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#252 Oct 08 2011 at 7:35 PM Rating: Good
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StateAlchemist of Amestris wrote:
shandavine wrote:
Just get tired of forever grinding, Grind months for so little content. The Materia system is another time sink,which is painful.


This is the kind of comment that makes me believe people who say these kind of things used cheat codes for every game they owned. (And if their wasn't cheat codes they probably never beat the game.)


No, some people just enjoy content-mask grinds versus unapologetic naked grinds.
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#253 Oct 08 2011 at 8:10 PM Rating: Decent
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StateAlchemist of Amestris wrote:
SmashingtonWho wrote:
State, did not mean to direct that to you. Your answer is correct, PL is the way to go.

I would prefer if that was not the case, though. I am trying to level 16-22 ARC on my second character for Quickstride. This would have been fun before the patch. One of the reasons I've enjoy FFXIV is the satisfying aspect of solo play.

I my opinion, Soloing at 16 is no longer fun. I just got done trying to chain together some 14-15 mobs. Useless. Did not enjoy. On the flip side, I had a great time soloing Leves from 10-16 just last week.

I have posted an official post, stating my own opinion, on Lodestone feedback, which is the least and the most I can do.

I am a bit discouraged. I went ahead and tried to shout for PL trade off. No luck. LS members not available early Saturday morning to PL with. I guess I'll log back in later and try to get PL'ed later this afternoon. The logic in that statement just screams that there is something wrong.

Anyone else have ideas for leveling solo at 16?

No worries.

As far as soloing...it depends on job really, but fighting mobs equal to your rank should be possible. To be fair, I am kind of glad to har the very beginning of the game for a new player is rough. It is kinda like a trial by fire...weed out the weak so only the strong remain. It may be rough to begin with, but with some hard work you get to reap the same rewards as the people whop are seasoned veterans of the game. Don't get too discouraged. Remember that they are most likey going to make some adjustments over the course of the next month to fix any pertinent issues with this patch.


Stop confusing hard with time sink. There is a big difference between the 2. A time sink is just as the name says...a time sink. People aren't complaining that game is too hard now for new players. They are saying this will suck/not be fun/be stupid for new players coming to the game. There is no trial by fire with this game. If someone wanted a game that has trial by fire they would play demon souls or dark souls. That is hard and also fun. This is neither to most people.

Not to call names or say you shouldnt like this game but its not weeding out the weak. It is weeding out the smart people that have actually played other MMO's and only the stupid jaded people *or people that actually like it...* will remain after that. FFXIV doesnt know what it wants. That is clear. It does need to cater to new players more then older ones. Other wise it will die. Right now It has already had 1,000,000 copies sold, of that maybe 20-30k players. so out of 100 people that pick this game up 2 or 3 of them will stay around.

I would like to see the game do well. I will never play it again. They need to concentrate on making content for the starting zone. Quests..actually quests. maybe a lvl 15 instant. This will keep the new players entertained. It shouldnt be a time consuming event at the start of a game. Later down the road maybe, but that is after you have the players hooked.


Edited, Oct 8th 2011 10:17pm by elicuevas
#254 Oct 08 2011 at 11:31 PM Rating: Decent
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elicuevas wrote:
StateAlchemist of Amestris wrote:
SmashingtonWho wrote:
State, did not mean to direct that to you. Your answer is correct, PL is the way to go.

I would prefer if that was not the case, though. I am trying to level 16-22 ARC on my second character for Quickstride. This would have been fun before the patch. One of the reasons I've enjoy FFXIV is the satisfying aspect of solo play.

I my opinion, Soloing at 16 is no longer fun. I just got done trying to chain together some 14-15 mobs. Useless. Did not enjoy. On the flip side, I had a great time soloing Leves from 10-16 just last week.

I have posted an official post, stating my own opinion, on Lodestone feedback, which is the least and the most I can do.

I am a bit discouraged. I went ahead and tried to shout for PL trade off. No luck. LS members not available early Saturday morning to PL with. I guess I'll log back in later and try to get PL'ed later this afternoon. The logic in that statement just screams that there is something wrong.

Anyone else have ideas for leveling solo at 16?

No worries.

As far as soloing...it depends on job really, but fighting mobs equal to your rank should be possible. To be fair, I am kind of glad to har the very beginning of the game for a new player is rough. It is kinda like a trial by fire...weed out the weak so only the strong remain. It may be rough to begin with, but with some hard work you get to reap the same rewards as the people whop are seasoned veterans of the game. Don't get too discouraged. Remember that they are most likey going to make some adjustments over the course of the next month to fix any pertinent issues with this patch.


Stop confusing hard with time sink. There is a big difference between the 2. A time sink is just as the name says...a time sink. People aren't complaining that game is too hard now for new players. They are saying this will suck/not be fun/be stupid for new players coming to the game. There is no trial by fire with this game. If someone wanted a game that has trial by fire they would play demon souls or dark souls. That is hard and also fun. This is neither to most people.

Not to call names or say you shouldnt like this game but its not weeding out the weak. It is weeding out the smart people that have actually played other MMO's and only the stupid jaded people *or people that actually like it...* will remain after that. FFXIV doesnt know what it wants. That is clear. It does need to cater to new players more then older ones. Other wise it will die. Right now It has already had 1,000,000 copies sold, of that maybe 20-30k players. so out of 100 people that pick this game up 2 or 3 of them will stay around.

I would like to see the game do well. I will never play it again. They need to concentrate on making content for the starting zone. Quests..actually quests. maybe a lvl 15 instant. This will keep the new players entertained. It shouldnt be a time consuming event at the start of a game. Later down the road maybe, but that is after you have the players hooked.


Edited, Oct 8th 2011 10:17pm by elicuevas


While I don't find grinding to be hard, many do. Yes, something that's a time sink can be considered hard. You may ask how. For many reasons some people have trouble doing anything that's time consuming, maybe they have real life distractions, maybe they have mental distractions(ie getting bored, who knows. In those situations it actually IS hard for them. And before you respond and say it's not, it is, the easy way out is to just not do it. It's difficult for them to continue the grind if they're bored, because it's boring. Or it's difficult to whittle away tiny bits during the little time they have apart from RL distractions.

Again, not saying it should or shouldn't be this way, but saying something that's a time sink isn't hard EVER, is flat out wrong. Hard is subjective and varies from person to person.
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#255 Oct 09 2011 at 1:57 AM Rating: Good
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StateAlchemist of Amestris wrote:
To be fair, I am kind of glad to har the very beginning of the game for a new player is rough. It is kinda like a trial by fire...weed out the weak so only the strong remain.


A player is considered stronger because they are able to persist through an experience that most would not deem enjoyable in a game? I see the ********* mentality is carrying over from FFXI...

MMOs are in the distinct position of providing content that players can enjoy throughout their progression, updating that content to keep it fresh and exciting and even adjusting it as needed. I can't for the life of me figure out why a game would need to 'weed out the weak' when they've obviously already weeded out 90% of their prospective population...

This is perhaps the worst logic I've seen put forth here in a while SA. I are disappoint.

StateAlchemist of Amestris wrote:
Remember that they are most likey going to make some adjustments over the course of the next month to fix any pertinent issues with this patch.

No doubt, but they're going the wrong way...
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#256 Oct 09 2011 at 5:55 AM Rating: Excellent
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People who think a long leveling grind some how weeds out the bad players didn't play FF11.

In FF11, there were countless terrible players at level '75' (the cap when I was playing)

In FF11, parties frequently had one or two players who were practically leeching exp and hardly playing their jobs right. In fact, it was incredibly rare to have that 'perfect' party, unless you only played with a particular group of friends.

In FF11, before ToAT 'leveling' required almost little to not skill, it was the same thing every time. Pull, Let tank get hate, skill chain, magic burst, kill, repeat, sometimes rest, throw in cures...repeat...repeat...repeat... who are you guys kidding? Any game where you got to do the something for hours couldn't possibly be challenging. Once you know how the beat the crab, your beating the same crab for HOURS on end and the crab is not going to change in any way, and your development as a player ended. And after ToAT? Leveling was a joke.

I think grinding is great, if you a little OCD and like doing the same thing over and over again, but repeating the same action NEVER requires skill. That's why factory workers are some of the lowest paid jobs, and most routine work is. (Except the ones so terrible no one wants to do).

Anyways, if you think grinding is fun, great, but I think the people in here who are trying to make it look like it can be some sort of litmus test for who the real players are, you guys are blind.

Leveling doesn't need to be super easy but it needs to be reasonable. Or else, implement an intelligent A.I..

#257 Oct 09 2011 at 8:04 PM Rating: Excellent
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Quote:
To be fair, I am kind of glad to har the very beginning of the game for a new player is rough. It is kinda like a trial by fire...weed out the weak so only the strong remain.


Why would you want the game itself to be the filter? Shouldn't the community be the filter? I don't know, personally I would rather have the game be welcoming to new players and the community be the "you need to get 'stronger' before you can participate in our events".
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#258 Oct 09 2011 at 8:24 PM Rating: Good
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zuogehaomeng wrote:
People who think a long leveling grind some how weeds out the bad players didn't play FF11.

In FF11, there were countless terrible players at level '75' (the cap when I was playing)

In FF11, parties frequently had one or two players who were practically leeching exp and hardly playing their jobs right. In fact, it was incredibly rare to have that 'perfect' party, unless you only played with a particular group of friends.

In FF11, before ToAT 'leveling' required almost little to not skill, it was the same thing every time. Pull, Let tank get hate, skill chain, magic burst, kill, repeat, sometimes rest, throw in cures...repeat...repeat...repeat... who are you guys kidding? Any game where you got to do the something for hours couldn't possibly be challenging. Once you know how the beat the crab, your beating the same crab for HOURS on end and the crab is not going to change in any way, and your development as a player ended. And after ToAT? Leveling was a joke.

I think grinding is great, if you a little OCD and like doing the same thing over and over again, but repeating the same action NEVER requires skill. That's why factory workers are some of the lowest paid jobs, and most routine work is. (Except the ones so terrible no one wants to do).

Anyways, if you think grinding is fun, great, but I think the people in here who are trying to make it look like it can be some sort of litmus test for who the real players are, you guys are blind.

Leveling doesn't need to be super easy but it needs to be reasonable. Or else, implement an intelligent A.I..



I don't totally agree. Every xp party experience was different. New friends to make... new job combinations. I thoroughly ENJOYED the leveling experience 1-75. I truly had fun and those were a lot of my best times in game. Unlike most, I loved Valkurm at times. Qufim... not so much. I thought 18-25 was ridiculously long and boring on almost every job I played. My kazham parties back in 04 were GREAT. Altepa? Fun but... not as awesome as my kazham parties.

FFXI in the beginning was an awesome game. And honestly I've yet to play an MMO that has recreated that experience. FFXI isn't even FFXI anymore. That game created a brotherhood that imo was amazing. You've really gotta depend on five other people to do their part and do it WELL to progress.

All MMO's are judged by my early memories of FFXI. I don't see a rush to endgame as fun. The journey to get there should be fun as well. The nation missions started at level 1 and provided a challenge from jump street. Then there were level appropriate quest all the way to 75. Eco-Warrior in your teen levels... then attempting the 2-3 Dragon fight between 20-25(depending on job). The advance job quest at 30. The Avatar battles. BCNMs at various levels. There was ALWAYS something to do no matter what level you were. The content was truly fun and engaging. And the friends you made along the way? THAT'S what I look for in an MMO. And I'm honestly hoping FFXIV can deliver that at some point.

I'm not asking specifically for this game to become FFXI-2. I just need an engaging combat system. Slow/Decently paced leveling grind with plenty of AMAZING content to do in the mean time. ****, I probably haven't done half of what FFXI has to offer. I know they're playing catch up with this game... but I'm really hoping they bring it. I'm rooting for the team!
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#259 Oct 09 2011 at 8:40 PM Rating: Good
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TaruHunk wrote:
zuogehaomeng wrote:
People who think a long leveling grind some how weeds out the bad players didn't play FF11.

In FF11, there were countless terrible players at level '75' (the cap when I was playing)

In FF11, parties frequently had one or two players who were practically leeching exp and hardly playing their jobs right. In fact, it was incredibly rare to have that 'perfect' party, unless you only played with a particular group of friends.

In FF11, before ToAT 'leveling' required almost little to not skill, it was the same thing every time. Pull, Let tank get hate, skill chain, magic burst, kill, repeat, sometimes rest, throw in cures...repeat...repeat...repeat... who are you guys kidding? Any game where you got to do the something for hours couldn't possibly be challenging. Once you know how the beat the crab, your beating the same crab for HOURS on end and the crab is not going to change in any way, and your development as a player ended. And after ToAT? Leveling was a joke.

I think grinding is great, if you a little OCD and like doing the same thing over and over again, but repeating the same action NEVER requires skill. That's why factory workers are some of the lowest paid jobs, and most routine work is. (Except the ones so terrible no one wants to do).

Anyways, if you think grinding is fun, great, but I think the people in here who are trying to make it look like it can be some sort of litmus test for who the real players are, you guys are blind.

Leveling doesn't need to be super easy but it needs to be reasonable. Or else, implement an intelligent A.I..



I don't totally agree. Every xp party experience was different. New friends to make... new job combinations. I thoroughly ENJOYED the leveling experience 1-75. I truly had fun and those were a lot of my best times in game. Unlike most, I loved Valkurm at times. Qufim... not so much. I thought 18-25 was ridiculously long and boring on almost every job I played. My kazham parties back in 04 were GREAT. Altepa? Fun but... not as awesome as my kazham parties.

