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Patch 1.18: Miscellaneous Adjustments (07/14/2011)Follow

#1 Jul 14 2011 at 3:47 AM Rating: Excellent
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http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=4219fb1a0da1eba16c0d0496d727f16b62aef351

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In addition to the improvements announced thus far, patch 1.18, slated for release on Friday, July 22 (JST), will usher in a range of miscellaneous adjustments. Players can look forward to the abolition of the fatigue system, revisions to Raise spells, the removal of anima cost for Return, and more.
Removal of the Fatigue System
Fatigue is the means whereby playing for prolonged periods of time progressively yields less and less skill and experience points, eventually reaching a point where neither can be obtained. Patch 1.18 will see the removal of this system, meaning players will no longer be subjected to a reduction in skill and experience point awards even after long hours of play. In light of this change, accumulated surplus points will also be done away with.



Death Penalty and Raising
The introduction of instanced raids will be accompanied by a wide range of revisions to areas such as the death penalty, Raise spells, and the Return command.


Death Penalty
The penalty for being KO'd, namely the effects of Weakness and Brink of Death, will be revised as follows:


Weakness
Players who are raised will be afflicted with the Weakness status, which has the following negative effects:

25% HP reduction
25% MP reduction


Brink of Death
Players who are KO’d when under the effect of Weakness and are subsequently raised will be subjected to the Brink of Death status, which inflicts the following negative effects:

50% HP reduction
50% MP reduction
50% attack power reduction
50% magic potency reduction
50% defense reduction
50% magic defense reduction

A further penalty will apply to equipment durability for players who revive themselves via the Return command.


Raising
As part of balance adjustments accompanying the introduction of instanced raids, and in order to improve the usability of Return as a mode of transport, Raise and Resurrect will receive changes to their effects, as well as the rank at which they are learned. New Raise spells will also be introduced.


Raise

Learned: Rank 14 (instead of 38)
Recast Time: 5 min. (instead of 60 sec.)
MP Cost: 101 (instead of 0)


Resurrect

Learned: Rank 14 (instead of 38)
Recast Time: 5 min. (instead of 60 sec.)
MP Cost: 101 (instead of 0)


Raise II -New-
Restore the breath of life, reviving a KO’d target. Weakness and Brink of Death effects last for 1 minute.

Learned: Conjurer, Rank 38
Cast Time: 10s
Recast Time: 2.5 min.
MP Cost: 186
Exclusive to conjurer.


Rebirth -New-
Restore the breath of life, reviving a KO’d target. Target suffers no Weakness or Brink of Death effects.

Learned: Conjurer, Rank 50
Cast Time: 10s
Recast Time: 30 min.
MP Cost: 231
Exclusive to conjurer.


Return
Alongside the above-mentioned reduction in the rank at which Raise is learned, the following adjustments will be made to Return in order to improve its usability as a mode of transport.


Anima consumption will be reduced to zero.
A recast time of 15 minutes will be imposed.
* The above recast time is not imposed on players who are KO'd.
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#2 Jul 14 2011 at 3:58 AM Rating: Good
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I can say I'm more excited about these changes than I am about auto-attack, battle changes and raids combined!
#3 Jul 14 2011 at 5:55 AM Rating: Good
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This is the way it should be i am fairly exited.
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#4 Jul 14 2011 at 6:04 AM Rating: Excellent
Cheers to them for chugging on in the right direction. I mean, I wish they could fix everything at once and soon, but this patch will be nice.
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#5 Jul 14 2011 at 6:21 AM Rating: Excellent
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Hip-hip-hooray! Fatigue will be gone! Looking forward to this patch even more than before.
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#6 Jul 14 2011 at 6:22 AM Rating: Good
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I hope they make it so that you can target the KO'ed person easily, allow you to raise others outside your party, AND rework the animation when raising.
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#7 Jul 14 2011 at 6:51 AM Rating: Excellent
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lurex wrote:
I hope they make it so that you can target the KO'ed person easily, allow you to raise others outside your party, AND rework the animation when raising.


