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Announcing the September version update!Follow

#1 Aug 22 2014 at 2:11 AM Rating: Excellent
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PlayOnline wrote:

The next version update will come romping into Vana'diel in early September.

Join the stampede with Incursion, new battle content pitting the fittest adventurers against hordes of Velkk, and Walk of Echoes content for high item level characters.

Also trampling the competition are a multitude of job adjustments, a fresh revamp of the Gobbie Mystery Box, the addition of a new monster family to Monster Rearing, and much, much more!

* Some previously announced features, including a Wings of the Goddess-related story; secondary linkshell features; and expansion of equipment sets have been postponed pending further adjustments.

http://www.playonline.com/ff11us/index.shtml

Edited, Aug 22nd 2014 4:26am by Szabo
#2 Aug 22 2014 at 9:15 AM Rating: Good
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Secondary linkshell features? Wonder what that could mean. Also I wanna see more monstrosity familiars be opened up, I wanna play as a hydra damn it!
#3 Aug 22 2014 at 11:32 AM Rating: Excellent
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They're looking into letting people equip 2 linkshells, basically.
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#4 Aug 22 2014 at 1:27 PM Rating: Decent
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Think they will make a 119 version of Empyrean armor sometime soon?
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#5 Aug 22 2014 at 2:52 PM Rating: Decent
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Zafire wrote:
Think they will make a 119 version of Empyrean armor sometime soon?


They said they wanted to but something about the way the gear works they need to find a way around.
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#6 Aug 22 2014 at 3:59 PM Rating: Decent
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Theonehio wrote:
They said they wanted to but something about the way the gear works they need to find a way around.


That would be awesome.

Edit: Given the history of FFXI "expansions" recycling old data, I'm surprised they didn't make all of the existing equipment ilvl 119 instead of making new equipment. 119 Scorpion Harness and O-hat combo returns!

Edited, Aug 23rd 2014 12:04am by Almalieque
#7 Aug 22 2014 at 5:03 PM Rating: Excellent
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I'd love it if they made voidwatch gear/NNI/Neo-Salvage gear upgradable to 119. God knows would be nice to have some more gear variety.
#8 Aug 25 2014 at 3:38 AM Rating: Good
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including a Wings of the Goddess-related story
wait.....what?
#9 Aug 25 2014 at 3:38 AM Rating: Decent
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Quote:
including a Wings of the Goddess-related story
wait.....what?
#10 Aug 25 2014 at 4:22 AM Rating: Good
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Forturyino wrote:

[dev1229] Job Adjustments

  • Beastmaster
Six new familiars summonable with Call Beast will be added.
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* The items required to summon these creatures will be sold by Theraisie, a new NPC located in Upper Jeuno (G-6).

  • Dragoon
  • As a wyvern’s level rises, the dragoon’s physical attack and defense will increase, and the player will also receive a haste effect.
Physical attack and defense will increase by 4% for each wyvern level up to a cap of 20%, and the haste effect will increase by 2% per level up to a cap of 10%.
* These benefits are only conferred while the player’s wyvern is active. If the wyvern falls in battle or is dismissed, the benefits are lost.

Owing to this adjustment, the physical attack and defense bonus conferred by the Spirit Surge ability will be changed to 25%.

  • The Strafe job trait, originally obtainable via merit points, will now be earned by leveling up. The trait is first acquired at level 20, with the effect increasing in stages at levels 40, 60, and 80.
Owing to this adjustment, the Merit Group 2 category “Strafe” will be renamed to “Strafe effect”
Strafe effect: From Increase accuracy by 5 to Increase accuracy by 10.

  • The amount of time required for a breath to activate will be decreased from three seconds to one second.


  • Blue Mage
  • Blue mages will be capable of learning the following spells.
  • Restoral (Lv.99, Recast time: 10 sec.)
Restores the caster’s HP.
  • Rail Cannon (Lv.99, Recast time: 180 sec.)
Deals light damage to an enemy.
  • Diffusion Ray (Lv. 99, Recast time: 45 sec.)
Deals light damage to enemies within a fan-shaped area originating from caster.
  • Sinker Drill (Lv.99 Recast time: 75 sec.)
Delivers a fivefold attack. Damage varies with TP.

  • New spells only available under the effects of Unbridled Wisdom:
  • Uproot (Lv.99, Recast time: 30 sec.)
Deals light damage to enemies within range. Also removes status ailments from caster.
  • Crashing Thunder (Lv.99, Recast time: 30 sec.)
Deals lightning damage to enemies within range.
  • Polar Roar (Lv.99, Recast time: 30 sec.)
Deals ice damage to enemies within range. Additional effect: Bind.