FFXI in the beginning was an awesome game. And honestly I've yet to play an MMO that has recreated that experience. FFXI isn't even FFXI anymore. That game created a brotherhood that imo was amazing. You've really gotta depend on five other people to do their part and do it WELL to progress.

All MMO's are judged by my early memories of FFXI. I don't see a rush to endgame as fun. The journey to get there should be fun as well. The nation missions started at level 1 and provided a challenge from jump street. Then there were level appropriate quest all the way to 75. Eco-Warrior in your teen levels... then attempting the 2-3 Dragon fight between 20-25(depending on job). The advance job quest at 30. The Avatar battles. BCNMs at various levels. There was ALWAYS something to do no matter what level you were. The content was truly fun and engaging. And the friends you made along the way? THAT'S what I look for in an MMO. And I'm honestly hoping FFXIV can deliver that at some point.

I'm not asking specifically for this game to become FFXI-2. I just need an engaging combat system. Slow/Decently paced leveling grind with plenty of AMAZING content to do in the mean time. ****, I probably haven't done half of what FFXI has to offer. I know they're playing catch up with this game... but I'm really hoping they bring it. I'm rooting for the team!


I couldn't agree with you more, I did like leveling in FF11 (and never said I didn't in the post), the only thing I want to point out is, I didn't think it was challenging. And usually the reason I liked partying in FF11 was more to do with the people, I had a good time with them~. But I never felt challenged while leveling. When I first played FF11 I also got a feeling no other MMORPG has given me too. I think this is partly created by the challenge to leave the starting areas in the game. You had to epic journey to valkrum dunes, then another one to jueno for the chocobo quest. Though alot of that feeling left me after Kazham parties.
#260 Oct 10 2011 at 3:28 AM Rating: Decent
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I have no idea what you guys and gals are doing wrong. But something is off. I have had 0 issues while leveling. Solo and party. I started thm just to see how the casting changed. And I can tell you from both ends of the spectrum. Lvling at 48 and at 1. I have seen zero changes in how I level except for the fact that I don't have to spam guard anymore as glad.
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#261 Oct 10 2011 at 6:46 AM Rating: Excellent
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bsphil wrote:
Khornette wrote:
Launch random SP = YOU MUST PARTY TO RANK UP
November 2010 patch static SP = Doblyn woohoo!
March 2011 patch SP = Abandon Leve!
July 2011 1.18 = 5 Stars 5 Stars speed run
Now 1.19 SP changed to EXP = YOU MUST PARTY TO LEVEL UP

Oh snap it's a full cycle.
Only difference now is that 90% of the players left.


I haven't even downloaded the patch..

I cant get the motivation, especially after hearing about the new powerlevel parties.. It's like, at that point why even have levels? Just make everyone start at 50 and give us somethign to do.
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#262 Oct 10 2011 at 7:51 AM Rating: Good
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Louiscool wrote:
I cant get the motivation, especially after hearing about the new powerlevel parties.. It's like, at that point why even have levels? Just make everyone start at 50 and give us somethign to do.


You can't let the negative actions of others affect your ability to enjoy something, and I say this as someone who absolutely detests the powerleveling changes and hopes they do something about them ASAP.

But I agree, it's completely absurd given that part of the enjoyment of Final Fantasy MMOs for me is the journey to end-game, typically a notable accomplishment and breath of fresh air compared to modern MMOs, however these recent changes trivialize that to the point of something without meaning that can be accomplished with little or no effort.

1.19 has some great changes you need to experience, I would download and enjoy it for what it is, but yes, it does indeed suck that the party-base play in this game finally gets a strong step forward as something more people actively engage in, then two steps back because of powerleveling.


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#263 Oct 10 2011 at 7:56 AM Rating: Good
So we PL this weekend. As intended right?

Sat around all day in an LS PL party soaking up crazy Exp. Took ARC from 16-22 in a couple hours. PGL form 20-33, MRD from 22-30, CON from 30-37. THM 20-26.

We had to seek out the right camps for this but basically we gained a months worth of Exp in a day. By sitting.

I took my turn as a 50 for a few hours to PL other people. Our whole LS afk'ed and chatted as we gained levels by the dozens. Log out for the night? Nah, just stay logged in and get some more levels. Don't even have to play anymore. Well, you could PL before this but not for chain 11 @ 800 Exp.

So I guess we just wait and see if they do emergency maintenance or if this really is the intended future.
#264 Oct 10 2011 at 10:06 AM Rating: Excellent
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While I honestly really hated grinding in the traditional sense (camp, pull mobs, repeat), I agree that this is a little too far on the deep end. I like the EXP chains and large amounts of EXP, sure. But it should require SOME effort.
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#265 Oct 10 2011 at 11:11 AM Rating: Good
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I find it interesting that there is one thread talking about how much a time sink grinding is, and another talking about how the new Power Leveling is taking away from the game...

From my perspective it would appear that no direction taken at this point would satisfy.

As for level content, there is the new dungeon (which from what I have talked about with people in the game) which appears to be rather fun. Personally haven't had the time to go there.

The new Beastman camps (much smaller then I expected), are pretty fun, but yeah, that's high level content.

There is the fact that now you can duo in Totorak. There are the NMs, there are quite a few quests for new players to delve into at a low level, that offer some insight into the game, and can be soloed, and provide experience (not only in the mobs but in the act of completing the quests). Their are company leves, and just the act of joining a company.

From a new player perspective, this game easily has enough content that can be mixed in with leveling from scratch, and getting to know new people, and not be bored. However, it seems that this is missed somewhere. The training leves introduce much of the game mechanics, the quests show many of the areas that are level appropriate (they seem to be pretty good about that).

There is even growing Linkshell interaction, and I have seen populations increase and people happily talking to each other.

Power Leveling is available for people who just want to jump in. But this only works with Melee/Mage classes that I am aware of, if you want to craft or gather, you still have to stick it out, and dig through those levels.

All and all, the game is starting to take shape.

I can't think of a single MMO where there isn't a grind fest involved in leveling. Where there isn't some sort of character development, getting your abilities, drugging through levels, and what not.

I would be curious to hear of one that isn't. Even FFXI and WoW have level grinding. Yes, the speed in which you grind has been highly exaggerated over the years, but the newer the game, typically the slower the grind, the older the game gets, the faster the grind.

And since 50 is not meant as the be-all end-all level in this game, I don't even see the complication or issue at this point as you can really level at your own pace.

Is the desire to have quests that give you several thousand Exp so that you never have to see a mob? Or should it be that you walk up to a mob and it drops dead so you can get the xp and keep going? Exp per kill is kind of a main-stay for RPGs, and there are points where you need to stop, and kill the roses. While, I do agree, this game is not complete by any stretch, we are now to the point where people are starting to talk about other things, like what are good materia to meld, who has a crafting job high enough, how did you get that double attack materia... Things like that, where now there are goals to get (like a Vintage Kite Shield with +80 HP, +20 Vit, Increased Block Rate, + Def, +Eva)... What I wouldn't give for that shield:). Or a sword that has double attack, Acc+, Att+, Str+, Dex+, and/or all of the above.
#266 Oct 10 2011 at 11:38 AM Rating: Decent
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rfolkker wrote:
I find it interesting that there is one thread talking about how much a time sink grinding is, and another talking about how the new Power Leveling is taking away from the game...

From my perspective it would appear that no direction taken at this point would satisfy.


At a guess, I'd say non-grinding content that also isn't power levelling. There's quite the opportunity to do something else with the game.

A few examples would be: More story quests and missions that are actually fun, more interesting behest-style spontaneous events dotted about, hamlet defence, BCNMs (with xp rewards), company quests and guild leves (that are actually fun and engaging, not JUST kill quests and escorts, so uncreative...), garlean invasion battles (could get teleported to an area from your GC and have to do different things like destroy their airships with cannons etc), more dungeons both instanced and non-instanced.

These things don't have to be a grind if you have lots of different options at each level. If you have a choice of assisting fend off beastmen at a hamlet OR joining some friends in a dungeon OR defending your city state from garleans OR some casual local leves I think you can at the very least give the illusion that there is a lot of choice and it's not just a means to an end.

It really does disappoint me that the defence of PLing is that the only other option is grinding, because I agree that endless killing similar enemies sucks and most other new MMOs wouldn't dream of using such a craptastic system.

Oh well, it's my hope that they'll nerf PLing so it's at least just a bit worse than group partying at the same level, and ultimately come up with fun substitues so that PLing eventually isn't really considered necessary.
#267 Oct 10 2011 at 2:10 PM Rating: Decent
rfolkker wrote:
I find it interesting that there is one thread talking about how much a time sink grinding is, and another talking about how the new Power Leveling is taking away from the game...

From my perspective it would appear that no direction taken at this point would satisfy.


I can, just balance it so that PL'ing and Regular Partying (with players your own level) both provide similar Exp awards.
#268 Oct 10 2011 at 2:30 PM Rating: Decent
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SmashingtonWho wrote:
I can, just balance it so that PL'ing and Regular Partying (with players your own level) both provide similar Exp awards.


You didn't read this before you posted it, did you?
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#269 Oct 10 2011 at 5:52 PM Rating: Excellent
FilthMcNasty wrote:
SmashingtonWho wrote:
I can, just balance it so that PL'ing and Regular Partying (with players your own level) both provide similar Exp awards.


You didn't read this before you posted it, did you?


Excuse me? It says exactly what I mean it to say.
#270 Oct 10 2011 at 6:45 PM Rating: Decent
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If PL stands for power level. It generally means that you are leveling at an increased rate. If regular groups gain exp at the same rate, then it isn't power leveling anymore...
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30 bucks is almost free

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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#271 Oct 10 2011 at 7:26 PM Rating: Good
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242 posts
I honestly just feel no matter what people will defend this game.

Leveling up in this game isnt fun. This is so little content that it makes it a lot less fun. On top of that you have to level up fighting woodland creatures. So not only do you have to grind, but you have to grind on really stupid enemies. *O *&^% a fire fly! I better get ready for this epic minute long battle* and ontop of that you have really boring combat.
I just watched the ifrit fight. Wow...if you actually get excited about that battle then you are extremely jaded because of this game. Go out and watch some other MMO boss battles.

Power leveling is fine, but they broke it. That is what peoples problem is with it. It should require the lower level to do something. Not just sit there and walk away from his computer.

a couple things they should do is focus on lower lever content to get more players coming in. No point in making it mandatory to party if you have a dying player base.

Actually they should still fix the UI first.....Watching the ifrit battle really showed how bad the ui is still.

Decide on which way they want to take the game, then have to designers talk to each other. It really shows when you have this type of stuff happen.

Push content out at an actual fast pace. This glacier pace for updates is terrible. You guys have a lot of patient to actually wait for it. Rift has been out for 7 months. It is on update 1.5 They have added A LOT of content in that time....A LOT when you compare it to this which is slowly fixing stuff well slowly adding things.

here is patch notes for just its last update.

RIFT 1.5 - 9/28/11

== FEATURES ==
* New Chronicles, epic storyline experiences for solo and duo players, become available with 1.5. See CHRONICLES, below.
* New Planar Attunement system lets you continue to grow your character past level 50 and choose how you want to enhance their abilities. Details under PLANAR ATTUNEMENT!
* Veteran Rewards are being added as a bonus for longtime Ascended.
* Master-mode Dungeons challenge even the most experienced and well-equipped players who come looking for a fight! See below for more details on what to expect and how to enter them.
* A new Weekend Warfront joins the mix - check out LIBRARY OF THE RUNEMASTERS, below!
* New competitive rewards have been added for purchase with high-level zone event currency. Find them on the Planar Goods merchants in Sanctum and Meridian! More details under ZONE EVENT REWARD UPDATES.
* The Golden Maw unleashes chaos from an abandoned kingdom across the sea, as the Ashes of History world event begins SOON!
* AddOns for RIFT will soon be going into live beta! These are optional tools that can be used to enhance your personal gameplay experience.


= ASHES OF HISTORY - WORLD EVENT =
* Two dragons of the Blood Storm have been defeated, but four still remain. With Akylios' influence waning, the ancient Travel Stones, once buried, are on the verge of rediscovery.
* The cults of Laethys and Maelforge seek control of these long-abandoned portals to help them bring forth a future of fire and chaos. If Telarans wish to regain them, they'll need all of the Ascended help they can get!
* Keep an eye on your World Event UI for the start of this world event.


= CHRONICLES =
* Chronicles, epic storyline experiences for duos and strong solo characters, begin rolling out with 1.5.
* The Chronicles of Attunement is a solo experience for all characters who reach level 50, congratulating them on their journey and introducing players to the Planar Attunement system.
* Duo or strong solo 50s can enter the Chronicles version of Greenscale's Blight or Hammerknell to take part in additional storylines separate from the Raid versions of these zones.
* The rewards for Chronicles - outside of taking part in the story itself! - include Planar Attunement experience, gear of use to newly-50 Ascended, and chances at unique artifacts, new and old vanity items, and mounts from prior events.
* Level 50 characters can access the new Chronicles window from the menu buttons on-screen or by pressing the 'J' key.
* Under times of high demand, Chronicles will use a queue system to make sure everyone gets their turn!


= PLANAR ATTUNEMENT =
* Advancement doesn't stop at level 50; after the Chronicles of Attunement, you can start earning Planar Attunement experience to further customize and enhance your character!
* Planar Attunements provide base enhancements to your character's Calling from each Plane, and is not Soul-specific.
* Your experience bar will turn into a Planar Attunement meter when you reach level 50. The mouseover tooltip will indicate that you are earning experience toward Planar Attunement.
* You must purchase all Planar Attunement abilities of a given tier before you can begin spending points in the next tier up.
* Rested experience does not apply to post-level-50 Planar Attunement experience.