You should be able to raise people out of party now. Click spell > click dead person > confirm
Or did I misinterpret what you wrote? o_o?
#8 Jul 14 2011 at 7:02 AM Rating: Good
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Even though this patch probably won't be the mythic "Golden Patch", I think it is shaping up to be really great. It seems like there are a lot of major adjustments coming, and I'm very excited to see them implemented. I'm not quite at the point of returning to the game yet, but this is definitely a big step in the right direction. If the feedback from the dungeons/raids is good, that could seriously sway my decision to return.
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#9 Jul 14 2011 at 8:03 AM Rating: Good
Well that sounds great.
#10 Jul 14 2011 at 8:37 AM Rating: Decent
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Quote:
Learned: Conjurer, Rank 38
Cast Time: 10s
Recast Time: 2.5 min.
MP Cost: 186
Exclusive to conjurer.


Rebirth -New-
Restore the breath of life, reviving a KO’d target. Target suffers no Weakness or Brink of Death effects.

Learned: Conjurer, Rank 50
Cast Time: 10s
Recast Time: 30 min.
MP Cost: 231
Exclusive to conjurer.


Dammit!
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#11 Jul 14 2011 at 8:50 AM Rating: Good
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ShockTopMagic wrote:
Quote:
Learned: Conjurer, Rank 38
Cast Time: 10s
Recast Time: 2.5 min.
MP Cost: 186
Exclusive to conjurer.


Rebirth -New-
Restore the breath of life, reviving a KO’d target. Target suffers no Weakness or Brink of Death effects.

Learned: Conjurer, Rank 50
Cast Time: 10s
Recast Time: 30 min.
MP Cost: 231
Exclusive to conjurer.


Dammit!


Agreed. I leveled Thaumaturge to 45 now I have to finish leveling Conjurer as well. >.<

Lots of content to this patch. Now the only concern is how many hours will it take to download?
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#12 Jul 14 2011 at 8:58 AM Rating: Good
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Mwahaha! Good, good!
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#13 Jul 14 2011 at 9:44 AM Rating: Excellent
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this looks god **** amazing! and fatigue finnaly gone:D
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#14 Jul 14 2011 at 9:44 AM Rating: Decent
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kainsilv wrote:
Now the only concern is how many hours will it take to download?

Have you opened the ports on your router? ever since early beta I've never had a patch take more than 20 minutes to dl with the correct ports open on my router.
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#15 Jul 14 2011 at 9:44 AM Rating: Good
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maybe it's just me but those recast timers seem way to high.

when they start adding monsters that are really tough were going to have only a little bit of room for error.
#16 Jul 14 2011 at 10:48 AM Rating: Decent
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I'm actually impressed, the penalties and benefits of the raise family are quite fair...

Even further, the new Return changes are exceptionally fair

How very non-MMO... something wicked thius way must soon come (I'm gonna close my eyes now until after the patch ok fine maybe not too many days away)

Keysofgaruda wrote:
maybe it's just me but those recast timers seem way to high.

when they start adding monsters that are really tough were going to have only a little bit of room for error.


Eh? If you have a CON in your party, it's every 2.5 minutes... chances are in a pre-planned setting every one will have some form of raise loaded on their bar @ 5 min recast. I think as I'm planning things in my head any way, that all the times are more than fair.

Edited, Jul 14th 2011 4:50pm by Perrin
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#17 Jul 14 2011 at 11:28 AM Rating: Excellent
I'm not knocking these changes by what I am going to write, just wish they had added reraise for THM - would have been a little something. I understand why they might not though. I am quite excited though as already by assigning CON to Raise II you are defining it much further.
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#18 Jul 14 2011 at 11:54 AM Rating: Good
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The recast timers really are fine, especially for spells that remove most if not all negative post-raise effects. I'm sure the intention of Rebirth is simply for emergency situations more than anything else...like "Oh crap, the tank died, get him up quick!" Don't forget there's still no SP loss as well.