  • The job point category “Learning Chance” will be changed to “Physical Blue Magic Effect Accuracy.” Increases the accuracy of the additional effects of physical blue magic.
* Any job points spent in Learning Chance will automatically be carried over into Physical Blue Magic Effect Accuracy.

  • Dancer
  • A new ability, Contradance, will be added.
Contradance (Dancer Lv.50, Recast time: 5 minutes, Effect duration: 60 sec.)
The next waltz used while under the effects of Contradance will restore an increased amount of HP. If Healing Waltz was used, the effect will extend to an area centered on the target player.

  • The maximum Step level will be increased.

 
Player Level	Step Level Maximum 
50	         6 
60	         7 
70	         8 
80           	 9 
90	         10


  • Rune Fencer
Valiance’s area of effect will be increased.

http://forum.square-enix.com/ffxi/threads/43912

Edited, Aug 25th 2014 7:38am by Szabo
#11 Aug 25 2014 at 4:38 AM Rating: Good
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Admiral Niknar wrote:
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including a Wings of the Goddess-related story
wait.....what?

They've mentioned before on the official forums, they're adding quests and as we proceed through them we will be able to get Atomos and alter egos (more than likely Lilisette).
#12 Aug 25 2014 at 7:10 AM Rating: Good
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Dragoon
As a wyvern’s level rises, the dragoon’s physical attack and defense will increase, and the player will also receive a haste effect.
Physical attack and defense will increase by 4% for each wyvern level up to a cap of 20%, and the haste effect will increase by 2% per level up to a cap of 10%.
* These benefits are only conferred while the player’s wyvern is active. If the wyvern falls in battle or is dismissed, the benefits are lost.


Holy crap.... that's actually.... an awesome buff! fulltime 20% attack/defense buff if you can keep your wyvern alive? Nice!
#13 Aug 25 2014 at 7:14 AM Rating: Good
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I wanna know what kind of haste they're talking about there. I'm guessing JA haste, if it's meant to take away some from Spirit Surge's effects.

In which case, hell yeah.
#14 Aug 25 2014 at 8:36 AM Rating: Good
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Wow. Those are some seriously awesome job buffs, for DRG and DNC.
#15 Aug 25 2014 at 11:39 AM Rating: Good
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I have this strange urge to level DRG

lets start a bandwagon!

What weapon skill is tops for DRG now? Stardiver? Drakesbane?
#16 Aug 25 2014 at 11:57 AM Rating: Excellent
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And pore bst just gets another sheep. FFS.
#17 Aug 25 2014 at 12:20 PM Rating: Good
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Reducing cast time on DRG pet breath is good. Perhaps they will do the same for SMN pet in the near future.
New BLU spells is always welcome. That is one of the most fun parts of the job, learning new spells. That is also one of the most frustrating parts.
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#18 Aug 25 2014 at 12:41 PM Rating: Good
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Finuve wrote:
I have this strange urge to level DRG

lets start a bandwagon!

What weapon skill is tops for DRG now? Stardiver? Drakesbane?
seriously though, I've been wanting to level DRG for a while, and this will be the tipping point. So what is with DRG WSs after the WS update patch?
#19 Aug 25 2014 at 3:24 PM Rating: Decent
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erdrickgp wrote:
Reducing cast time on DRG pet breath is good.

Could be a bit of a two-edged sword if you swap wyvern HP gear in, as that needs time to register.
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#20 Aug 25 2014 at 3:44 PM Rating: Good
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Not to be a 'Negative Nancy', as I really enjoy the jobs DNC and DRG, but both in their current state are 'lacking' to some extent and these updates don't really get me excited.

On topic of DNC, my current favorite job in the game, of which I spend 99% of my playtime on, the 'fixes' needed are on a grander scale than "more step count" and what appears to be a "divine seal" for waltz. The problems I personally experience with DNC is that, while the job itself is fine, it suffers from two critical flaws: Lack of flexibility in damage output type, and lack of immunity to the debuff paralyses.

On DNC Damage types:
Currently nothing but daggers are really an option, and there are no 99 'blunt damage type' daggers, for example. MNK once suffered from this same stigma, so they altered a huge chunk of the FFXI universe to compensate for blunt dmg type reduction as well as introduced things like formless strikes. Dnc could use it's own classification of dagger (lets call them fans) that do slashing or something to that extent, or an ability similar to formless strikes to grant some options.

