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Patch 1.17 has Arrived!Follow

#1 Apr 14 2011 at 3:02 PM Rating: Excellent
Patch details are up for your ocular pleasure!

Clicky to patch details

adding details to this post as we speak
...

[patch1.17] Patch 1.17 Notes

Event

* [dev1004] Upon meeting the objectives of a main scenario or class quest, an exclamation point (!) icon will appear over the NPC offering the quest. An exclamation point icon will also appear over the heads of NPCs with whom a player must speak to advance a quest.

* [dev1004] Objectives for several quests have been adjusted.
Party members who are KO'd now receive credit for defeated enemies.
Party members KO'd in battle while on a quest are now automatically revived after the battle is won.
* [dev1004] Distinguishing icons are now displayed next to the names of quest-related NPCs. Target enemies of quests are now represented on the minimap by red dots.

* [dev1002][dev1003] New sidequests have been added.

* [dev1051] Class requirements for undertaking the following sidequests have been adjusted:
    Proceed with Caution	Disciplines of War and Magic	→	All classes 
              Playing with Fire	     Disciplines of War and Magic	→	All classes


* [dev1011] The rate and amount of guild tokens that can be obtained on local levequests have been adjusted.
* [dev1021] The following changes have been made to behests.

o The maximum number of participants has been reduced from 15 to 8.
o The behest reset timer has been reduced from 1 hour to 30 minutes.
o The period during which behests may be undertaken has been reduced from 5 minutes to 3 minutes.
o The period during which behests must be completed has been reduced from 30 minutes to 20 minutes.
o The period during which rewards can be claimed upon completion of a behest has been reduced from 10 minutes to 5 minutes.
o The number of behest enemies has been adjusted.


Battle

* [dev1031] New notorious monsters have been added.
* [dev1030] Enemy distribuion has been adjusted in the following areas:

o Lower La Noscea
o Western La Noscea
o Eastern La Noscea
o Central Thanalan
o Eastern Thanalan
o Western Thanalan
o Central Shroud
o North Shroud
o South Shroud

* [dev1049] Several of the actions and motions of the following enemies have been adjusted:
Magicked Bones, Skeleton Soldier, Skeleton Swordbearer, Wandering Wight, Wendigo, Wight, Wight Warrior

* [dev1050] The Misdirection ability of the following enemies now deals no damage to players:
Kokoroon Quickfingers, Longnose Gnognoroon, Qiqirn Beater, Qiqirn Egg Hunter, Qiqirn Eggnapper, Qiqirn Goon, Qiqirn Mercenary, Qiqirn Poacher, Qiqirn Scrambler

* [dev1020] The maximum number of party members has been reduced from 15 to 8.
The strength of several notorious monsters has been adjusted to coincide with this.

* [dev1020] Players now receive enhancing status effects when in a light party (4–7 members) or full party (8 members).

o Comradery (light party)
Maximum HP and MP increased by 5%
Physical and magic accuracy increased by 5%
o Strength in Numbers (full party)
Maximum HP and MP increased by 10%
Physical and magic accuracy increased by 10%

* [dev1037] Graphic effects of actions and spells have been enlarged by a factor of between 1.5 to 2 times their original size.



Item

* [dev1038] New items have been added.
Several new pieces of class-specific gear have been added.
* Classes capable of equipping these items are listed after a Requires: prefix in the item text.

* [dev1041] The rate at which the condition of accessories degrades has been reduced depending on the amount of other gear equipped.
* [dev1042] Messages informing players of items obtained through gathering now display the item's icon next to its name.


 
* [dev1039] When the three below conditions are met in regards to the grade and difficulty of a gathering attempt, the "sweet spot" of the approach phase will be in a fixed location.

1. Class rank
2. Values of VIT for miners, STR for botanists, and DEX for fishers
3. Bait and lures (for fishing only)

ex.) At a certain grade and difficulty, having the appropriate rank, DEX value, and bait/lure will ensure that jigging the rod precisely in the middle will result in a black eel hit.