The removal of the fatigue system should be broadcast far and wide, as that alone is one of the major reasons people left, although not the only one. That's something that should have been gone since day one, but I'm curious to see what kind of SP changes are the result of surplus' removal.
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#19 Jul 14 2011 at 1:26 PM Rating: Good
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Is anyone else somewhat annoyed that raise is now a rank 14 spell? I'm glad that it's lower than 38, but 14 seems too low. By doing levequests in each of the cities you can get to rank 14 in less than two hours.

3 cheers to fatigue being gone! :D
#20 Jul 14 2011 at 1:34 PM Rating: Good
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dmdees wrote:
Is anyone else somewhat annoyed that raise is now a rank 14 spell? I'm glad that it's lower than 38, but 14 seems too low. By doing levequests in each of the cities you can get to rank 14 in less than two hours.

3 cheers to fatigue being gone! :D


I don't really see anything wrong with it being that low. He did it to encourage us to use it more openly, like way back when people would toss out free heals because they could. Thinking of it, the Rank 20's leves were where the grouping is encouraged, so it kinda makes sense around 12 to 14.
#21 Jul 14 2011 at 2:34 PM Rating: Good
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Everyone's concern about recast timers sounds like people plan to die, or let people die, in their parties all the time. Perpetual death or mass death usually means you're doing something wrong and need to regroup and restart the fight, from my point of view. Or at least, it will >_> since much like gil, death has been of no issue so far.
#22 Jul 14 2011 at 2:42 PM Rating: Excellent
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yay for no fatigue.
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#23 Jul 14 2011 at 3:24 PM Rating: Excellent
Briker wrote:
Everyone's concern about recast timers sounds like people plan to die, or let people die, in their parties all the time. Perpetual death or mass death usually means you're doing something wrong and need to regroup and restart the fight, from my point of view. Or at least, it will >_> since much like gil, death has been of no issue so far.


If they won't nerf the Imps - *shrug*. There is no sense in getting hit for 1500+ by a level 25 mob. This seems more of an apology for not being able to balance the mobs' strengths quite yet. I think battle changes have to come first.

I can't help but feel as if the meaningless gil has helped make FFXIV feel, hmmm, let's say less satisfying than other games.
#24 Jul 14 2011 at 4:24 PM Rating: Decent
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SmashingtonWho wrote:
Briker wrote:
Everyone's concern about recast timers sounds like people plan to die, or let people die, in their parties all the time. Perpetual death or mass death usually means you're doing something wrong and need to regroup and restart the fight, from my point of view. Or at least, it will >_> since much like gil, death has been of no issue so far.


If they won't nerf the Imps - *shrug*. There is no sense in getting hit for 1500+ by a level 25 mob. This seems more of an apology for not being able to balance the mobs' strengths quite yet. I think battle changes have to come first.

I can't help but feel as if the meaningless gil has helped make FFXIV feel, hmmm, let's say less satisfying than other games.


Hmmm, I thought they did nerf Imps, but I haven't agroed one in a long, long time so I really don't know about how they are now. I do remember them being a huge pain in the **** tho (as well as Cactuars before the nerf).

True that gil has been devalued, but I.... sort of don't mind that as much. I'm just thankful I was able to buy the NM gear pieces I've been missing, instead of having to accumulate faction points over and over due to the randomness of rewards.

Hopefully, no more sudden death mobs. Those are bearable in offline games but are **** annoying in MMOs, especially while soloing.
#25 Jul 14 2011 at 5:49 PM Rating: Decent
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There's still a lot about the game that devalues the overall experience. Gil & deaths not mattering much are a big part of that. It just sucks that you're often left feeling like the time & effort put in doesn't add up to a whole lot. That "why bother?" attitude kicks in.

Funny how that works too because those are improvements on what a lot of people complained about with XI(before more recent changes). Too much of a time sink, too difficult to make gil, high chance of deaths & failures, needing a full party too often. Even for early-level stuff that sometimes you wished you could just solo and knock it out quickly. But because it was often such a pain in the ***, you really appreciated your accomplishments and learned to be a team player because you had to. You get more of a "eh, big deal" feeling about XIV.