On DNC Paralyses:
This one hurts DNC a **** of a lot more than it hurts other classes in my experience (I only have 19 jobs leveled, so there may still be a couple out there that have a harder time, but for me, this ability is always annoying as all **** on DNC in events); it's especially bad with the current state of the game where this debuff seems to be 'everywhere'. It seems like every other fight in SoA spits out this debuff, which means any front-line support from DNC is going to be extremely unreliable as they frantically fail to healing waltz themselves and then wait on the full-timer CD to try again (even in small stuff like WKR, trying to tank something that has a paralyses aura... is... yeesh... frustrating as **** compared to alternative jobs). Even if it were in the form of an ability that wasn't the ghetto-as-hell healing-waltz, some 'guaranteed to work even when para'd' AOE ability that granted a temporary para immunity to the party, or... I don't know... something along those lines, it'd reduce a tremendous amount of grief that the job has to deal with. Similar to other double-check abilities in the game, this debuff on this particular job just adds another layer of potential (guaranteed?) failure that really shouldn't exist, or rather, can be almost completely ignored if on another 'better suited' job combination.

One Final note on DNC in regards to Fan Dance & Saber Dance:
Fan dance and Saber dance are two really incredibly awesome abilities for DNC, one allowing dnc to take a stronger melee role, and the other really assisting in physical tanking fights. As someone who plays this class a lot, I appreciate both of these abilities and use them both frequently. However...

Both have two severely limiting factors.
1) They are easily removed... so fighting against anything that can Dispel these means the abilities are all-but-useless. It is my believe that these two abilities really should function as abilities that cannot be dispelled. If tanking a fight for an event and relying on fan dance, a dispel shouldn't nullify 20% of a DNC's total -PDT% so easily... add to this an NM that can easily paralyze (or paralyze aura) that stops you from getting fan dance back up... and it's game over, buster sword in the spotlight splash screen... etc.

2) The waltz lockout on saber dance and samba lockout on fan dance are very extreme penalties. When tanking you are basically no longer offering a support role via samba, which is a big strike against what the job has to offer. When acting as a melee in a DD role via saber dance, not being able to heal yourself is a huge detriment to the 'survivability' DNC implies when joining a group. This means you spend the vast majority of your time in most groups trying to fill a hybrid role without either buff active so you can contribute both to emergency waltz support (for yourself and aoe recovery), and so your merits in haste samba don't go entirely to waste. For these reasons, I see DNC's Saber Dance and Fan Dance abilities as awesome ideas that are implemented poorly. Rather than allowing someone to participate as a solid DD or solid Tank, which "situationally", can be done right now, DNC ends up being an "unstable hybrid" with some very odd party expectations that just don't seem to fit any realistic gameplay roles. I often end up opting just to come as a different job because people literally get so confused they won't heal me on dnc if I am in the DD role, and a 'tank' role as we know it doesn't exist in most current endgame, so it's very rare I find utility for a solid fan-dance slot fill.


On the topic of DRG (currently my second favorite job in the game, despite it's many shortcomings (at work and busy so this will be a quick wall of text rant) ):
The wyvern needs to be damned-near invincible for it to be viable. Not because the player isn't 'good', but because Square is stupid in the sense that they designed a front-line job to have a pet that you can't reasonably keep alive when a boss (the most important fight you'll want to bring someone for...) spams AOE abilities in almost all cases. DRG is a unique pet job in that the wyvern doesn't have the standard "pet" controls of BST, SMN, and PUP - but instead attacks on it's own very similar to NPC trusts. You wouldn't trust Trion to tank Delve for you... and likewise, you shouldn't trust a wyvern to be 'reliable' on it's own. Pets are stupid, especially on fights where part of the strategy is to "turn away" (not disengage), the pet just stays there and attacks stupidly. They need a GREAT DEAL of automated assistance, and in the wyvern of a Dragoon's case, that should come in the form of nearly complete immunity to AOE / indirect damage (so they can't just jump and let the pet solo tank enemies in random places, I.E. direct damage does the expected amount). The class also needs to do-away with the "wyvern level up" system and just be allowed to call the pet out at full power... the level up system is also stupid, as there are many scenarios there just isn't time to "go kill random mobs" to level it up, not to mention this excludes the level up possibility entirely from things like BCNMs. They just keep making VERY BAD design decisions for a job that should by all rights be really cool and fun to play. Finally, the class functions as a "glass canon" currently, which as a plate wearer is just ... silly. Personally I'd trade every wyvern ability I have in favor of an option to "consume" my wyvern for something like a 10 minute undispellable debuff that gives me some ridiculous MDT/PDT/JUMP ACC buffs so I wouldn't have to rely on the dumbed thing during a boss fight. Oh, and one more wall-of-text thing that may be nice = more jumps on different timers than the core 3! Theres this annoying dead-zone in abilities for DRG right now because of jump timers, it'd be nice to fill that with something that helped survival or damage output via native job abilities... (PS I DON'T MEAN RESTORING BREATH LOLOLOLOL -.-).

Edited, Aug 25th 2014 5:45pm by FUJILIVES
#21 Aug 25 2014 at 4:40 PM Rating: Excellent
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Great points Fuji.

Unfortunately someone on O forums suggested making stances like Saber/Fan dance undispellable and it got shot down by the devs.