System

* [dev1043] The following UI features have been enlarged:

o Player HP/MP/TP gauges
o Target HP gauges
o Party member HP/MP gauges

* [dev1052] The text designations <p0> through <p7> can now be used to select targets.
* [dev1044] The text command /hpbar has been added, and can be used to toggle the display of HP bars on and off for all targets capable of engaging in combat.

USAGE: /hpbar [subcommand]
 >>Subcommands:
 all  Display HP bars for all enemies and players.
 off  Hide HP bars for enemies and players.
 * This option is set to off by default.

 
* [dev1045] The text command /enemyrank (/erank) has been added, and can be used to toggle display names on and off for enemies.
As part of this new feature, the icons previously used to display an enemy's strength have been removed from the game.

USAGE: /enemyrank [subcommand]
 >>Subcommands:
 on  Display enemy ranks.
 off  Hide enemy ranks.
 Toggle between on and off when no subcommand is specified.
 * This option is set to off by default.


 
* [dev1040] The text command /enemyicon (/eicon) has been added, and can be used to toggle the display of active and non-active icons for enemies.

USAGE: /enemyicon [subcommand]
 >>Subcommands:
 on  Display active (red) and non-active (green) icons.
 off  Hide active (red) and non-active (green) icons.
 Toggle between on and off when no subcommand is specified.
 * This option is set to off by default.


 
* [dev1020] Party Member 5–7 options have been added to the Keyboard section under main menu » Configuration.

* [dev1020] The following features have been removed to coincide with the new maximum party size:

o Party recruitment settings for 9 or more members
o Text macros <p8> through <p15>

* [dev1053] [dev1053] The following items now display on both the world map and minimap.

o Shop
o Repair
o Guildleve Counter
o Linkshell Manager
o Retainer Counter
o Summoning Bell
o Guild Mark Exchange

* [dev1046] Retainer locations are now saved even following server maintenance.

* [dev1029] Character collision with relatively low-lying outdoor elements has been removed.

* [dev1054] Rocks in front of the Adventurers' Guild in Gridania and next to the NPC Maisenta have been removed from the game.

* [dev1047] Battle music now cuts in and out, rather than fading in and out.

* [dev1048] Current patch version information is now displayed on the title screen.


Fixed Bugs

* The following bugs have been addressed.

o A bug wherein the target popoto-opotos on the sidequest "A Well-Balanced Diet" were appearing in an incorrect location.
o A bug wherein the enmity generated when using healing, enhancing, or enfeebling actions against an enemy of a rank different than your own was incorrect.
o A bug wherein characters were sometimes too easily resisting the status ailments caused by enemy spells.
o A bug wherein the condition of Pugilist Arms was degrading at an incorrect rate under certain circumstances.
o A bug wherein characters were getting stuck among the thick trees and dense vegetation of certain areas, making further adventuring impossible.
o A bug wherein the icons next to player names were displaying incorrectly.
o A bug wherein the teleport offer prompt that appears when other party members teleport would not disappear, even after accepting or refusing.
o A bug wherein discarding a stack of items numbering between 201 and 230 caused the game client to crash.
o A bug wherein a player's current gil was not displayed when leasing a market stand.
o A bug wherein blacklists were sometimes displaying incorrectly.
o A bug wherein negative stats of gear were not functioning correctly.
o A bug wherein mashing the Accept/Confirm button on a gamepad while crafting for a local levequest would forgo the synthesis details interface, and prevent all game commands other than chat.


Known Bugs

* A bug wherein party member markers on the world map and minimap sometimes shift abruptly to the lower right portion of said map.



Edited, Apr 14th 2011 2:25pm by Osarion
#2 Apr 14 2011 at 3:14 PM Rating: Decent
Maybe it's just me, but I would have prefered if a party of 7 has less HP/MP bonus than a party of 4 yet more than a party of 8.

Two reasons

1. If balanced just right people would happily leave with 4-7 people, with the 5% increase for a party of 8 some folks will be dead set on 8 instead of 7 etc...