Hopefully some of these fixes & additions bring in more of that challenge and that sense of accomplishment. The feeling like your time & effort meant something and made a difference. It's hard for me to see it when they're tackling an issue here & an issue there when there's still so much to be done. Maybe that'll change some once we start seeing the results in action rather than just "Here's what we're working on & thinking about working on".
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#26 Jul 14 2011 at 11:30 PM Rating: Decent
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Hopefully, no more sudden death mobs. Those are bearable in offline games but are **** annoying in MMOs, especially while soloing.


i'm all for this. an MMO should be about testing the skills of the players and pushing them to their limits. thats why absolute virtue was the absolute worst idea for a boss ever made (pun intended).

mobs shouldnt be able to 1 shot an entre alliance of players unless it gives off a warning or has a long enough time limit for people to do something about it. like odin, i found was a very fair boss fight. was tough but not unfair to the point people just said $*(^ it.
#27 Jul 15 2011 at 1:00 AM Rating: Good
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Briker wrote:
Everyone's concern about recast timers sounds like people plan to die, or let people die, in their parties all the time. Perpetual death or mass death usually means you're doing something wrong and need to regroup and restart the fight, from my point of view. Or at least, it will >_> since much like gil, death has been of no issue so far.


It's not uncommon for people to (partly) wipe in dungeons if the difficulty is decent.
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#28 Jul 15 2011 at 10:23 AM Rating: Default
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RedGalka wrote:
Briker wrote:
Everyone's concern about recast timers sounds like people plan to die, or let people die, in their parties all the time. Perpetual death or mass death usually means you're doing something wrong and need to regroup and restart the fight, from my point of view. Or at least, it will >_> since much like gil, death has been of no issue so far.


It's not uncommon for people to (partly) wipe in dungeons if the difficulty is decent.


It's also not uncommon for wipes to be well over 3.5 minutes apart (recast time + weakness time for raiseII).
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#29 Jul 15 2011 at 9:43 PM Rating: Good
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I think read somewhere that the new dngeons would have a time limit or would give better rewards to quicker clears and such. If this is the case and the death (non) penalty stays the same then the recast timers of raise spells along with weakness will actually make people worry about dying.

Personally the only issue I have with these spells is that the new ones should have beenr estricted to WHM instead of CON.
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#30 Jul 17 2011 at 6:26 PM Rating: Good
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No fatigue! Sounds like it's just about time for me to start working on my subcrafts again!
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#31 Jul 18 2011 at 12:48 PM Rating: Excellent
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Briker wrote:
Everyone's concern about recast timers sounds like people plan to die, or let people die, in their parties all the time. Perpetual death or mass death usually means you're doing something wrong and need to regroup and restart the fight, from my point of view. Or at least, it will >_> since much like gil, death has been of no issue so far.


Well no one planned to die in XI either, but mass death at big events seemed to happen pretty often. The recast timers do seem a little extreme. I couldn't imagine raising even three people in the group, five minutes at a time.

I don't understand why the better spell, that drops the weakness to 1 minute, is on a shorter recast time than the tier 1 spell that doesn't.

30 minutes on rebirth makes sense.

#32 Jul 18 2011 at 1:09 PM Rating: Excellent
I tried to login and perhaps level a bit in preparation for this patch.

First, oh yeah I got a new router, spend 2 hours setting up a static IP and pinholes (Port forwarding) for FFXIV. Great.

2 hours later, login and the world is bleak. I saw 1 person actually moving around. Certainly not going to get a group together like this.

Maybe wait for Behest? Nope. Here I am at Broken Water on a weekend evening and not a soul in sight.

Solo? Nah.

Is the patch going to bring back enough people to at least form parties for the new content?
#33 Jul 18 2011 at 4:30 PM Rating: Excellent
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I've always been a fan of keeping raise spells out of combat with no cool down, then giving special combat raises. Keeps players from zerging content, and doesn't add silly time sinks to people who fail something.
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