= VETERAN REWARDS =
* Our players are what make RIFT possible - as a 'thank you' from us to you, additional bonuses are earned based on how long you've been with us in Telara.
* Veteran Rewards are calculated based on prior existing time subscribed as well as any purchased future subscription time on your account. For example, if you've been subscribed for 3 months and renew a 3-month subscription, you will receive 6-month Veteran Rewards at the time the renewal occurs.
* Check your in-game mailbox to receive Veteran Rewards!
* For additional details including the list of rewards and milestones, see: http://www.riftgame.com/en/game/veteran-rewards.php


= MASTER-MODE DUNGEON - DARKENING DEEPS =
* For those Ascended looking for a group-sized challenge, new Master Mode dungeons are underway, starting with Darkening Deeps.
* Intended for elite groups of Ascended, these Master modes may require you to use multiple roles and advanced tactics including crowd control and support souls.
* Epic rewards await those who successfully complete these dungeon modes; dropped items are more powerful than tier 2 Expert gear and provide an alternative to Raid Rifts and entry Raids for gear. There are rumors of a few super-powerful items to be found as well!
* Groups wishing to tackle Master Mode dungeons must form up and enter the zone with the Master dungeon difficulty selected. Master Mode groups cannot be formed through the Looking for Group tool.


= NEW WEEKEND WARFRONT - LIBRARY OF THE RUNEMASTERS =
* A new Warfront joins the weekend rotation - this one in an all-new setting!
* Within the depths of Hammerknell, Guardians and Defiants fight to take control of abandoned Dwarven Rune vessels. With the ability to bind powerful planar beings, these artifacts could prove invaluable to the armies of Ascended.
* Join the fight to control these powerful vessels - but be warned, the longer one is within your grasp, the more its dark power will eat away at your soul.
* Earn points for your team by holding the relic as long as possible. None can withstand the power of the relic for too long, though, and the carrier will take an increasing amount of damage until they die. Points can also be gained by defeating enemy players.


= ENDGAME RIFT & ZONE EVENT REWARD UPDATE =
* Awesome new weapons, armor, and Synergy Crystals have been added to the Planar Goods merchants that can be purchased with Inscribed Sourcestone - these are expert-level equipment and worth checking out as a means of gearing up your character!
* Combined Crystal sourcestone and Inscribed Sourcestone into a single currency for end game rift rewards.
* Crystal Sourcestone has been removed and any existing Crystal Sourcestone will automatically be converted into Inscribed Sourcestone.
* Added Inscribed Sourcestone drops to all high level events, Rifts, and Rift related daily quests.
* Significantly increased the rate in which players can obtain Inscribed Sourcestone.
* Items that used to cost Crystal Sourcestone have had their costs converted to Inscribed Sourcestone.


= WARFRONT ACCOLADES =
* A new Warfront Accolade callout system gives recognition and group bonuses to Favor, Experience, and Prestige for completing a variety of certain feats in Warfront PvP.
* Example feats include the defeat of two opponents at once, defeating multiple opponents in a row without dying yourself, or for saving a teammate from the brink of death with a well timed heal. There are even Warfront-specific feats for unique actions!


= GUILD WALL =
* A new tab in the Guild UI allows members to post messageboard-style updates for all guild members to see. Use it to set up Raids, Events, or just to coordinate with friends who may not be online at the same time.
* Permissions allowing members to post on the Guild Wall, or to delete posts, are set under the Rank permissions settings.


GENERAL GAMEPLAY
* You can now interact with merchants, quest NPCs, and Healer NPCs while they are in combat! This should help in some situations where a great many invaders are present.
* Trinkets and other usable-equippables will now enter a 30-second cooldown period when equipped.
* Quantum Sight and Omen Sight now last 15 minutes.
* The Planar Vendors in Sanctum and Meridian have been reorganized to hopefully make them more user-friendly. A number of the goods available have been repriced.
* Ascended Powers are now on their own merchant in Sanctum and Meridian.
* Fixed an edge case with master looting where a group could become ineligible for assigned loot.
* Fixed a bug where characters could end up with multiple stacks of Soul Exhaustion.
* Fixed the message 'Dummy has decayed from [item] appearing whenever a temporary enchantment was applied to an item.
* NPCs now give a more descriptive error message when you attempt to turn in too many repeatable quests in a single day.
* If you try to pay for a cash-on-delivery mail attachment multiple times, we don't actually charge you more than once.
* When right-clicking stackable items to move them into a Guild Bank, they will be merged into any existing stacks in the bank if there is room.
* Quests that share updates with party members will now also share across the whole raid, not just within your raid group.
* Using click-to-move no longer acts bizarrely if you click on a floor above or below your character.
* Smart Targeting now actually changes your target to the one chosen by your ability.


CHAT SYSTEM UPDATES
* You no longer need to be Prestige rank 2 to join the World Defense chat channel.
* Characters will be added to the World Defense channel when reaching level 50 - current level 50s will be added automatically after the update.
* Combined some of the level range chat channels - new channel ranges are Level 1-29, Level 30-49, and Level 50 chats.
* When your character is automatically added to a new level channel (when reaching 30 or 50), we'll no longer also remove you from the old one.


RIFTS AND INVASIONS
* A new zone event weekly quest is available from Raj Tahleed in Meridian and Abbess Katia in Sanctum.
* Increased the experience gain around Rift activities - a small increase to experience gained from Rifts, a moderate increase for footholds and Major Rifts, and a large increase for zone event Colossi!
* The Defiant's Flare and Guardian's Flare abilities now summon more numerous and stronger assistants to help take down an enemy foothold. The ability cooldown is now 2 minutes.
* Raid Rift tears no longer time out and disappear.
* Guardian or Defiant invasions summoned by Ascended Abilities should more reliably assist each other.
* Anti-Planar Augmentation and Blessed Champion abilities now have a duration and cooldown of 1 minute, instead of the previous 30 second duration and 5 minute cooldown.
* After invaders take over a location they will start stacking the 'Burning Out' debuff, causing them to take increased damage for each stack.
* Player pets no longer deal reduced damage to Invaders.
* Zone event broadcasts should now always contain the name of the zone the event is starting in, rather than just an area within the zone.
* Between the high level zones - Stillmoor, Shimmersand, and Iron Pine Peaks - only one zone event will be active at a given time.
* Raid Rift tears now have a unique map icon.
* When a PvP Rift is active in a zone, the activity icon will be visible on your main map, which has a tooltip giving info about the active Rift and event.
* PvP Rifts will also be visible on the main map when zoomed in, even if you're not currently in the zone.


LOOKING FOR GROUP
* The Random Daily Dungeon completions via the LFG tool now also award experience for Planar Attunement, where appropriate for your level.
* Stats contributed from armor set bonuses now count toward tier requirements when looking for dungeons.
* Fully LFG-formed groups now default to having the tank set to leader.
* LFG groups can now vote kick someone who is not in the instance.
* You can also access other useful things from the party member's right click menu even if they are not in your instance - promote, mark, invite to guild, friend, etc.
* Fixed a case where you wouldn't be able to use the Leave Dungeon option if you entered an LFG dungeon from within another dungeon.
* Two-player parties that disband during a LFG queue pop no longer leave an orphan window on the screen.
* Characters who level while queued in the LFG system will not be kicked for forgetting to spend Soul Points for a couple of levels. Once you leave the queue for any reason you will have to spend those Soul Points before you can rejoin it.
* LFG players who are briefly disconnected but still in the group will no longer cause unusable replacement popups on the group leader's screen.
* Killing the first boss in a normal dungeon will properly remove the party's LFG cooldown debuff, much like the Expert dungeons do.
* Party leaders that are overleveled for their LFG instance can now successfully use the Find Replacement popup if needed.
* Leaders of raids with 5 players or less can now enroll them in the LFG queue, even if more than one group exists in the 'raid'.
* Parties queued for LFG will remain in the queue when converted to raid, as long as they meet the 5 player or less limit.
* Leaders of LFG raidframe groups can now change the order of players within the party.
* The soul respec window will now warn you that respeccing may kick you from an LFG queue, depending on how much you change!
* The LFG system will no longer get confused if you add a party member during a dungeon queue pop. It also won't forget group member names if someone is in a Warfront when the window comes up.
* Attempting to use Master Looter to grant loot to a member who is offline now has a more useful error message.


GUILDS
* Guild Perk: Bloodthirsty: Duration increased to 10 seconds, percentage healed lowered to 5-15% healing, and now cannot trigger a second time while active.
* Found and removed a weekly guild quest that had an incorrect level set on it and would result in only 2 quests being offered, rather than three, in a particular week.


COMBAT
* Fixed a bug that caused passive abilities to not apply on pets if they were already summoned at the time of login. Also fixed a bug with item abilities not triggering on pets if the item was equipped prior to the pet being summoned.
* Area effect heals that were using up a heal count on a dead friendly target will no longer do so.
* Fixed an issue causing tooltips from some abilities (most trinkets, in particular) to display inaccurate values for damage and healing when the character has active effect that modify their incoming/outgoing damage or healing values.
* Your camera angle will no longer change when struck by an NPC using Thunderous Kick.

SOULS
* Cleric mana pools will now increase just a bit more from gains in Intelligence.
* Fixed an issue causing some passive abilities to linger after resetting your Soul Points.


CLERIC

CABALIST
* All Sigils are now area of effect on the target rather than ground targeted area effects.
* Ravaging Darkness: The damage from Ravaging Darkness itself is now properly converted into healing.
* Reversal of Fortune: No longer causes you to be hit by your own Decays.
* Dark Water: Fixed tooltip inconsistencies.
* Symbol of the Ancient: Removed the extra comma from the tooltip.
* Curse of Discord, Curse of Solitude: Both now specify in their tooltips that they will not stack with each other.

DRUID
* Fae Blast: Now properly generates aggro.

INQUISITOR
* Corporal Punishment: Now grants a flat 50% chance to gain increased damage to your Life and Death based abilities for 5 seconds. Does not scale based on points spent in the Inquisitor soul.

JUSTICAR
* Bolt of Radiance: Removed the secondary taunt effect that required Mien of Leadership.
* Provoke: Now available with 12 points in Justicar. Taunts the target, forcing them to attack the Justicar for 3 seconds. Does not trigger a global cooldown.
* Interdict: No longer has a delay before actually interrupting the target.

PURIFIER
* Ancestral Flame: Improved the way the shield absorb bonus is calculated from having points in Disciple of Flame - the net result is a higher amount absorbed by an Ancestral Flame proc when you have both abilities purchased.
* Rite of the Ancestors: Corrected the tooltip on the effect.

SENTINEL
* Serendipity: Now grants a flat 40% chance to reduce the casting time of your next heal. Does not scale based on points spent in the Sentinel soul.
* Lasting Invocation: This now considers both the healing applied as well as overhealing done by Healing Invocation for determining the amount of the heal-over-time portion.
* Vigilance: Rank 2 is no longer blocked by the Latent Blaze debuff.

SHAMAN
* Lust for Blood: Now grants a flat 45% chance to deal additional damage on your next Physical hit. Does not scale based on points spent in the Shaman soul.
* Vengeance of the Primal North: Corrected the effect tooltip.

TEMPLAR [PvP]
* Nysyr's Brand: Increased cooldown to 10 seconds.

WARDEN
* Overflow: Now grants a flat 40% chance to proc an additional heal on your target. Does not scale based on points spent in the Warden soul.


MAGE
* Warlock's Opportunity and Dominator's Quick Thinking no longer stack with each other. Opportunity has a higher priority and will be applied if both would be up at the same time.
* Fixed an issue where using two Charge-consuming abilities at the same time would only have the first one consuming Charge.

ARCHMAGE [PvP]
* Nenvin's Lament: Fixed an issue where a previously cast spell would consume Nenvin's Lament if it was cast before the prior spell finished hitting the target.

ARCHON
* Disorient: Now triggers Swift Control when the stun portion successfully lands, instead of when the confuse portion hits.
* Rock Slide: Fixed an issue where the last tick of Rock Slide would remove 10 Charge but deal no damage and no buff stacks if you had between 10 and 19 Charge at the time of the last tick.
* Leeching Flames: Multiple Archons can now have Leeching Flames up on the same target. No longer triggers the Elementalist ability Icy Carapace.
* Opportunity procs from the Warlock soul no longer gives Archon auras a casting time if the Archon has branch abilities making them instant.

DOMINATOR
* Charged Shield, Mass Charged Shield: Shield damage now checks for damage buffs and debuffs at the time the damage occurs.
* Mass Charged Shield: Fixed a bug with the tooltip of Rank 2-4 of this spell where the damage was not being displayed correctly.
* Death's Edict, Mental Shock: Now deals damage even if the target is immune to the stun portion of the effect.
* Swift Control: Updated the description to help clarify how this spell functions.
* Improved Charged Shield: Updated the description to indicate that it increases the base damage of an ability.
* Pets will now be able to attack enemies affected by the root from Storm Shackle.
* Quick Thinking: No longer consumed by abilities that you've spent soul points to make instant-cast, such as Chloromancer's Bloom.

ELEMENTALIST
* Fixed an issue with the Water Elemental's Icy Chains ability that prevented the root from being cleansed.
* Sever Bonds: Can now be cast while silenced.

NECROMANCER
* Last Gasp: Can now critically hit.
* Flesh Rot: Updated the description to indicate that it increases the base damage of an ability.
* Symbiote: Updated ability description to clarify that it applies to the base healing of Essence Link.
* Fixed an issue where Blood Spike on the Skeletal Zealot was not correctly reducing its cooldown when it consumed a stack of Deathly Calling.
* Corpse Explosion: Fixed a bug where this wouldn't trigger if used on another player.