2. I would think a mob could be balanced much easier for a party of 4-7 with HP bonuses that are greater than a max party of 8 that hsould drop the HP of the mob faster

However, I'm ultimately glad they settled on 8. 6 was too few in XI for PUGs 15 is too many for XIVs current UI. I'm looking forward to attempting strategy with people other than my LS... though I would still prefer a bit more definition in my chosen classes, I have patience for that ^.^ Happy adventuring, this is a decent patch (from what I see)
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#3 Apr 14 2011 at 3:17 PM Rating: Excellent
Hmmm, so the whole Companies system isn't live? Just introductory content?
#4 Apr 14 2011 at 3:18 PM Rating: Excellent
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Regarding all of the toggle options.... they listened to us!

#5 Apr 14 2011 at 3:20 PM Rating: Decent
Osarion, Goblin in Disguise wrote:
Hmmm, so the whole Companies system isn't live? Just introductory content?


That's what I was assuming any way... previous stuff said things like PAving the Way, etc... However there's a few things missing in the patch notes that I'm sure there will be parts of at the very least. We'll see when the download size is known...

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#6 Apr 14 2011 at 3:25 PM Rating: Decent
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Can someone copy/paste notes in thread? On mobile cant pull from url fpr some reason. :).
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#7 Apr 14 2011 at 3:26 PM Rating: Good
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Funny because it still says on the front page"
Quote:
To learn all about this exciting new facet to the FINAL FANTASY XIV world and better prepare for the Grand Company-related content being released in patch 1.17


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#8 Apr 14 2011 at 3:26 PM Rating: Decent
Quote:
[dev1052] The text designations <p0> through <p7> can now be used to select targets.


We can now setup member specific cure macros. This is how I will do it:

Name: P1
/ac "Cure" <p2>

Name: P2
/ac "Cure" <p3>

Since the player is automatically set to <p1>, when you count down spaces on the party list, the first one is <p2>, I label the Macro P1, as in, the first member of the party list. Easier to read count during battle.

D-pad targeting would be much simpler. I would like to see the lack of UP/DOWN sub-targeting on the known issues list.

Edited, Apr 14th 2011 7:24pm by SmashingtonWho
#9 Apr 14 2011 at 3:26 PM Rating: Excellent
AtmaWeapon0 wrote:
Can someone copy/paste notes in thread? On mobile cant pull from url fpr some reason. :).


Bam!
#10 Apr 14 2011 at 3:28 PM Rating: Good
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[dev1003] is company quests.

Introductory content indeed.
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#11 Apr 14 2011 at 3:33 PM Rating: Excellent
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Osarion, Goblin in Disguise wrote:
Hmmm, so the whole Companies system isn't live? Just introductory content?


Quote:
dev1002][dev1003] New sidequests have been added



We'll have to wait and see, but I think that second tag is companies. They're really stringing us out here lol.
#12 Apr 14 2011 at 3:35 PM Rating: Good
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Osarion, Goblin in Disguise wrote:
AtmaWeapon0 wrote:
Can someone copy/paste notes in thread? On mobile cant pull from url fpr some reason. :).


Bam!


Your awesome :)
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#13 Apr 14 2011 at 3:35 PM Rating: Decent
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all in all i like this patch. i just started again to see whats up and the game is much more playable and less anoying than it was at the start.

however with that said, the game still lacks content, and the market wards still needs work (specifically, i would like to be able to compare what im looking at with what im wearing without having to exit one or the other, and perhaps let me sell things that arent 100% repaired)

battle system needs work to, but what i really REALLY dont like, is that if i have a spell selected i cant press f1-6 to select a party member, i have to tab, or have that party member selected from the start. this sounds minor, but you could do it in ffxi, which was how i cured people all the time. selected a spell then f1-6 to cast on whoever.

game is shaping up and im having alot more fun, especially since a few of my friends joined to.

now if only they made crafting less complicated because my stats arent set properly for what im trying to craft compared to my DoW/DoM jobs.
#14 Apr 14 2011 at 3:37 PM Rating: Decent
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Seeing as the Easter event is absent, I'm guessing we'll get the remaining 30% of the patch next week, along with the event (they said we would get it before the 24th).
#15 Apr 14 2011 at 3:43 PM Rating: Decent
Mugamaga wrote:
Seeing as the Easter event is absent, I'm guessing we'll get the remaining 30% of the patch next week, along with the event (they said we would get it before the 24th).


