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  1. #1
    Player
    Drako's Avatar
    Join Date
    Mar 2011
    Location
    Limsa
    Posts
    939
    Character
    Drako Lombardi
    World
    Balmung
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by AsahinaMyLove View Post
    Im just wondering why we can use Mounts on that small town-map where all there lv60 tomes shop are o_O

    ...
    This was actually the original intent for this area. It was originally designed for Hinterlands and the shire to be the same zone. So before they separated them, we would of been able to fly around anyways. But they changed that due to not wanting congestion to effect the hinterlands, with the thousands of people afk. I'm happy with the flying. But also the new aethernet, would of been enough on it's own. But again not complaining. I'm a full supporter of getting around easier in this area. I'm assuming the npc that lets you port outside will be removed, sense the Aethernet reward for attuning them all usually lets you go outside.

    Also from the notes it appears that they are putting all of the Eso upgrade items in the vendor? That seems a bit odd to me. You would think they would filter them in peace-meal. Start with Coat, then Twine, then Wyvern Horn. That's what they've done in the past. Although maybe the fact the patch is late, we should assume this is normal. But it looks like both the hunts and void ark weekly will let you have any of the three. That's a slight departure from how they've done it before IIRC. I wonder what the cost of the items will be with logs(500seals each). 6=Horn 4=twine 2=coat? Maybe 8/6/4. Sense they are rewarding a drop weekly from the void, then its easy to assume the cost would be high in logs. Unless they want us to gear up in a week. But again, the patch is late, so maybe they just letting us catch up idk.
    (0)

  2. #2
    Player
    BreathlessTao's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,357
    Character
    Shuu Naranol
    World
    Omega
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Drako View Post
    they changed that due to not wanting congestion to effect the hinterlands, with the thousands of people afk
    They don't want congestion, they should have the afk-kick permanently enabled. Can't wrap my head around why this game, struggling ever so much with network traffic/infrastructure/whatever, having a 15s-entire-inventory-backup in place, tolerates dozens, hundreds, thousands of people rooted to the same spot, not doing anything at all, for 2-5-8-10 hours. Completely insane.

    Quote Originally Posted by Drako View Post
    I'm assuming the npc that lets you port outside will be removed
    No need to assume this, it is in the patch notes. Well, doesn't say he will be outright removed, but...
    [3.0] An aethernet has been added to Idyllshire.
    * In accordance with this change, the goodly adventurer no longer transfers players to different locations.
    ...really not sure why Idyllshire needs aethernet though. I mean if we were to restore the aethernet network of the Hinterlands, and Idyllshire's would be tied to that - that would make sense. But Idyllshire itself? And mounts? ... Yeah, really not seeing the reason. It's far too small for all this.
    (1)

  3. #3
    Player
    Gilraen's Avatar
    Join Date
    May 2012
    Location
    Gridania
    Posts
    2,489
    Character
    Gilraen Bior
    World
    Midgardsormr
    Main Class
    Archer Lv 70
    Quote Originally Posted by BreathlessTao View Post
    ...really not sure why Idyllshire needs aethernet though.
    Because even now there's someone in Idyllshire asking where the NPC is. And most of the time they're asking for a half hour or more before someone finally tells them. They haven't said how big this aethernet will be. All we know they could have just put the exit warp on the aetheryte like it is every other city. Either way, this brings Idyllshire in line with the cities so there should be no confusion how to leave town from the aetheryte.
    (3)

  4. #4
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    The changes to limit break growth will be a real benefit to forming statics. It will be easier to fill in for a specific role and allow double job combinations instead of looking for the exact job.
    (1)

  5. #5
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Kallera View Post
    The changes to limit break growth will be a real benefit to forming statics. It will be easier to fill in for a specific role and allow double job combinations instead of looking for the exact job.
    While any groups with 1 melee and 3 different ranged jobs just got kicked in the junk for no real reason.
    (5)

  6. #6
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Alistaire View Post
    While any groups with 1 melee and 3 different ranged jobs just got kicked in the junk for no real reason.