PYROMANCER
* Due to the below changes, characters with soul points spent in Pyromancer will receive a free soul respec.
* Withering Flames: Can now critically hit.
* Burning Shield: Now absorbs 50% of the damage received, up to the indicated amount. It no longer has restrictions on when it can be cast.
* Ground of Power updates: Renamed to Glyphs of Power. Glyphs of Power is now an instant cast self-buff with a 1 hour duration. This buff provides the same bonus to Fire abilities and increase to damage taken that Ground of Power did, but only applies the bonus while the caster is standing still. Now also increases mana regeneration.
* PVP - Glyphs of Power: The bonus to Fire damage from Glyphs of Power in PvP combat is 5%.
* Improved Ground of Power: Renamed to Improved Glyphs of Power. Retains the same effect on Glyphs of Power that it had on Ground of Power.
* Improved Grounding: Removed.
* Improved Flame Jet - New Ability: Grants Flame Jet a 33-100% chance to knock back targets it hits. Available after spending 5 points in Pyromancer.
* Wildfire: The buff can now be clicked off or otherwise removed.
* Flicker: Can now be cast while silenced.

STORMCALLER
* Absolute Zero: This will no longer be consumed if cast immediately after Arctic Blast or Icicle, before those spells hit the target.
* Building Storm: The stacking buff is now consumed at the point of casting a Hypothermia ability, rather than being consumed at the time damage is dealt.
* Storm Guard: Fixed a case where Storm Guard would not place a stack of Electrified on enemies it damaged.
* Icy Vortex: Will no longer snare an enemy if they are already snared. Will still apply Hypothermia with each hit.

WARLOCK
* Defile: Fixed an issue where the last damage tick was not occurring.
* Sacrifice Life: Mana: No longer prevented from returning mana when used with Empowered Darkness active.
* Dark Fury: Now deals damage even if the target is immune to the Stun portion of the effect.
* Damage from Warlock Armor and Dark Armor now checks for damage buffs and debuffs at the time the damage occurs.
* Charge consuming abilities now properly consume Charge when used while Empowered Darkness is active.
* Opportunity: No longer consumed by abilities that you've spent soul points to make instant-cast, such as Chloromancer's Bloom.


ROGUE
* Increased Energy regeneration rate to 23 per second.
* General gameplay goals for the rogue update:
- Competitive PvE Alternatives to Sabodancer, both melee and ranged.
- Competitive PvP DPS. You should fear seeing a Rogue the same way you see a Warrior. Of equal Prestige Rank, the two should be capable of providing a similar amount of PvP threat.
- Survivability improvements. Some self heal improvements and vampiric-type Healing Siphons - Abilities that reduce the healing intake capacity of one's target, with a portion of the stolen amount going to the rogue.
- Better synergies between souls.
- More utility without giving up the majority of their DPS to get it, bringing them closer in line to the flexibility that other callings have.
- Large pack tanking improvements - Improvement to threat on multiple mobs
- Running capacity remains -- BUT, Double-teleport-invulnerable runner (the "bugged" one) goes away.
- Reduction in required reliance on "unfair" tactics (invuls, slips, etc) via adding true competitive power

ASSASSIN
* Gameplay goals: More up front damage, less reliance on super-long, annoying DoTs. Better poisons. Less "waste a finisher to apply a short buff." Slip Away should not be a requirement to compete.
* Virulent Poison, Lethal Poison, Leeching Poison, Debilitating Poison, and Serrated Blades no longer trigger damage shield effects.
* Baneful Touch: No longer a combat finisher ability. Now a self buff that increases the damage of all weapon enchantments by 20%. Unlocked after spending 20 points in Assassin.
* Leeching Poison: The healing granted has been increased. Now unlocked after spending 14 points in Assassin, with an additional rank added at level 50.
* Debilitating Poison: Updated functionality. The Assassin coats their weapons in poisons, and each weapon attack has a 20% chance to deal additional Water damage and drain 5 Energy, 5 Power, or 3% of the target's maximum mana up to a cap of 500 per hit. Lasts for 1 hour. Up to 2 weapon enchantments can be applied at one time.
* Poison Mastery: Now also increases the Attack Power of the Assassin's poison-coated weapons by 15-75%. The chance for it to trigger has been increased to 4-20%, up from 2-10%.
* Enduring Brew: Ability changed - now instantly heals the Assassin for a large amount of health, with a 1 minute cooldown.
* Backstab: Attack Power damage bonus increased to 150% from 100%.
* Assassinate: An additional 150% damage bonus from Attack Power is applied to this attack, up from 100%. Now also completely ignores armor on the target.
* Exposed Weakness: The additional damage taken by the target is now increased by the Assassin's Attack Power. No longer on the global cooldown and has a 20 second ability cooldown added.
* Physical Trauma: Ability changed - now increases the damage of Puncture, Jagged Strike, and Impale by 20-40% , and the damage of Final Blow on an impaled target by 20-40%.
* Slip Away: Changed slightly - the Assassin is no longer immune to damage after using Slip Away. Any damage taken while Slip Away is active will not bring the Assassin out of stealth.
* Cut and Run - New Ability: Available after spending 20 points in Assassin. Removes all control and movement impairing effects. Not on the global cooldown.
* Serpent Strike: Energy cost reduced to 10 from 20.
* Impale: Damage has been increased. Duration increased to 20 seconds, up from 16.
* Hidden Veil: Fixed a bug where this wasn't working properly or would enter a cooldown period when you also had Camouflage, Step Into the Shadows, or Slip Away.

BARD
* Gameplay goals: A little more low level survivability - More of a reason to take this as a 3rd solo soul if you're inclined to get some more survivability back.
* Motif of Renewal - New Ability: Unlocked after spending 6 points in Bard. Heals the Bard over 15 seconds, does not stack with Motif of Regeneration.
* Triumphant Spirit: Healing bonus is now applied to Motif of Renewal.
* Motif of Regeneration: Fixed a bug where this would end prematurely when another grouped Bard used their Motif of Regeneration.

BLADEDANCER
* Gameplay goals: Should be a viable in-your-face combat rogue.
* Combat Culmination: Corrected the tooltip on this ability - it now indicates that unused combo points are refunded at 10 Energy per point (rank 2) or 15 Energy per point (rank 3).
* Rhythmic actions no longer cause Exhaustion; instead, only 1 Rhythmic Action can be active at a time.
* Weapon Barrage: Removed the damage component of this interrupt ability.
* Strike Back: Now triggers off of dodges as well as parries.
* Compound Attack: Damage dealt is no longer reduced when hitting 2 or 3 targets. Now affects up to 5 targets, up from 3.
* Turn the Tide: Whenever you dodge or parry an attack, it now also reduces the damage you take by 5-10%.
Contra Tempo: Functionality changed. Increases the Attack Power damage bonus to your Quick Strike and Precision Strike by 5-10%. The bonus is increased by 12% for each point spent in Bladedancer above 31.
* Counterbalance: Ability changed. Now reduces the cooldown of all Rhythmic Actions by 15 seconds.
* Flash of Steel: Now unlocked after spending 10 points in Bladedancer. A rank 7 of this ability has been added.
* Twin Strike: The offhand attack now hits up to 4 enemies, increased from 1 other enemy.
* Unabating Steel: Available after spending 25 points in Bladedancer. The Bladedancer becomes immune to all control and movement impairing effects after using Flash of Steel.
* Blade and Soul Parity: Also increases the Bladedancer's Critical Hit damage by 50%.
* Double Coup: Functionality has been changed. Now increases the damage of Keen Strike, Quick Strike, Precision Strike, and Twin Strike by 75%.
* False Blade, Dauntless Strike: Duration is now 20 seconds for 1 Combo Point, 30 seconds for 2 Combo Points, 40 seconds for 3 Combo Points, 50 seconds for 4 Combo Points, and 60 seconds for 5 Combo Points.

INFILTRATOR [PvP]
* Cleanse Soul: No longer takes you out of stealth when used.

MARKSMAN
* Gameplay goals: No longer suffers an identity crisis around being the mobile-soul-that-requires-mostly-stationary-play. Pedestals are gone. Sniping remains. They get enchanted Ammo buffs (via their new "Munitions" line), and can bring one more ability into an AE rotation. New survivability as well. Better synergy.
* Due to the below changes, characters with soul points spent in Marksman have received a free soul point respec.
* Marksman's Pedestal and Sniper's Pedestal have been removed.
* Hit and Run: Removed.
* Improved Hit and Run: Removed.
* Swift Shot, Empowered Shot, Deadeye Shot, Rapid Fire Shot: Damage increased.
* Strafe: Damage increased. An additional 100% bonus from Attack Power is added to this attack.
* Four new weapon enchantments for ranged weapons have been added. Only 2 weapon enchantments can be active at one time; does not stack with Assassin poisons or Nightblade weapon enchantments.
* Electrified Munitions: Unlocked at 14 points. Ranged weapon attack abilities deal additional Air damage. Damage is increased with points spent in Marksman above 14. 1-second internal cooldown on this ability.
* Rending Munitions: Unlocked at 28 points. Your ranged weapon attacks ignore 25% of the target's armor.
* Vampiric Munitions: Unlocked at 18 points. Ranged weapon attack abilities have a 20% chance to place a curse on the target, reducing their healing taken by 50% for 15 seconds. The Marksman is healed for 50% of any healing the cursed target receives. The healing siphon works for both overhealing and incoming healing from procced effects and takes precedence over other healing debuffs on the target.
* Silver Tip Munitions: Unlocked at 51 points. Ranged weapon attack abilities debuff the target, causing them to take an additional 2% damage from the Marksman for 10 seconds. Stacks up to 10 times. Multiple Marksmen can stack the debuff on the target, but are only affected by their own application. 1-second internal cooldown on this ability.
* Controlled Fire - New Ability: Available with 38 points spent in Marksman. Reduces the Energy cost of all ranged weapon attack abilities by 10% and increases the Attack Power damage bonus by 10%. The bonus is increased by an additional 5% for each point spent in Marksman above 38.
* Deaden: Energy cost reduced to 10 from 40.
* Lightning Fury: Can now be cast instantly. Energy cost reduced to 30 from 40.
* Single Minded Focus: Ability changed - now increases the damage of all single target damage abilities by 1-5%.
* Increased Fire Power: Effect is now triggered on all critical hit attacks.
* Rapid Extrication: Now reduces the cooldown of all Marksman abilities by 15-30%.
* Penetrating Shots: Now works with both ranged and melee weapon physical attacks. Also ignores 5-25% of the target's armor, up from 4-20%.
* Master Archer: Ability changed - whenever you are standing still, your damage with ranged weapons is increased by 1-5%. The damage bonus is increased by 1% for each point spent in Marksman above 20.
* Fan Out, Crossfire, Lightning Fury: Can now hit up to 8 targets, increased from 4.
* Collateral Damage: Increases the damage of all ranged weapon area of effect attacks by 15-30%.
* The Hammerknell Synergy Crystal for Marksman has an update 2-piece bonus: Marksman Finisher abilities have a 20% chance per combo point spent to reset the cooldown of Empowered Shot and cause the next Empowered Shot to be instant.
* 4-piece Hammerknell Synergy Crystal bonus has been updated with the above changes: now increases the damage of Electrified Munitions by 50%.

NIGHTBLADE
* Gameplay goals: Some more survivability, without having to rely on pure immunities.
* Hellfire Blades, Smoldering Blades, and Fell Blades no longer trigger damage shield effects.
* Primal Strike: Now deals Death damage instead of Physical damage.
* Primal Death: Now increases the damage of Primal Strike by 5-15%.
* Enkindle: Ability changed to increase the Attack Power bonus of your Fire and Death based attacks by 15-45%.
* Living Flame: Increased the damage bonus from Attack Power by an additional 50%.
* Twilight Transcendence: Ability changed; it now removes all curable harmful effects, reduces damage taken by 50%, and heals the Nightblade for 50% of their max health over 4 seconds.
* Fell Blades: Available after spending 16 points in Nightblade. Now causes weapon attacks to have a 20% chance to deal Death damage and curse the enemy, reducing healing on the target by 50%. The Nightblade receives 50% of any healing on the cursed target. The healing siphon works for both overhealing and healing that comes from procced effects and takes precedence over other healing debuffs on the target.
* Fiery Chains: An additional 50% damage bonus from Attack Power has been added. Now unlocked after spending 32 points in Nightblade. Now grants a Combo Point when used. Each additional target affected has a 50% chance to grant an additional Combo Point.
* Nightstalker: Functionality has changed. Your Blazing Strike, Flame Thrust, Dusk Strike, and Twilight Force now deal 5-15% more damage and an additional 10-30% damage if the enemy is below 30% health.
* Weapon Flare: Now grants a Combo Point when used.

RANGER
* Gameplay goals: Synergizes with other souls better. No longer overly dependent on Shadow Fire.
* Killing Focus: Now increases the damage of both melee and ranged weapon attacks by 2-4%.
* Double Shot: All ranged weapon attacks gain a 10-50% chance of firing an additional shot.
* Shadow Fire: Now increases your damage with ranged weapons by 13% for 25 seconds. The bonus to damage is increased by 1% for every point spent in Ranger above 14, to a maximum of 50%.
* Master Huntsman: The Dire Wolf's Maul now infects the target, reducing healing taken by 10-50% - increased from 6-30% healing reduction. Your Blood Raptor's Bloodied Blow now has a 20-100% chance to double attack, increased from 5-25%.
* Divert Rage: Updated tooltip to better indicate that the threat transferred to the pet is the threat generated by the Ranger in the 10 seconds after using the ability.
* Rain of Arrows: Cooldown reduced to 6 seconds from 8.
* Bloodied Blow: Damage has been increased.

