1) It's pretty much a glorified linkshell. It may be working as intended in some servers, but it likely isn't in other servers. From what I've seen of the few times I was actually able to get into the Sargatanas channel though, it is actually being used properly here, although that's likely because most of the Mentors have unofficially agreed to keep chat in there to a minimum, and restricted to questions and answers only.
2) No comment. Although I would like to say that I'd like the brilliant blue hue used in the base version of the Saurian Tabard of Aiming to be a dyeable color for other gear.
3) A lot happened in the story that introduced a lot of intriguing questions moving forward, so it was far, FAR better than 3.1 in that regard (which felt like a lot of nothing in comparison to 3.2). I also like that our character is starting to become a lot more expressive in the story, although I'd imagine the roleplayers may or may not be too happy about that. I do have to say that the Antitower's significance may have been very overhyped though. A lot of people were expecting it to be linked to Silvertear Lake and Midgardsmor's secret in some way (and maybe for the Ascians to be involved), but it instead turned out to be a random plot device out of nowhere without much of its own lore (besides 'the Sharlayans made this because reasons, Matoya is conveniently watching over the only remaining entrance, and you need to explore it because reasons').
4) I love the Orchestrion. I just wish there were more music available. That's for future patches I guess. I also liked Lost City of Amdapor Hard, although that's mainly because I'm a WHM main at heart and I'm a sucker for any lore tidbit for my main class. Certainly wasn't expecting the dungeon to go the way it did at all, most of us were probably expecting another voidsent/insect-related boss instead. The two new dungeons overall are also far more interesting in design than the four dungeons before them, although that's likely because some standard mobs had attacks that were different from the norm (and some, like the jars before the final boss in Amdapor HM, were a threat for reasons other than having a Final Sting).
5) To me, it feels as if the developers cannot decide if they want healer DPS to be a thing or not. The vitality change resulted in tank HP going through the roof, but I feel as if enemy damage (in the two new dungeons at least, I cannot speak for the trials/raids) did not really scale up in response. Enemy HP in the two new dungeons also feels as if they have been scaled higher compared to Pharos Sirius HM and Arboretum. What I mean to say is that I found myself having a LOT more time to safely attack as a healer in the two dungeons, and higher tank HP/higher enemy HP seems to encourage it as well, but then there's the significantly higher miss rate for healers in the two dungeons. It leads to me expending a lot of MP attacking while not being sure if I'm really doing much of anything at all, especially for longer casting spells like Holy and Aero III (and ESPECIALLY for Aero III).
While the problem may be rectified in a few weeks by melding Accuracy materia into our new gear, there's also the fact that the materia adjustments haven't been retroactively applied to law and esoteric gear as well. New players down the road may end up being very confused about all of this.
6)
- I am not sure that auto attack indicator above the enemy HP bar is even needed. With the enemy HP bar's default position, that icon will also obscure part of the player's buff tmers. That's a pretty major design oversight.
- Maybe give Culinarian specialists the ability to create food that increases overmelding chance, something like a flat +5-10% maybe?
- Blue scrip costs for the new master crafting tomes are pretty excessive. Nobody really enjoys going out and gathering tons of materials from timed nodes to craft and turn in as collectibles. 420 blue scrips for the first set of tomes was reasonable because players could work on getting the scrips as they level their crafters, but the 700+ for the new tomes means that you'd probably have to do collectible synthesis about 15 times per tome (assuming you're doing collectible synthesis on items that generate 50+ blue scrips per turn in, which isn't very many/the item has to be starred for the day/the item likely requires materials from timed gathering nodes). I suggest lowering the first set of tomes to about 300, and the second set of tomes to about 500.
7) See #4.


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