Pretty sure most if not all of the Easter event is in this patch according to previous info from Yoshi
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#16 Apr 14 2011 at 3:46 PM Rating: Excellent
Oh and as always:

Anyone who can get us info on the new NMs -- location, screenshots, drops, approx. rank will be rated up nicely. Smiley: cool
We may not have them loaded into the database immediately, so this thread will do until then!
#17 Apr 14 2011 at 3:49 PM Rating: Decent
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PerrinofSylph, ****** Superhero wrote:
Pretty sure most if not all of the Easter event is in this patch according to
previous info from Yoshi


Maybe, but if that's the case, it's a bit odd they haven't made a proper post about it like they usually do.
#18 Apr 14 2011 at 3:50 PM Rating: Decent
Mugamaga wrote:
PerrinofSylph, ****** Superhero wrote:
Pretty sure most if not all of the Easter event is in this patch according to
previous info from Yoshi


Maybe, but if that's the case, it's a bit odd they haven't made a proper post about it like they usually do.


What are they going to post? They won't post anything until a day or so prior if not on the day they flip the switch itself. Unless I'm mistaken that's how it's happened in the past.
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#19 Apr 14 2011 at 4:09 PM Rating: Decent
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PerrinofSylph, ****** Superhero wrote:
What are they going to post? They won't post anything until a day or so prior if not on the day they flip the switch itself. Unless I'm mistaken that's how it's happened in the past.


I assumed the start of an event always coincided with adding a patch, but turns out they've always started the events independently, so you're probably right. Looks like I got a bit ahead of myself there.
#20 Apr 14 2011 at 4:26 PM Rating: Excellent
Quote:
[dev1054] Rocks in front of the Adventurers' Guild in Gridania and next to the NPC Maisenta have been removed from the game.


o.O No....That was my pet rock Flapjack Mahoney, and Inspector Gadget. I will miss you Flapjack, and Inspector. RIP.
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#21 Apr 14 2011 at 5:05 PM Rating: Decent
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well they changed it to only 8 people every half hour
its to get people to go to different behest camps instead of camping the same ones all day
but the thing is, that requires teleporting anima which we need to conserve.
it also means that we'd have to teleport to a behest that might already be full, plus that behest camp will not have any levequests available to do since there are only two camps in each zone for your rank.
so youd be stuck at a behest camp with no quests, no behest cuz its full and no way to get back but walk

i just chatted that to my friend on msn, idk if i like what they did to behest

nooooooooo, NOOOOOOOOOOOOOOOOOOO, i bought a new moniter to make them smaller you douchebags, wow thats so stupid.

Edited, Apr 14th 2011 7:08pm by pixelpop
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#22 Apr 14 2011 at 5:12 PM Rating: Excellent
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NEW QUEST! Probably related to companies:
Seeing the Seer's
Kinnison near Conjurer's guild, asks you to speak to 5 people.
The 5 people are around Gridania, and speak of the different seed seer's, including multiple female ones. Once complete, you get a "Super Ether" (not real name) for your effort.


Edited, Apr 14th 2011 7:28pm by MerylStryfe
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#23 Apr 14 2011 at 5:12 PM Rating: Good
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pixelpop wrote:
Quote:
well they changed it to only 8 people every half hour
its to get people to go to different behest camps instead of camping the same ones all day
but the thing is, that requires teleporting anima which we need to conserve.
it also means that we'd have to teleport to a behest that might already be full, plus that behest camp will not have any levequests available to do since there are only two camps in each zone for your rank.
so youd be stuck at a behest camp with no quests, no behest cuz its full and no way to get back but walk

i just chatted that to my friend on msn, idk if i like what they did to behest

nooooooooo, NOOOOOOOOOOOOOOOOOOO, i bought a new moniter to make them smaller you douchebags, wow thats so stupid.