RIFTSTALKER
* Gameplay goals: Offensively synergizes through +AP and reflect shields. Some new multi-target threat coolness here too. You should be able to take some Riftstalker without flooring your DPS, as melee souls' ability to close all currently lives in this tree.
* Please Note! Further high end tanking updates will be coming in a minor update following the 1.5 release.
* Due to the below changes, characters with soul points spent in Riftstalker have received a free soul respec.
* Guardian Phase: Threat generation increased to 200% from 100%. No longer purgeable.
* Stalker Phase: Effect is no longer purgeable. Now adds a 5% damage bonus when activated. Plane Shifting adds another 15% damage bonus for 10 seconds. Can now be triggered by all Plane Shift abilities.
* Planar Strike, Phantom Blow, Rift Disturbance, and Shadow Blitz: Reduced the threat generated by these abilities.
* Shadow Blitz: An additional 50% damage bonus from Attack Power has been added to this attack. Now awards 2 Combo Points.
* Shadow Stalk: Now removes all control and movement impairing effects. While in Guardian Phase, the Riftstalker Plane Shifts toward the target, instead of to behind the target.
* Annihilate: Damage increased. Now adds a buff that increases Attack Power by 15%, rather than a fixed value.
* Rift Barrier: Now absorbs both physical and non-physical damage. Additionally, the absorbed damage is reflected back on the attacker.
* Improved Rift Barrier: Removed.
* Planar Vortex - New Ability: Whenever the Riftstalker Plane Shifts, they gain Planar Vortex which lasts for 8 seconds. Deals the amount of your weapon damage every second to surrounding enemies and generates a large amount of threat. Effect can only be triggered when the Riftstalker is in Guardian Phase.
* Hasted Time: Increased the speed buff granted after Plane Shifting by 25-50%, up from 15-30%. Can be triggered once every 10 seconds. No longer stacks with the Bladedancer's Sprint and the Marksman's On the Double.
* Freedom of Movement: Effect is triggered after Plane Shifting and can only occur once every 10 seconds.
* Shadow Assault: The damage bonus from Attack Power has been increased to 100%, up from 50%. While in Guardian Phase, the Riftstalker Plane Shifts toward the target instead of to behind the target. Now awards 2 Combo Points.
* Shadow Mastery: Now a 2-point ability that reduces the cooldown of your Plane Shift abilities by 10-20 seconds.
* Phantom Blow: Now has a 10 second cooldown. The stack size has been reduced to a single stack and reduces damage taken by 6%.
* Rift Guard: Now absorbs damage up to 250% of your maximum health, up from 150% for a 51-point Riftstalker.
* Shadow Guard - New Ability: Available after 25 points spent in Riftstalker. When you use Phantom Blow, you gain Shadow Guard for 20 seconds, reducing Physical damage taken by 1-5%. For every 1000 Armor you have, you take 1% less Physical damage up to 20% additional bonus.
* Planar Disruption - New Ability: Unlocked with 22 points spent. Attempts to disrupt the target's spell casting. Not affected by global cooldown.
* Physical Wellness - New Ability: Unlocked with 46 points spent. Increases the maximum health of party and raid members by 1500. Lasts for 20 seconds.
* Defer Death: Reworked the functionality. When struck by a killing blow within 30 seconds, the Riftstalker gains an absorption shield that absorbs all incoming damage for up to 50% of their max health over 15 seconds.
* Instigate: No longer triggers the global cooldown.
* Guarded Steel, Annihilate: Duration per combo point is now: 20 seconds for 1 Combo Point, 30 seconds for 2 Points, 40 seconds for 3 Points, 50 seconds for 4 Points, and 60 seconds for 5.

SABOTEUR
* Gameplay goals: Use of bombs should not be a DPS downgrade.
* Annihilation Bomb, Chemical Bomb, Fragmentation Bomb: An additional 200% damage bonus from Attack Power is applied to these attacks. Base damage increased.
* High Explosives: Now have a chance to crit on each tick instead of only the first tick. Damage increases with additional points spent in Saboteur above 44.
* Residual Shrapnel: Functionality changed. Your Blast Charge deals an additional 35% damage over 6 seconds, and Shrapnel Charge deals an additional 35% damage over 6 seconds.
* Time Bomb: An additional 200% damage bonus from Attack Power is added to this attack. Damage has been increased.
* Updated Saboteur 2-piece bonus on the Hammerknell Synergy Crystal: It now also increases the damage of Fragmentation Bomb and Chemical Bomb by 30%.


WARRIOR
* Reactive abilities have been given a 1.5 second shared internal cooldown which will keep multiple reactives from being used simultaneously. This will affect Flesh Rip, Frenzied Strike, Inescapable Fury, Disarming Counterblow, Paladin's Reprisal, Retaliation, and Turn the Blade.
* Spell-interrupting abilities that are not combat finisher abilities no longer deal damage and only interrupt the casting of the target. This affects Bash, Face Slam, Flinching Strike, and Furious Rage.
* Single-target taunts are no longer on the global cooldown. These include Spark, Shield Throw, Sergeant's order, and Grim Lure. Due to this change, the damage component has been removed from Spark and Shield Throw.
* Grim Lure, Spark, and Shield Throw: Changed the projectile effect on these abilities. The taunt effect now triggers at time of use and not when the projectile hits.

BEASTMASTER
* Pack Mentality: Fixed a case where this effect was removed when spending a soul point.

CHAMPION
* Bloodthirst: This ability is now on the global cooldown. Due to this the damage has been increased and it now grants an attack point.

PALADIN
* Light's Decree: Fixed a bug with the debuff tooltip to indicate it triggers off of single target attacks.
* Paladin's Devotion: Can now be used while snared or rooted and will properly remove those effects.
* Paladin's Reprisal: Can now be used while wielding a 2-handed weapon when under the effect of the Vindicator soul's ability, 'The Art of Defense'.
* Sweeping Strike: Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit.

PARAGON
* Wrist Strike: No longer blocks Break Free abilities.
* Predictable Movements: Fixed an issue that could cause Predictable Movements to not work at all. This should no longer lose charges when the Paragon uses one of their own abilities.
* Reaping Harvest: Ability will show as unavailable while wielding a 2-handed weapon.

REAVER
* Creeping Death: Fixed a bug causing rank 2 through 4 to not properly snare the target.

RIFTBLADE
* Riftwalk: Riftwalk now always places you behind your target. Fixed a tooltip bug which stated that Riftwalk stunned the target instead of rooting them. The ability function hasn't changed and still roots the target.
* Avatar of the Rift: Fixed a bug allowing the damage shield to hit the attacker for each tick of a damage over time ability, or to trigger from auto-attacks. It no longer triggers from auto-attack damage and only applies on the first tick of a damage over time ability.
* Earth Burst: Fixed a tooltip typo that listed the snare duration as 0 seconds.

VOID KNIGHT
* Ragestorm: Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit.

WARLORD
* Combat Awareness: Updated tooltip to better indicate that the ability generates significant threat.


PVP/WARFRONTS
* Killing a mind-controlled player of your own faction will not give you prestige, favor, or experience. It's still pretty funny, though.
* PvP deaths no longer result in soul damage, even if NPCs are attacking you.
* Fixed the calculation of the Monthly Kills stat. NOTE: This will result in a one-time reset of your monthly kills display, and then it will start tracking properly!
* For PvP quests that require defeating other players, NPCs can no longer steal your credit.
* If you are in a raid with less than 6 people, Prestige and Favor awards will be calculated using the party values.
* Whitefall Steppes: Escalation: Now properly tracks and displays Sourcestone captures and returns on the leaderboard.
* Skilled Alchemists can now obtain the recipe for Pure Valorstone from the Favor Quartermasters in Sanctum and Meridian. Pure Valorstone can be used to add Valor to crafted items for those looking to gain a leg up in the battlefields of Telara. The crafted item must be of level 47 or higher to be made with Pure Valorstones.
* Fixed an exploit that allowed Guardians to get up to the back side of the Defiant spawn point in Port Scion.
* Pyromancers: Glyphs of Power: Reduced the bonus to Fire damage from Glyphs of Power in PvP combat to 5%.
* Port Scion: Zerena Karathi and Alys Whiteshield (both in the starting areas) will no longer attack players.
* Characters will no longer be affected by PvP Immunity effect when zoning into or being resurrected inside an instance.


DUNGEONS, SLIVERS, AND RAIDS
* Increased the chance for tier 1 Expert bosses to drop Epic quality loot.
* Added a 50% chance for tier 1 Expert bosses to drop a second Plaque of Achievement.
* Added a 50% chance for tier 2 Expert bosses to drop a third Plaque of Achievement.
* Reduced the prices of Expert dungeon armor. The second tier of Expert dungeon armor now requires turning in the first tier of Expert armor to purchase.

ABYSSAL PRECIPICE
* The 'Abyssal Precipice' achievement can now be updated by defeating Expert versions of the bosses.

DARKENING DEEPS
* Darkswarm mobs no longer award experience.
* Braxtepel: Flame Cleave can no longer be reflected.
* Gedlo Council: Fiery Bonds and Searing Flame can no longer be reflected.

DEEPSTRIKE MINES
* Expert: Fixed some locations where characters would be teleported after being resurrected.
* The ledge of the Titan's bed in Deepstrike Mines is now too slippery to stand on!

DROWNED HALLS
* Players can no longer hide from Isskal's single-target attacks.
* Hydriss: Tsunami visual effect looks and is times better to help represent ability damage increase over distance.
* Hydriss should no longer attack players during or instead of her Waterburst and Hydrostatic Shock phases.

FALL OF LANTERN HOOK
* Expert: Additional tuning for the Helena Brass finale so Oludare should always spawn and not block you from completing the dungeon.

GILDED PROPHECY [Sliver]
* Added a 'Conqueror' type achievement for this zone, along with a new reward!

GREENSCALE'S BLIGHT [Raid]
* Oracle Aleria: If Necrotic Eruption is on a character at the time of Aleria's death, it gets removed rather than bombing the entire raid once the maze walls drop. No more victory-wiping!
* Lord Greenscale: At long last, and hopefully for good - fixed a case where Lord Greenscale would sometimes cancel his Genesis Torrent cast or channel.

HAMMERKNELL [Raid]
* Darktide Mists can now be crowd controlled.
* The later bosses in Hammerknell now drop additional Greater Marks of Ascension.
* Sicaron: Adjusted duration of the Soul Harvest ability.
* Grugonim: Removed reputation gain from the Bloodplague Crawlers and Manifested Death (towers).
* Grugonim: Increased the damage buff granted to players to 4% from 2% per stack.

KING'S BREACH
* Strange Plots of the Aelfwar: Fixed a case where the quest objectives would not reset and refused to allow players on this quest to return to the instance and complete it.

RUNIC DESCENT
* Standard: Slightly reduced base mob density in this dungeon.
* Expert: Neutral mobs no longer award experience.
* Expert: Rotting Flesh is now cleansable.
* Expert: The 'Keep Cleansing' achievement should now properly award as described.


ZONES
* The Saga of the Endless: A Father's Love: Nearby Rifts will no longer cause quest targets to hide from this quest.
* Some NPCs, primarily in Moonshade Highlands, were granting experience outside of the normal range for their level and difficulty. Corrected!
* Manticore type mobs just got more lucrative to hunt - they weren't dropping as much currency loot as they should have.

DROUGHTLANDS
* Zone event: Saving Lantern Hook: This event should no longer be able to get into a non-completable state.

FREEMARCH
* A new porticulum has been added to Ark of the Ascended, allowing new characters to receive their Soul Recall ability earlier.

GLOAMWOOD
* Out of Harm's Way: This quest should be less negatively impacted by footholds at the nearby Guardian Encampment. Also increased the distance the escort can be from the player before the quest will fail.
* Gwyddon is now properly removing the Hag's curse for any afflicted Ascended.

IRON PINE PEAKS
* The Redsnow Bandit population around Frost Falls has been retuned to be more in keeping with the quest levels of that area.

SCARLET GORGE
* Daily quests in Scarlet Gorge should all properly grant notoriety for repeat completions.

SCARWOOD REACH
* Zone Event: The Witching Hour: Fixed a case where the event could fail before all targeted locations had fallen.
* Realigned Priorities: The Guardian Raiders that spawn should no longer flag you for PvP and as an added bonus, also no longer hit like trucks.
* Chronic Cultist Culling: Removed the second objective from this daily quest.
* Local Cures: Umbral Sedge plants will no longer spawn inside of rocks.
* Insuring Their Safety: More Gorefang Wranglers should now be available.
* A Temporary Solution: Reworked this quest so you are asked to speak with Sasha Nikadon in The Sagespire to receive the quest objective item, 'A Pinch of Sourcestone Powder'.

SHIMMERSAND
* Zone event: Scourge of the Sands has been tuned down in difficulty.
* The Order's Charge: Quest will now always update on killing a Maelforge Emberdrake if the Flamerod is active.
* The Unlucky Few: NPCs will respawn more reliably during this quest.
* Fight Fire with Fire: During this quest you will no longer be able to pick up more than 9 Core of Flames.
* Ritual Firebrands: This quest no longer grants experience when completed.
* Level 50 Rifts now have a chance to appear in Firesand Desert!

SILVERWOOD
* A new porticulum has been added to Divine Landing, allowing new characters to receive their Soul Recall ability earlier.
* The rare spawn NPC, Pandora, will no longer be a potential target of Defiant Footholds.

STONEFIELD
* Tracking a Traitor: Ascended will now have an easier time using Kira's Signal during this quest.
* Daily quests in Stonefield should all properly grant notoriety for repeat completions.