I've been arguing for some time that in order for pet jobs to be viable DDs pets need to have huge damage reduction/enfeeble resistance from splash damage. I expect it would be hard to code but it's really the only viable way forward for pets. The only other thing that would come close to helping is allowing all pets to be healed by other party members and via every healing means (cures, waltzes, sambas) as well as allowing them full buffs.
#22 Aug 25 2014 at 6:16 PM Rating: Good
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The class also needs to do-away with the "wyvern level up" system and just be allowed to call the pet out at full power... the level up system is also stupid, as there are many scenarios there just isn't time to "go kill random mobs" to level it up


Empathy, yo. 5/5 merits in it and it is fully leveled up with one Spirit Link.

Your complaint there is exactly why they buffed Empathy to include this a while back.
#23 Aug 26 2014 at 7:16 AM Rating: Decent
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Fynlar wrote:
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The class also needs to do-away with the "wyvern level up" system and just be allowed to call the pet out at full power... the level up system is also stupid, as there are many scenarios there just isn't time to "go kill random mobs" to level it up


Empathy, yo. 5/5 merits in it and it is fully leveled up with one Spirit Link.

Your complaint there is exactly why they buffed Empathy to include this a while back.


Why even have it in the first place, then?

Why not just have the thing come out at full power, rather than forcing players to dump 150,000xp into their class at Lv75+ just to get a pet that works without having to kill a bunch of cr*p before they can go kill what they REALLY wanted to kill in the first place?

They could just remove the mechanic, change the Merit to something else useful and call it a day.


Edited, Aug 26th 2014 9:16am by Lyrailis
#24 Aug 26 2014 at 7:42 AM Rating: Excellent
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Because Empathy already was useful, if simply to pass Shell to your wyvern and give it -25% or so MDT (a bit less if you only have a self-casted Shell and not Shell 5 from a mage). It was already something DRGs should be getting anyway, along with Angon; adding the exp aspect to it just cemented Empathy along with Angon as DRG staple merits, due to all the content around where you're unable to obtain exp normally.

In short, they COULD do that, but it's really low priority imo. fyi, DRG is not the only job where the merit "choices" are extremely clean-cut.

Edited, Aug 26th 2014 9:44am by Fynlar
#25 Aug 27 2014 at 9:06 AM Rating: Decent
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As a lot of people may not remember or never knew, it was originally a design change for exp levels, since logically, once you hit end-game depending on what it is, you won't have time to level it's strength, which is what the merits were for. However while you were exping, it got stronger as you continued to exp grind.

That was the main purpose for the change, while it helps overall, it wasn't done purely from an end-game aspect, since remember: Unlike most MMOs (XIV included), XI had content through the levels, not just to skyrocket you to end-game where the content actually begins.
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#26 Aug 28 2014 at 4:04 AM Rating: Good
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Forturyino wrote:

[dev1230] The Goblin Mystery Box Revamp

  • The Goblin Mystery Box will undergo the following additions and adjustments.

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  • A new special dial containing weapons, armor, magic scrolls, and other fabulous items will be added.
  • Dials one through five will now cost ten tally each and provide specific categories of items.


  • Goblin Mystery Box Content Post-Additions and Adjustments

 
Dial	Daily Tally	Rewards 
Dial 1	      10	Materials 
Dial 2	      10	Non-fish foodstuffs 
Dial 3	      10	Medicine 
Dial 4	      10	Sundries 1 (bait, fish, keys, hatchets, etc.) 
Dial 5	      10        Sundries 2 (Ninja tools, Quick Draw cards, pet items, arrows, bullets, etc.) 
Special Dial  50	Various items including weapons, armor, and magic scrolls

* The special dial may be selected once per day (Earth time), resetting at Japanese midnight.

  • The amount of daily tally you currently possess will be carried over after the version update. Additionally, the amount of tally received when trading rare items and the total number of points that may be stored will be increased.

  • Goblin Mystery Boxes will now be available in the following locations:
  • Mystrix in Southern San d’Oria (L-7)
  • Habitox in Port San d’Oria (I-10)
  • Bountibox in Bastok Mines (K-9)
  • Specilox in Bastok Markets (I-7)
  • Arbitrix in Windurst Walls (C-14)
  • Funtrox in Windurst Woods (G-7)
  • Priztrix in Upper Jeuno (I-10)
  • Sweepstox in Lower Jeuno (I-6)
  • Wondrix in Aht Urhgan Whitegate (F-11)
  • Rewardox in Western Adoulin (H-10)
  • Winrix in Eastern Adoulin (G-10)

* The Goblin Mystery Boxes in Batallia Downs and Bhaflau Thickets will be removed.

http://forum.square-enix.com/ffxi/threads/43967

Edited, Aug 28th 2014 7:59am by Szabo
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