Edited, Apr 14th 2011 7:08pm by pixelpop



The big question is; are grind parties viable now? With party size changes/enhancements, mob adjustments and placement distribution, we may not need Behest as much.
#24 Apr 14 2011 at 5:21 PM Rating: Good
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I'm so happy they finally put forth a good patch, I was losing hope but, now, I think I can actually see FFXIV shaping up into a great game (provided they keep delivering content of at least this quality).
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#25 Apr 14 2011 at 5:30 PM Rating: Default
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Well, of course there will be some issues that arise with any content update. Fortunatly, any problems that come up can be remedied with feedback, planning, and implementation.

It is wise for them to make other areas more viable versus making one area OP.

1.It eases congestion.
2.Discourages making ghost towns of particular areas.
3.The smaller parties and more frequent behests can equate to being more accesible.

If there becomes a wide complaint of inefficient anima or trouble getting to participate in behests. They will most likely make adjustments to remedy the situation.

Edited, Apr 14th 2011 7:33pm by sandpark
#26 Apr 14 2011 at 5:50 PM Rating: Excellent
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NM Queen Bulote (funguar)
Around level 35ish, I died trying to solo as a level 31 Con.
Drops Canvas Tabard, R25 gear with +3 Vit

Killed again and dropped Eternal Shade, really nice body piece, requires rank 25 and only melee type jobs can equip.


Edited, Apr 14th 2011 8:11pm by MerylStryfe
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#27 Apr 14 2011 at 6:24 PM Rating: Good
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what was the location of the NM? Do we know the locations of these things or gotta find them on our own?
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#28 Apr 14 2011 at 6:31 PM Rating: Excellent
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I found what seems to be the first Grand Companies quest in Ul'dah.

The NPC Fruhybolg in the Gladiator's Guild starts a quest called "A Call to Arms" where he talks about Grand Companies coming back and asks you to speak with some townsfolk to bolster the ranks.

#29 Apr 14 2011 at 7:08 PM Rating: Excellent
This may be pure coincidence, but as far as:
[dev1011] The rate and amount of guild tokens that can be obtained on local levequests have been adjusted.

It seems that they increased the rate, and lowered the amount. Just based off 3 leves so far though, so hard to tell.
#30 Apr 14 2011 at 7:27 PM Rating: Excellent
Marcette, (6,5) in gridania offers the quest In the Name of Science. R10 DoW/M

Swaenhylt, (6,3) in Gridania offers the quest Hearing Confession. R10 All classes

Totono, (4,5) in Ul'dah offers the quest Clasping to Hope. R34 DoW/M

Gegeissa (6,3) in Ul'dah offers the quest The Unheard Horizon. R20 DoW/M





Edited, Apr 14th 2011 8:44pm by Osarion
#31 Apr 14 2011 at 7:35 PM Rating: Good
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The NM i found was to the west of Camp Tranquil, I wanna say like (37, 49) but i could be wrong. In the open area just a bit SW on the camp.
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#32 Apr 14 2011 at 8:27 PM Rating: Good
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Just curious since I haven't fought against too many undead in FFXIV, but are the "undead" mobs in FFXIV under-con like in FFXI? Also do Cure spells damage the undead?
#33 Apr 14 2011 at 10:06 PM Rating: Good
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They broke the description for Nether Newt :o
http://img.photobucket.com/albums/v420/vebhe/ffxivgame2011-04-1516-02-41-45.jpg
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TERA looks tasty...
#34 Apr 14 2011 at 10:29 PM Rating: Excellent
Riniaru wrote:


Nice lol.


Also, I see SE is trying to inject a bit of irony/humor/story into the whole "making the mobs bigger" deal.

Quote:
Gegeissa: Do you think this might have something to do with the beasts growing larger in recent days?

From one of the new quests.
#35 Apr 15 2011 at 8:24 AM Rating: Excellent
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Quote:
Rocks in front of the Adventurers' Guild in Gridania and next to the NPC Maisenta have been removed from the game.