CRAFTING
* Skill-specific Plaques have been converted into Master Crafter's Marks.
* Master Crafter's Marks will now drop and reward wherever the previously skill-specific Plaques would (Apothecary Plaque, Outfitter Plaque, etc.).
* All Epic crafting recipes are now purchased with Master Crafter's Marks.
* Reduced the amount of Eternal Planar Dust required to make the components for the weekly Crafting Rift lure quests. Slightly increased the amount of store-bought materials needed to offset the cost reduction.
* You can now receive Inert Shards, Stones, Gems, Crystals, and Prisms from Apothecary daily quest reward bags and chests, as well as Apothecary Crafting Rifts.
* Crafting Rift: Weaponsmith: Will no longer auto-complete the third bonus stage due to multiple characters completing the second.
* Brilliant Enduring Rune now grants +9 Endurance, up from +8. Every point counts!
* Tempered Orichalcum Bar, Enchanted Shadethorn Lumber, Steel-Stitched Leather, and Infinite Essence now sort properly on the auction house.
* Epic Essences and Rare Essences above level 50 now Salvage for more level-appropriate materials.
* Dark Seafoam Green Dye has been fixed to require 110 Apothecary skill to create. It previously was set to 130.
* Ruby Gorget was incorrectly requiring 201 skill to create instead of 210. Fixed!
* Skilled Armorsmith Supply Chests will properly award Armorsmith materials rather than Weaponsmith.
* Ornate Platinum Choker now displays the correct name in the recipe list.
* Corrected the name of the Apothecary Workorder that requires Lesser Healing Potions.
* Runecrafters will no longer receive Workorder: Radiant Steadfast Runes. Characters currently on this quest will still be able to complete it - a new Runecrafter Workorder has been added to replace it, requiring Radiant Insightful Runes.
* Fixed an issue where neutral Crafting Trainer NPCs in Fortune's Shore were offering faction-specific recipes.
* Corrected the Bind on Pickup flag on some Rune and Runeshard recipes that were not previously set.
* Skilled Alchemists can now obtain the recipe for Pure Valorstone from the Favor Quartermasters in Sanctum and Meridian. Pure Valorstone can be used to add Valor to crafted items for those looking to gain a leg up in the battlefields of Telara. The crafted item must be of level 47 or higher to be made with Pure Valorstones.
* Endurance bonuses from crafted item sets can now stack with each other.
* Shard firsts for crafted items are now granted at the time the item is successfully crafted.
* Fixed the skill level requirement to craft Carmintium Lariat.


ITEMS
* The prices of Essences on the Planar merchants has been adjusted due to the merging of Inscribed and Crystal Sourcestone.
* New Synergy Crystals are now available from the Planar Goods merchants for Greenscale and tier 2 Expert item sets.
* A number of vanity items and gloves that were previously non-tintable can now be dyed!
* Gravemaker Steaks, Drake Filets, and Icewatch Cupcakes no longer have an item use time. The effect is now applied immediately.
* Items that grant temporary enhancements (ex: Padding, Armor Plating, Spellstones, Riding Chaps, etc.) have updated icons.
* Collectible books no longer count as quest items and will go into your primary inventory. If you have any in your quest bag that you hadn't added to your collections, you'll need to move them into your general inventory to use them.
* Fixed a bug that could cause Synergy Crystals to display incorrect tooltips in merchant windows.
* Transplanar Synergy Crystals no longer have a faction requirement to use.
* Fixed an issue where clicking off the buff from Necrotic Rage would prevent it from proccing again unless the focus was re-equipped.
* Binding Silk: Now with Physical Crit rather than Spell Crit.
* Bulwark of Banishment: Reduced the Block bonus from 40 to 20 to bring it in line with other items of similar level.
* Deathsteel Pauldrons: Now with Attack Power rather than Spell Power.
* Double Barrel Problem Solver: Changed graphic so this is actually double-barreled.
* Energetic Sourcestone Mirror is no longer able to proc from every tick of a damage over time ability, only on the first.
* Fang of the Life Lord: Can now correctly proc from Warrior abilities.
* Gossamer Motions: Now has Attack Power instead of Spell Power.
* Gravetouched Soulstone: Fixed so it actually does proc the buff on your pet, as the description indicates.
* Metamorphic Stonesource: Will now apply the correct effect.
* Murk Shrouded Trinket: Effect tooltip now displays the correct name.
* Nyx's Chloromancer Crystal: 2-piece bonus now increases the chance for Radiant Spores to proc by 10%, up from 5%.
* Nyx's Chloromancer Crystal: 4-piece bonus now causes damage ticks from Void Life to place a stacking buff on the Chloromancer. Each stack reduces the casting time of the next Nature's Touch spell by 0.5 seconds.
* Privateer's Axe of the [...]: Can once again be sold to merchants.
* Sandcovered Shroud: Now accepts both Primary and Secondary areas for dyes.
* Stinging Faesource: Now procs the correct buff.
* Tuthmet Wine: Fixed the spell power buff so it will no longer be overwritten by a weaker version.
* Fixed a bug where Simple Synergy Crystals could be equipped by Clerics.


GRAPHICS AND AUDIO
* Now with better Anti-Aliasing! Set your Anti-Aliasing option to 'Edge Smoothing' to see the new improvements.
* Fixed an issue with falling through the world when changing your graphics texture quality.
* It's a lot more difficult to get your character to stand at impossible angles while mounted.
* Fixed an issue with sound reverberation in some areas (such as Chancel of Labors in Iron Pine Peaks) where the effect was way too strong on footsteps, character speech, and some other sounds.
* Fixed footstep sounds for some polymorph effects that had none.
* Fixed objects not drawing to the correct distance at initial login.
* Look for new finely-feathered-friends livening up Meridian and Sanctum!
* Improved the variation in crowd cheer audio.
* Fixed some issues that could cause framerate stuttering when running through the world.
* Added voiceover to several existing major zone events.
* Added a sound to Prince Hylas' opening of Greenscale's Door inside Greenscale's Blight.
* Fixed a bug where casting animations were sometimes interrupted by other animations.


COMMANDS AND MACROS
* Added a keybind-able command that will hide other players on your screen when the key is pressed. There is no default bound key, but you can set one in the Key Bindings menu as 'Hide Other Players' under UI Toggles.
* You can now add [notactive] to a /cast macro to prevent it from turning off a toggled ability.
* Fixed a bug where players could incorrectly end up targeting themselves when using abilities from macros.
* The Marksman 'Bull's Eye' and other similar abilities will now work properly in macros.


UI/SETTINGS
* Parties can now be displayed by default using the Raid Frame UI. Check the Display tab under Options to enable this setting.
* The Auction House no longer truncates long item names with '...' when using right click on an item in your inventory to search auctions.
* The quest log now displays how many daily and weekly quests you've turned in as well as the limit per day/week. It also shows the current total number of quests in your quest log alongside the quest log cap amount.
* The visuals on the character sheet now update as soon as an armor item is dyed.
* Added an option to always display status text for your Focus target, similar to the existing options for Player, Target, Party, etc.
* If your character has had more than one role that has had a free Soul Point respec applied to it due to a patch, you now see a message box listing all of your respecced roles on first login.
* The Auction House now has a new 'Vanity' subsection to look for wardrobe items!
* Clicking the Bid or Buyout buttons on the Auction House no longer changes the position of your scroll bar in search results.
* Fixed an Auction House purchasing bug that would prevent you from buying an item from search results immediately after placing an item up for auction.
* Soul Exhaustion tooltip now correctly explains whether it has been applied by resurrecting at a graveyard or by reaching 0% Soul Vitality.
* Title rewards are now displayed in the Achievements window.
* The on-screen popup message for Quest Accepted now appears for all quests, including Rift dailies.
* Removed an erroneous error message when adding the first quest to your quest stickies when the stickies are currently empty.
* Item tooltips no longer display red text while dead if you can use the item while alive.
* Tooltips for kill quests that require specific level mobs or higher will no longer show too-low targets as valid.
* Moved the Settings option for Ability Queue into the Action Bar settings category.
* Fixed a bug where you couldn't delete quests from your quest log if the only quests you had in there were daily/weekly types.
* Fixed the chat window occasionally truncating lines when using larger text sizes.
* Ascended Powers and Guild Perks are now organized by category in your Abilities window.


CLIENT
* Client stability improvements, yay!
* Fixed an incompatibility with Windows 8 32-bit.


and here is patch notes for 1.4.
http://forums.riftgame.com/official-rift-news/patch-notes/236198-rift-1-4-8-00am-pdt-8-3-11-na-1-00am-gmt-4-08-11-eu.html

That is 2 patches. In 2 months from each other. This is the pace FFXIV should be keeping and the content they should be adding if they want to get a few players to join the game.

but this is just my .02 cents






Edited, Oct 10th 2011 10:45pm by elicuevas

Edited, Oct 10th 2011 10:45pm by elicuevas
#272 Oct 10 2011 at 8:30 PM Rating: Decent
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852 posts
elicuevas wrote:
I honestly just feel no matter what people will defend this game.

Leveling up in this game isnt fun. This is so little content that it makes it a lot less fun. On top of that you have to level up fighting woodland creatures. So not only do you have to grind, but you have to grind on really stupid enemies. *O *&^% a fire fly! I better get ready for this epic minute long battle* and ontop of that you have really boring combat.
I just watched the ifrit fight. Wow...if you actually get excited about that battle then you are extremely jaded because of this game. Go out and watch some other MMO boss battles.

Power leveling is fine, but they broke it. That is what peoples problem is with it. It should require the lower level to do something. Not just sit there and walk away from his computer.

a couple things they should do is focus on lower lever content to get more players coming in. No point in making it mandatory to party if you have a dying player base.

Actually they should still fix the UI first.....Watching the ifrit battle really showed how bad the ui is still.

Decide on which way they want to take the game, then have to designers talk to each other. It really shows when you have this type of stuff happen.

Push content out at an actual fast pace. This glacier pace for updates is terrible. You gaves have a lot of patient to actually wait for it. Rift has been out for 7 months. It is on update 1.5 They have added A LOT of content in that time....A LOT when you compare it to this which is slowly fixing stuff well slowly adding things.

here is patch notes for just its last update.

RIFT 1.5 - 9/28/11

== FEATURES ==
* New Chronicles, epic storyline experiences for solo and duo players, become available with 1.5. See CHRONICLES, below.
* New Planar Attunement system lets you continue to grow your character past level 50 and choose how you want to enhance their abilities. Details under PLANAR ATTUNEMENT!
* Veteran Rewards are being added as a bonus for longtime Ascended.
* Master-mode Dungeons challenge even the most experienced and well-equipped players who come looking for a fight! See below for more details on what to expect and how to enter them.
* A new Weekend Warfront joins the mix - check out LIBRARY OF THE RUNEMASTERS, below!
* New competitive rewards have been added for purchase with high-level zone event currency. Find them on the Planar Goods merchants in Sanctum and Meridian! More details under ZONE EVENT REWARD UPDATES.
* The Golden Maw unleashes chaos from an abandoned kingdom across the sea, as the Ashes of History world event begins SOON!
* AddOns for RIFT will soon be going into live beta! These are optional tools that can be used to enhance your personal gameplay experience.


= ASHES OF HISTORY - WORLD EVENT =
* Two dragons of the Blood Storm have been defeated, but four still remain. With Akylios' influence waning, the ancient Travel Stones, once buried, are on the verge of rediscovery.
* The cults of Laethys and Maelforge seek control of these long-abandoned portals to help them bring forth a future of fire and chaos. If Telarans wish to regain them, they'll need all of the Ascended help they can get!
* Keep an eye on your World Event UI for the start of this world event.


= CHRONICLES =
* Chronicles, epic storyline experiences for duos and strong solo characters, begin rolling out with 1.5.
* The Chronicles of Attunement is a solo experience for all characters who reach level 50, congratulating them on their journey and introducing players to the Planar Attunement system.
* Duo or strong solo 50s can enter the Chronicles version of Greenscale's Blight or Hammerknell to take part in additional storylines separate from the Raid versions of these zones.
* The rewards for Chronicles - outside of taking part in the story itself! - include Planar Attunement experience, gear of use to newly-50 Ascended, and chances at unique artifacts, new and old vanity items, and mounts from prior events.
* Level 50 characters can access the new Chronicles window from the menu buttons on-screen or by pressing the 'J' key.
* Under times of high demand, Chronicles will use a queue system to make sure everyone gets their turn!


= PLANAR ATTUNEMENT =
* Advancement doesn't stop at level 50; after the Chronicles of Attunement, you can start earning Planar Attunement experience to further customize and enhance your character!
* Planar Attunements provide base enhancements to your character's Calling from each Plane, and is not Soul-specific.
* Your experience bar will turn into a Planar Attunement meter when you reach level 50. The mouseover tooltip will indicate that you are earning experience toward Planar Attunement.
* You must purchase all Planar Attunement abilities of a given tier before you can begin spending points in the next tier up.
* Rested experience does not apply to post-level-50 Planar Attunement experience.


= VETERAN REWARDS =
* Our players are what make RIFT possible - as a 'thank you' from us to you, additional bonuses are earned based on how long you've been with us in Telara.
* Veteran Rewards are calculated based on prior existing time subscribed as well as any purchased future subscription time on your account. For example, if you've been subscribed for 3 months and renew a 3-month subscription, you will receive 6-month Veteran Rewards at the time the renewal occurs.
* Check your in-game mailbox to receive Veteran Rewards!
* For additional details including the list of rewards and milestones, see: http://www.riftgame.com/en/game/veteran-rewards.php


= MASTER-MODE DUNGEON - DARKENING DEEPS =
* For those Ascended looking for a group-sized challenge, new Master Mode dungeons are underway, starting with Darkening Deeps.
* Intended for elite groups of Ascended, these Master modes may require you to use multiple roles and advanced tactics including crowd control and support souls.
* Epic rewards await those who successfully complete these dungeon modes; dropped items are more powerful than tier 2 Expert gear and provide an alternative to Raid Rifts and entry Raids for gear. There are rumors of a few super-powerful items to be found as well!
* Groups wishing to tackle Master Mode dungeons must form up and enter the zone with the Master dungeon difficulty selected. Master Mode groups cannot be formed through the Looking for Group tool.


