try it before forming a real opinion, but I imagine higher ranking conjurers will have given adequate feedback well before I get there.
2. I read about this a bit in the forums, and I still don't understand the purpose. Why are we able to cast in passive? Why shouldn't we be casting in fighting mode like everyone else? I rather like the fighting mode, it gives me more to manage.
3. The abolition of Guard. Even though I was having some trouble mastering that in conjuction with the auto-attack, I did like the idea of the skill. I would rather have seen adjustments to it than automating it all together.
I think of FF as like the difference between a stick-shift and automatic. The more control I have over my character, the better I like, as long as it's not so much that I can't pay attention to the fight.
Other than those, the patch notes are very exciting! Kudos to all the hard work the devs have been poring in. Can't hardly wait.![]()
This Patch 1.19 is just awesome! It reeks of awesomesauce! It's almost a whole different game with all these changes lol, an awesome one! + Lots of Contents!!!
I can't wait for Oct. 4 now, I bet It'll take me a whole day just downloading the Patch :P or someone go change SE's clock to Oct. 4th!
I bet they'll panic; "Damn, how did it become Oct. 4th so quick!? I thought we delayed it for 4 days for the Team to rest and sleep!?" jk![]()
too bad the majority disagrees with you. the players poll showed the majority wanted content over anything else.I like the adjusted abilities. Nice stuff. So happy to see intros too. This game had a very high bar for newcomers to climb over to get into. Very very good foundation work here and some good content to appease some (although lets face it, this game doesn't need content, it needs core fixing THEN content). Anyway, very pleased.
http://crystalknights.guildwork.com/
On the CON changes, we barely ever used the Ancient spells because of their mechanics and relatively low damage for the MP cost and wait time. If their damage is much higher now having them be single target is IMO much preferred.I love it!
I only have three negative comments:
1. I raised an eyebrow at the changes in conjurer. While I have not reached those skills yet, on paper that seems really restricting. Of course, I'll wait until I try it before forming a real opinion, but I imagine higher ranking conjurers will have given adequate feedback well before I get there.
2. I read about this a bit in the forums, and I still don't understand the purpose. Why are we able to cast in passive? Why shouldn't we be casting in fighting mode like everyone else? I rather like the fighting mode, it gives me more to manage.
3. The abolition of Guard. Even though I was having some trouble mastering that in conjuction with the auto-attack, I did like the idea of the skill. I would rather have seen adjustments to it than automating it all together.
I think of FF as like the difference between a stick-shift and automatic. The more control I have over my character, the better I like, as long as it's not so much that I can't pay attention to the fight.
Other than those, the patch notes are very exciting! Kudos to all the hard work the devs have been poring in. Can't hardly wait.
Casting in passive is so we don't wake enemies we've slept or unbind enemies we've bound. It's also a lot less tedium because in most serious fights casters would previously cast then immediately go back into passive mode to begin recovering MP. It takes an extra step out of it for convenience.
I tend to be against making things over-convenient. For instance, I would have more interest and appreciation for a carpenter that can carve a beautiful piece with his hands and a few simple tools, rather than using automated machines. For me, this is a skill issue. On top of that, I believe that MP should be ajusted in the jobs, so that healers would not need to regain mp as much.Casting in passive is so we don't wake enemies we've slept or unbind enemies we've bound. It's also a lot less tedium because in most serious fights casters would previously cast then immediately go back into passive mode to begin recovering MP. It takes an extra step out of it for convenience.
That being said, this is simply my feedback. I'm not losing sleep over it.![]()
Now this is the kind of patch I've been waiting for. Looking forward to seeing this go live.
It's just taking out a simple step like i said. Instead of having to hit the mode switch button after every cast, now you will stay in passive... its not skill based at all really.
I thought you don't regen MP/HP while incurring enmity though (mentioned in the patch notes, unless I am already jumbling up information; haha, which is likely) So casting while in Passive/Active is just moot now?
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