I quit.
#36 Apr 15 2011 at 8:30 AM Rating: Good
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rubina wrote:
Just curious since I haven't fought against too many undead in FFXIV, but are the "undead" mobs in FFXIV under-con like in FFXI? Also do Cure spells damage the undead?


If you have an enemy targeted and cast cure it still uses it on yourself(And party if AoE). I like that for not having to target myself in between, but always enjoyed the use of healing magic/items on the undead. *Enter fight with Phantom Train, use Elixir on Phantom Train, victory!*
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#37 Apr 15 2011 at 8:59 AM Rating: Good
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Quote:
Funny because it still says on the front page
Quote:
To learn all about this exciting new facet to the FINAL FANTASY XIV world and better prepare for the Grand Company-related content being released in patch 1.17


They also stated that the original 1.17 patch has been split into two patches due to the problems they are having in japan. So this patch is only 70% of the content that we were supposed to get. Expect another patch very soon.
#38 Apr 15 2011 at 9:17 AM Rating: Good
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Osarion, Goblin in Disguise wrote:


Also, I see SE is trying to inject a bit of irony/humor/story into the whole "making the mobs bigger" deal.

Quote:
Gegeissa: Do you think this might have something to do with the beasts growing larger in recent days?

From one of the new quests.


Lol I caught that last night as well :D. He goes on to say how the mobs turds are bigger than him.


Quote:
They also stated that the original 1.17 patch has been split into two patches due to the problems they are having in japan. So this patch is only 70% of the content that we were supposed to get. Expect another patch very soon.


Aye, this has me a bit excited. Since I originally thought the 1.17a patch was just going to be the easter event, but I wonder if it'll expand on the companies then?



Edited, Apr 15th 2011 10:24am by Ipwnrice
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#39 Apr 15 2011 at 9:42 AM Rating: Good
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TwistedOwl wrote:
rubina wrote:
Just curious since I haven't fought against too many undead in FFXIV, but are the "undead" mobs in FFXIV under-con like in FFXI? Also do Cure spells damage the undead?


If you have an enemy targeted and cast cure it still uses it on yourself(And party if AoE). I like that for not having to target myself in between, but always enjoyed the use of healing magic/items on the undead. *Enter fight with Phantom Train, use Elixir on Phantom Train, victory!*


Too bad you can't cure yourself which damaging the undead with an AoE Cure.
#40 Apr 15 2011 at 11:34 AM Rating: Decent
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hmmm looks like some good stuff. I might just have to have a quick login to check it out.
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#41 Apr 15 2011 at 5:51 PM Rating: Good
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* [dev1037] Graphic effects of actions and spells have been enlarged by a factor of between 1.5 to 2 times their original size.
Yeeeeessssss!!!!! As a conjurer/thaumaturge, I am happy to hear they are trying to making the spells look more impressive.
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#42 Apr 16 2011 at 7:58 AM Rating: Good
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well, thy still are not impressive lol. They are just bigger. Not sure why I would want something to look bigger if it wasn't too hot looking in the first place.

I rather they change it to where 95% of our WS don't have the same exact animation. Still can't believe that my final WS at 50 looks the same as the one I started with, along with all the WS I learned inbetween.

Edited, Apr 16th 2011 9:59am by Scape13
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#43 Apr 16 2011 at 9:12 AM Rating: Good
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Scape13 wrote:
well, thy still are not impressive lol. They are just bigger. Not sure why I would want something to look bigger if it wasn't too hot looking in the first place.I rather they change it to where 95% of our WS don't have the same exact animation. Still can't believe that my final WS at 50 looks the same as the one I started with, along with all the WS I learned inbetween.
Edited, Apr 16th 2011 9:59am by Scape13


I would have been happier if they made Shockspike & StoneSkin instant cast or cut down casting time by 50%. Or make Protect/Shell last a lot longer.
#44 Apr 16 2011 at 10:16 AM Rating: Good
Scape13 wrote:
Still can't believe that my final WS at 50 looks the same as the one I started with, along with all the WS I learned inbetween.


Yes! It's sad.
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