= NEW WEEKEND WARFRONT - LIBRARY OF THE RUNEMASTERS =
* A new Warfront joins the weekend rotation - this one in an all-new setting!
* Within the depths of Hammerknell, Guardians and Defiants fight to take control of abandoned Dwarven Rune vessels. With the ability to bind powerful planar beings, these artifacts could prove invaluable to the armies of Ascended.
* Join the fight to control these powerful vessels - but be warned, the longer one is within your grasp, the more its dark power will eat away at your soul.
* Earn points for your team by holding the relic as long as possible. None can withstand the power of the relic for too long, though, and the carrier will take an increasing amount of damage until they die. Points can also be gained by defeating enemy players.


= ENDGAME RIFT & ZONE EVENT REWARD UPDATE =
* Awesome new weapons, armor, and Synergy Crystals have been added to the Planar Goods merchants that can be purchased with Inscribed Sourcestone - these are expert-level equipment and worth checking out as a means of gearing up your character!
* Combined Crystal sourcestone and Inscribed Sourcestone into a single currency for end game rift rewards.
* Crystal Sourcestone has been removed and any existing Crystal Sourcestone will automatically be converted into Inscribed Sourcestone.
* Added Inscribed Sourcestone drops to all high level events, Rifts, and Rift related daily quests.
* Significantly increased the rate in which players can obtain Inscribed Sourcestone.
* Items that used to cost Crystal Sourcestone have had their costs converted to Inscribed Sourcestone.


= WARFRONT ACCOLADES =
* A new Warfront Accolade callout system gives recognition and group bonuses to Favor, Experience, and Prestige for completing a variety of certain feats in Warfront PvP.
* Example feats include the defeat of two opponents at once, defeating multiple opponents in a row without dying yourself, or for saving a teammate from the brink of death with a well timed heal. There are even Warfront-specific feats for unique actions!


= GUILD WALL =
* A new tab in the Guild UI allows members to post messageboard-style updates for all guild members to see. Use it to set up Raids, Events, or just to coordinate with friends who may not be online at the same time.
* Permissions allowing members to post on the Guild Wall, or to delete posts, are set under the Rank permissions settings.


GENERAL GAMEPLAY
* You can now interact with merchants, quest NPCs, and Healer NPCs while they are in combat! This should help in some situations where a great many invaders are present.
* Trinkets and other usable-equippables will now enter a 30-second cooldown period when equipped.
* Quantum Sight and Omen Sight now last 15 minutes.
* The Planar Vendors in Sanctum and Meridian have been reorganized to hopefully make them more user-friendly. A number of the goods available have been repriced.
* Ascended Powers are now on their own merchant in Sanctum and Meridian.
* Fixed an edge case with master looting where a group could become ineligible for assigned loot.
* Fixed a bug where characters could end up with multiple stacks of Soul Exhaustion.
* Fixed the message 'Dummy has decayed from [item] appearing whenever a temporary enchantment was applied to an item.
* NPCs now give a more descriptive error message when you attempt to turn in too many repeatable quests in a single day.
* If you try to pay for a cash-on-delivery mail attachment multiple times, we don't actually charge you more than once.
* When right-clicking stackable items to move them into a Guild Bank, they will be merged into any existing stacks in the bank if there is room.
* Quests that share updates with party members will now also share across the whole raid, not just within your raid group.
* Using click-to-move no longer acts bizarrely if you click on a floor above or below your character.
* Smart Targeting now actually changes your target to the one chosen by your ability.


CHAT SYSTEM UPDATES
* You no longer need to be Prestige rank 2 to join the World Defense chat channel.
* Characters will be added to the World Defense channel when reaching level 50 - current level 50s will be added automatically after the update.
* Combined some of the level range chat channels - new channel ranges are Level 1-29, Level 30-49, and Level 50 chats.
* When your character is automatically added to a new level channel (when reaching 30 or 50), we'll no longer also remove you from the old one.


RIFTS AND INVASIONS
* A new zone event weekly quest is available from Raj Tahleed in Meridian and Abbess Katia in Sanctum.
* Increased the experience gain around Rift activities - a small increase to experience gained from Rifts, a moderate increase for footholds and Major Rifts, and a large increase for zone event Colossi!
* The Defiant's Flare and Guardian's Flare abilities now summon more numerous and stronger assistants to help take down an enemy foothold. The ability cooldown is now 2 minutes.
* Raid Rift tears no longer time out and disappear.
* Guardian or Defiant invasions summoned by Ascended Abilities should more reliably assist each other.
* Anti-Planar Augmentation and Blessed Champion abilities now have a duration and cooldown of 1 minute, instead of the previous 30 second duration and 5 minute cooldown.
* After invaders take over a location they will start stacking the 'Burning Out' debuff, causing them to take increased damage for each stack.
* Player pets no longer deal reduced damage to Invaders.
* Zone event broadcasts should now always contain the name of the zone the event is starting in, rather than just an area within the zone.
* Between the high level zones - Stillmoor, Shimmersand, and Iron Pine Peaks - only one zone event will be active at a given time.
* Raid Rift tears now have a unique map icon.
* When a PvP Rift is active in a zone, the activity icon will be visible on your main map, which has a tooltip giving info about the active Rift and event.
* PvP Rifts will also be visible on the main map when zoomed in, even if you're not currently in the zone.


LOOKING FOR GROUP
* The Random Daily Dungeon completions via the LFG tool now also award experience for Planar Attunement, where appropriate for your level.
* Stats contributed from armor set bonuses now count toward tier requirements when looking for dungeons.
* Fully LFG-formed groups now default to having the tank set to leader.
* LFG groups can now vote kick someone who is not in the instance.
* You can also access other useful things from the party member's right click menu even if they are not in your instance - promote, mark, invite to guild, friend, etc.
* Fixed a case where you wouldn't be able to use the Leave Dungeon option if you entered an LFG dungeon from within another dungeon.
* Two-player parties that disband during a LFG queue pop no longer leave an orphan window on the screen.
* Characters who level while queued in the LFG system will not be kicked for forgetting to spend Soul Points for a couple of levels. Once you leave the queue for any reason you will have to spend those Soul Points before you can rejoin it.
* LFG players who are briefly disconnected but still in the group will no longer cause unusable replacement popups on the group leader's screen.
* Killing the first boss in a normal dungeon will properly remove the party's LFG cooldown debuff, much like the Expert dungeons do.
* Party leaders that are overleveled for their LFG instance can now successfully use the Find Replacement popup if needed.
* Leaders of raids with 5 players or less can now enroll them in the LFG queue, even if more than one group exists in the 'raid'.
* Parties queued for LFG will remain in the queue when converted to raid, as long as they meet the 5 player or less limit.
* Leaders of LFG raidframe groups can now change the order of players within the party.
* The soul respec window will now warn you that respeccing may kick you from an LFG queue, depending on how much you change!
* The LFG system will no longer get confused if you add a party member during a dungeon queue pop. It also won't forget group member names if someone is in a Warfront when the window comes up.
* Attempting to use Master Looter to grant loot to a member who is offline now has a more useful error message.


GUILDS
* Guild Perk: Bloodthirsty: Duration increased to 10 seconds, percentage healed lowered to 5-15% healing, and now cannot trigger a second time while active.
* Found and removed a weekly guild quest that had an incorrect level set on it and would result in only 2 quests being offered, rather than three, in a particular week.


COMBAT
* Fixed a bug that caused passive abilities to not apply on pets if they were already summoned at the time of login. Also fixed a bug with item abilities not triggering on pets if the item was equipped prior to the pet being summoned.
* Area effect heals that were using up a heal count on a dead friendly target will no longer do so.
* Fixed an issue causing tooltips from some abilities (most trinkets, in particular) to display inaccurate values for damage and healing when the character has active effect that modify their incoming/outgoing damage or healing values.
* Your camera angle will no longer change when struck by an NPC using Thunderous Kick.

SOULS
* Cleric mana pools will now increase just a bit more from gains in Intelligence.
* Fixed an issue causing some passive abilities to linger after resetting your Soul Points.


CLERIC

CABALIST
* All Sigils are now area of effect on the target rather than ground targeted area effects.
* Ravaging Darkness: The damage from Ravaging Darkness itself is now properly converted into healing.
* Reversal of Fortune: No longer causes you to be hit by your own Decays.
* Dark Water: Fixed tooltip inconsistencies.
* Symbol of the Ancient: Removed the extra comma from the tooltip.
* Curse of Discord, Curse of Solitude: Both now specify in their tooltips that they will not stack with each other.

DRUID
* Fae Blast: Now properly generates aggro.

INQUISITOR
* Corporal Punishment: Now grants a flat 50% chance to gain increased damage to your Life and Death based abilities for 5 seconds. Does not scale based on points spent in the Inquisitor soul.

JUSTICAR
* Bolt of Radiance: Removed the secondary taunt effect that required Mien of Leadership.
* Provoke: Now available with 12 points in Justicar. Taunts the target, forcing them to attack the Justicar for 3 seconds. Does not trigger a global cooldown.
* Interdict: No longer has a delay before actually interrupting the target.

PURIFIER
* Ancestral Flame: Improved the way the shield absorb bonus is calculated from having points in Disciple of Flame - the net result is a higher amount absorbed by an Ancestral Flame proc when you have both abilities purchased.
* Rite of the Ancestors: Corrected the tooltip on the effect.

SENTINEL
* Serendipity: Now grants a flat 40% chance to reduce the casting time of your next heal. Does not scale based on points spent in the Sentinel soul.
* Lasting Invocation: This now considers both the healing applied as well as overhealing done by Healing Invocation for determining the amount of the heal-over-time portion.
* Vigilance: Rank 2 is no longer blocked by the Latent Blaze debuff.

SHAMAN
* Lust for Blood: Now grants a flat 45% chance to deal additional damage on your next Physical hit. Does not scale based on points spent in the Shaman soul.
* Vengeance of the Primal North: Corrected the effect tooltip.

TEMPLAR [PvP]
* Nysyr's Brand: Increased cooldown to 10 seconds.

WARDEN
* Overflow: Now grants a flat 40% chance to proc an additional heal on your target. Does not scale based on points spent in the Warden soul.


MAGE
* Warlock's Opportunity and Dominator's Quick Thinking no longer stack with each other. Opportunity has a higher priority and will be applied if both would be up at the same time.
* Fixed an issue where using two Charge-consuming abilities at the same time would only have the first one consuming Charge.

ARCHMAGE [PvP]
* Nenvin's Lament: Fixed an issue where a previously cast spell would consume Nenvin's Lament if it was cast before the prior spell finished hitting the target.

ARCHON
* Disorient: Now triggers Swift Control when the stun portion successfully lands, instead of when the confuse portion hits.
* Rock Slide: Fixed an issue where the last tick of Rock Slide would remove 10 Charge but deal no damage and no buff stacks if you had between 10 and 19 Charge at the time of the last tick.
* Leeching Flames: Multiple Archons can now have Leeching Flames up on the same target. No longer triggers the Elementalist ability Icy Carapace.
* Opportunity procs from the Warlock soul no longer gives Archon auras a casting time if the Archon has branch abilities making them instant.

DOMINATOR
* Charged Shield, Mass Charged Shield: Shield damage now checks for damage buffs and debuffs at the time the damage occurs.
* Mass Charged Shield: Fixed a bug with the tooltip of Rank 2-4 of this spell where the damage was not being displayed correctly.
* Death's Edict, Mental Shock: Now deals damage even if the target is immune to the stun portion of the effect.
* Swift Control: Updated the description to help clarify how this spell functions.
* Improved Charged Shield: Updated the description to indicate that it increases the base damage of an ability.
* Pets will now be able to attack enemies affected by the root from Storm Shackle.
* Quick Thinking: No longer consumed by abilities that you've spent soul points to make instant-cast, such as Chloromancer's Bloom.

ELEMENTALIST
* Fixed an issue with the Water Elemental's Icy Chains ability that prevented the root from being cleansed.
* Sever Bonds: Can now be cast while silenced.

NECROMANCER
* Last Gasp: Can now critically hit.
* Flesh Rot: Updated the description to indicate that it increases the base damage of an ability.
* Symbiote: Updated ability description to clarify that it applies to the base healing of Essence Link.
* Fixed an issue where Blood Spike on the Skeletal Zealot was not correctly reducing its cooldown when it consumed a stack of Deathly Calling.
* Corpse Explosion: Fixed a bug where this wouldn't trigger if used on another player.

PYROMANCER
* Due to the below changes, characters with soul points spent in Pyromancer will receive a free soul respec.
* Withering Flames: Can now critically hit.
* Burning Shield: Now absorbs 50% of the damage received, up to the indicated amount. It no longer has restrictions on when it can be cast.
* Ground of Power updates: Renamed to Glyphs of Power. Glyphs of Power is now an instant cast self-buff with a 1 hour duration. This buff provides the same bonus to Fire abilities and increase to damage taken that Ground of Power did, but only applies the bonus while the caster is standing still. Now also increases mana regeneration.
* PVP - Glyphs of Power: The bonus to Fire damage from Glyphs of Power in PvP combat is 5%.
* Improved Ground of Power: Renamed to Improved Glyphs of Power. Retains the same effect on Glyphs of Power that it had on Ground of Power.
* Improved Grounding: Removed.
* Improved Flame Jet - New Ability: Grants Flame Jet a 33-100% chance to knock back targets it hits. Available after spending 5 points in Pyromancer.
* Wildfire: The buff can now be clicked off or otherwise removed.
* Flicker: Can now be cast while silenced.