    No fan of that myself, but...
    If I had to hazard a guess, it would be because ranged dps also have the "freedom of movement" to go with dps. How accurate that is now with our bow wizards is up in the air. :/

    Used to be a thing where melee were shunned over ranged dps because they had to dodge boss aoes and cleaves harder.
    (0)

  7. #7
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by Kallera View Post
    No fan of that myself, but...
    If I had to hazard a guess, it would be because ranged dps also have the "freedom of movement" to go with dps. How accurate that is now with our bow wizards is up in the air. :/

    Used to be a thing where melee were shunned over ranged dps because they had to dodge boss aoes and cleaves harder.
    Thing is, ranged dps are universally less dps than melee and more for their utility right now, but there's no real extra useful utility from having either brd+mch or blm+smn that putting a penalty on groups with brd+mch+caster or blm+smn+brd/mch makes any kind of sense. They're essentially gimped enough as is.

    I can understand the change; it just would've been better if it had been a penalty to 3+ tanks, 3+ healers or 3+ melee. Penalizing 3+ ranged dps is just rude.
    (2)

  8. #8
    Player
    Noxifer's Avatar
    Join Date
    Jan 2014
    Posts
    1,177
    Character
    C'alih Tia
    World
    Phoenix
    Main Class
    Scholar Lv 70
    Quote Originally Posted by Alistaire View Post
    I can understand the change; it just would've been better if it had been a penalty to 3+ tanks, 3+ healers or 3+ melee. Penalizing 3+ ranged dps is just rude.
    Or if they'd stuck to the same role groups as in the Limit Break tooltip they show nearby:

    ...and kept Casters and Ranged DPS separate.

    For the love of the Twelve, it even highlights the word "role" and then separate them into those groups... I foresee confusion in keeping the role groups separate when they're different in different content.
    (3)

  9. #9
    Player
    Jekyll's Avatar
    Join Date
    May 2012
    Location
    Limsa Lominsa
    Posts
    203
    Character
    Henry Jekyll
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Kallera View Post
    The changes to limit break growth will be a real benefit to forming statics. It will be easier to fill in for a specific role and allow double job combinations instead of looking for the exact job.
    I'm looking at these limit break adjustments slightly different than most people...

    Quoting the notes:

    [2.0] In keeping with balance changes for certain dungeons and trials, the rate at which the Limit Break Gauge fills has been adjusted as follows:
    Dungeons and trials accessible solo via the Duty Finder:
    The Limit Break Gauge will no longer fill more slowly when multiple members of the same class/job are in the party

    Dungeons and trials requiring a full party to register via the Duty Finder:

    The Limit Break Gauge will fill more slowly than before for parties with three or more members of the same role. Class/job roles are as follows:

    Tank: Gladiator/Marauder/Paladin/Warrior/Dark Knight
    Melee DPS: Pugilist/Lancer/Rogue/Monk/Dragoon/Ninja
    Ranged DPS: Archer/Thaumaturge/Arcanist/Bard/Black Mage/Summoner/Machinist
    Healer: Conjurer/White Mage/Scholar/Astrologian

    For trials accessible solo via DF they're removing the restrictions to LB when multiple people in the same job join.
    For trials requiring a full party to register via DF, they're adding the restriction where LB fills slowly w/ more than 2 of each role.

    They don't explicitly say that the more than 2 or more of the same job restriction is being lifted for the full party DFs, but they do state it for the solo queue able DFs. Which is why I think it's adding on instead of modifying it.

    Why add instead of change? There would be no reason for most serious raid groups to take anything other than double WAR as tanks. It would essentially only encourage further segregation of jobs. Just my thoughts though. I suppose either an official response or testing will confirm either scenario.
    (0)

  10. #10
    Player
    Hayward's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    857
    Character
    Hayward Timberwolf
    World
    Adamantoise
    Main Class
    Summoner Lv 70
    My retainers have relayed their thanks to you for allowing Law weapons/armor to be traded for seals.
    (10)

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