STORMCALLER
* Absolute Zero: This will no longer be consumed if cast immediately after Arctic Blast or Icicle, before those spells hit the target.
* Building Storm: The stacking buff is now consumed at the point of casting a Hypothermia ability, rather than being consumed at the time damage is dealt.
* Storm Guard: Fixed a case where Storm Guard would not place a stack of Electrified on enemies it damaged.
* Icy Vortex: Will no longer snare an enemy if they are already snared. Will still apply Hypothermia with each hit.

WARLOCK
* Defile: Fixed an issue where the last damage tick was not occurring.
* Sacrifice Life: Mana: No longer prevented from returning mana when used with Empowered Darkness active.
* Dark Fury: Now deals damage even if the target is immune to the Stun portion of the effect.
* Damage from Warlock Armor and Dark Armor now checks for damage buffs and debuffs at the time the damage occurs.
* Charge consuming abilities now properly consume Charge when used while Empowered Darkness is active.
* Opportunity: No longer consumed by abilities that you've spent soul points to make instant-cast, such as Chloromancer's Bloom.


ROGUE
* Increased Energy regeneration rate to 23 per second.
* General gameplay goals for the rogue update:
- Competitive PvE Alternatives to Sabodancer, both melee and ranged.
- Competitive PvP DPS. You should fear seeing a Rogue the same way you see a Warrior. Of equal Prestige Rank, the two should be capable of providing a similar amount of PvP threat.
- Survivability improvements. Some self heal improvements and vampiric-type Healing Siphons - Abilities that reduce the healing intake capacity of one's target, with a portion of the stolen amount going to the rogue.
- Better synergies between souls.
- More utility without giving up the majority of their DPS to get it, bringing them closer in line to the flexibility that other callings have.
- Large pack tanking improvements - Improvement to threat on multiple mobs
- Running capacity remains -- BUT, Double-teleport-invulnerable runner (the "bugged" one) goes away.
- Reduction in required reliance on "unfair" tactics (invuls, slips, etc) via adding true competitive power

ASSASSIN
* Gameplay goals: More up front damage, less reliance on super-long, annoying DoTs. Better poisons. Less "waste a finisher to apply a short buff." Slip Away should not be a requirement to compete.
* Virulent Poison, Lethal Poison, Leeching Poison, Debilitating Poison, and Serrated Blades no longer trigger damage shield effects.
* Baneful Touch: No longer a combat finisher ability. Now a self buff that increases the damage of all weapon enchantments by 20%. Unlocked after spending 20 points in Assassin.
* Leeching Poison: The healing granted has been increased. Now unlocked after spending 14 points in Assassin, with an additional rank added at level 50.
* Debilitating Poison: Updated functionality. The Assassin coats their weapons in poisons, and each weapon attack has a 20% chance to deal additional Water damage and drain 5 Energy, 5 Power, or 3% of the target's maximum mana up to a cap of 500 per hit. Lasts for 1 hour. Up to 2 weapon enchantments can be applied at one time.
* Poison Mastery: Now also increases the Attack Power of the Assassin's poison-coated weapons by 15-75%. The chance for it to trigger has been increased to 4-20%, up from 2-10%.
* Enduring Brew: Ability changed - now instantly heals the Assassin for a large amount of health, with a 1 minute cooldown.
* Backstab: Attack Power damage bonus increased to 150% from 100%.
* Assassinate: An additional 150% damage bonus from Attack Power is applied to this attack, up from 100%. Now also completely ignores armor on the target.
* Exposed Weakness: The additional damage taken by the target is now increased by the Assassin's Attack Power. No longer on the global cooldown and has a 20 second ability cooldown added.
* Physical Trauma: Ability changed - now increases the damage of Puncture, Jagged Strike, and Impale by 20-40% , and the damage of Final Blow on an impaled target by 20-40%.
* Slip Away: Changed slightly - the Assassin is no longer immune to damage after using Slip Away. Any damage taken while Slip Away is active will not bring the Assassin out of stealth.
* Cut and Run - New Ability: Available after spending 20 points in Assassin. Removes all control and movement impairing effects. Not on the global cooldown.
* Serpent Strike: Energy cost reduced to 10 from 20.
* Impale: Damage has been increased. Duration increased to 20 seconds, up from 16.
* Hidden Veil: Fixed a bug where this wasn't working properly or would enter a cooldown period when you also had Camouflage, Step Into the Shadows, or Slip Away.

BARD
* Gameplay goals: A little more low level survivability - More of a reason to take this as a 3rd solo soul if you're inclined to get some more survivability back.
* Motif of Renewal - New Ability: Unlocked after spending 6 points in Bard. Heals the Bard over 15 seconds, does not stack with Motif of Regeneration.
* Triumphant Spirit: Healing bonus is now applied to Motif of Renewal.
* Motif of Regeneration: Fixed a bug where this would end prematurely when another grouped Bard used their Motif of Regeneration.

BLADEDANCER
* Gameplay goals: Should be a viable in-your-face combat rogue.
* Combat Culmination: Corrected the tooltip on this ability - it now indicates that unused combo points are refunded at 10 Energy per point (rank 2) or 15 Energy per point (rank 3).
* Rhythmic actions no longer cause Exhaustion; instead, only 1 Rhythmic Action can be active at a time.
* Weapon Barrage: Removed the damage component of this interrupt ability.
* Strike Back: Now triggers off of dodges as well as parries.
* Compound Attack: Damage dealt is no longer reduced when hitting 2 or 3 targets. Now affects up to 5 targets, up from 3.
* Turn the Tide: Whenever you dodge or parry an attack, it now also reduces the damage you take by 5-10%.
Contra Tempo: Functionality changed. Increases the Attack Power damage bonus to your Quick Strike and Precision Strike by 5-10%. The bonus is increased by 12% for each point spent in Bladedancer above 31.
* Counterbalance: Ability changed. Now reduces the cooldown of all Rhythmic Actions by 15 seconds.
* Flash of Steel: Now unlocked after spending 10 points in Bladedancer. A rank 7 of this ability has been added.
* Twin Strike: The offhand attack now hits up to 4 enemies, increased from 1 other enemy.
* Unabating Steel: Available after spending 25 points in Bladedancer. The Bladedancer becomes immune to all control and movement impairing effects after using Flash of Steel.
* Blade and Soul Parity: Also increases the Bladedancer's Critical Hit damage by 50%.
* Double Coup: Functionality has been changed. Now increases the damage of Keen Strike, Quick Strike, Precision Strike, and Twin Strike by 75%.
* False Blade, Dauntless Strike: Duration is now 20 seconds for 1 Combo Point, 30 seconds for 2 Combo Points, 40 seconds for 3 Combo Points, 50 seconds for 4 Combo Points, and 60 seconds for 5 Combo Points.

INFILTRATOR [PvP]
* Cleanse Soul: No longer takes you out of stealth when used.

MARKSMAN
* Gameplay goals: No longer suffers an identity crisis around being the mobile-soul-that-requires-mostly-stationary-play. Pedestals are gone. Sniping remains. They get enchanted Ammo buffs (via their new "Munitions" line), and can bring one more ability into an AE rotation. New survivability as well. Better synergy.
* Due to the below changes, characters with soul points spent in Marksman have received a free soul point respec.
* Marksman's Pedestal and Sniper's Pedestal have been removed.
* Hit and Run: Removed.
* Improved Hit and Run: Removed.
* Swift Shot, Empowered Shot, Deadeye Shot, Rapid Fire Shot: Damage increased.
* Strafe: Damage increased. An additional 100% bonus from Attack Power is added to this attack.
* Four new weapon enchantments for ranged weapons have been added. Only 2 weapon enchantments can be active at one time; does not stack with Assassin poisons or Nightblade weapon enchantments.
* Electrified Munitions: Unlocked at 14 points. Ranged weapon attack abilities deal additional Air damage. Damage is increased with points spent in Marksman above 14. 1-second internal cooldown on this ability.
* Rending Munitions: Unlocked at 28 points. Your ranged weapon attacks ignore 25% of the target's armor.
* Vampiric Munitions: Unlocked at 18 points. Ranged weapon attack abilities have a 20% chance to place a curse on the target, reducing their healing taken by 50% for 15 seconds. The Marksman is healed for 50% of any healing the cursed target receives. The healing siphon works for both overhealing and incoming healing from procced effects and takes precedence over other healing debuffs on the target.
* Silver Tip Munitions: Unlocked at 51 points. Ranged weapon attack abilities debuff the target, causing them to take an additional 2% damage from the Marksman for 10 seconds. Stacks up to 10 times. Multiple Marksmen can stack the debuff on the target, but are only affected by their own application. 1-second internal cooldown on this ability.
* Controlled Fire - New Ability: Available with 38 points spent in Marksman. Reduces the Energy cost of all ranged weapon attack abilities by 10% and increases the Attack Power damage bonus by 10%. The bonus is increased by an additional 5% for each point spent in Marksman above 38.
* Deaden: Energy cost reduced to 10 from 40.
* Lightning Fury: Can now be cast instantly. Energy cost reduced to 30 from 40.
* Single Minded Focus: Ability changed - now increases the damage of all single target damage abilities by 1-5%.
* Increased Fire Power: Effect is now triggered on all critical hit attacks.
* Rapid Extrication: Now reduces the cooldown of all Marksman abilities by 15-30%.
* Penetrating Shots: Now works with both ranged and melee weapon physical attacks. Also ignores 5-25% of the target's armor, up from 4-20%.
* Master Archer: Ability changed - whenever you are standing still, your damage with ranged weapons is increased by 1-5%. The damage bonus is increased by 1% for each point spent in Marksman above 20.
* Fan Out, Crossfire, Lightning Fury: Can now hit up to 8 targets, increased from 4.
* Collateral Damage: Increases the damage of all ranged weapon area of effect attacks by 15-30%.
* The Hammerknell Synergy Crystal for Marksman has an update 2-piece bonus: Marksman Finisher abilities have a 20% chance per combo point spent to reset the cooldown of Empowered Shot and cause the next Empowered Shot to be instant.
* 4-piece Hammerknell Synergy Crystal bonus has been updated with the above changes: now increases the damage of Electrified Munitions by 50%.

NIGHTBLADE
* Gameplay goals: Some more survivability, without having to rely on pure immunities.
* Hellfire Blades, Smoldering Blades, and Fell Blades no longer trigger damage shield effects.
* Primal Strike: Now deals Death damage instead of Physical damage.
* Primal Death: Now increases the damage of Primal Strike by 5-15%.
* Enkindle: Ability changed to increase the Attack Power bonus of your Fire and Death based attacks by 15-45%.
* Living Flame: Increased the damage bonus from Attack Power by an additional 50%.
* Twilight Transcendence: Ability changed; it now removes all curable harmful effects, reduces damage taken by 50%, and heals the Nightblade for 50% of their max health over 4 seconds.
* Fell Blades: Available after spending 16 points in Nightblade. Now causes weapon attacks to have a 20% chance to deal Death damage and curse the enemy, reducing healing on the target by 50%. The Nightblade receives 50% of any healing on the cursed target. The healing siphon works for both overhealing and healing that comes from procced effects and takes precedence over other healing debuffs on the target.
* Fiery Chains: An additional 50% damage bonus from Attack Power has been added. Now unlocked after spending 32 points in Nightblade. Now grants a Combo Point when used. Each additional target affected has a 50% chance to grant an additional Combo Point.
* Nightstalker: Functionality has changed. Your Blazing Strike, Flame Thrust, Dusk Strike, and Twilight Force now deal 5-15% more damage and an additional 10-30% damage if the enemy is below 30% health.
* Weapon Flare: Now grants a Combo Point when used.

RANGER
* Gameplay goals: Synergizes with other souls better. No longer overly dependent on Shadow Fire.
* Killing Focus: Now increases the damage of both melee and ranged weapon attacks by 2-4%.
* Double Shot: All ranged weapon attacks gain a 10-50% chance of firing an additional shot.
* Shadow Fire: Now increases your damage with ranged weapons by 13% for 25 seconds. The bonus to damage is increased by 1% for every point spent in Ranger above 14, to a maximum of 50%.
* Master Huntsman: The Dire Wolf's Maul now infects the target, reducing healing taken by 10-50% - increased from 6-30% healing reduction. Your Blood Raptor's Bloodied Blow now has a 20-100% chance to double attack, increased from 5-25%.
* Divert Rage: Updated tooltip to better indicate that the threat transferred to the pet is the threat generated by the Ranger in the 10 seconds after using the ability.
* Rain of Arrows: Cooldown reduced to 6 seconds from 8.
* Bloodied Blow: Damage has been increased.

RIFTSTALKER
* Gameplay goals: Offensively synergizes through +AP and reflect shields. Some new multi-target threat coolness here too. You should be able to take some Riftstalker without flooring your DPS, as melee souls' ability to close all currently lives in this tree.
* Please Note! Further high end tanking updates will be coming in a minor update following the 1.5 release.
* Due to the below changes, characters with soul points spent in Riftstalker have received a free soul respec.
* Guardian Phase: Threat generation increased to 200% from 100%. No longer purgeable.
* Stalker Phase: Effect is no longer purgeable. Now adds a 5% damage bonus when activated. Plane Shifting adds another 15% damage bonus for 10 seconds. Can now be triggered by all Plane Shift abilities.
* Planar Strike, Phantom Blow, Rift Disturbance, and Shadow Blitz: Reduced the threat generated by these abilities.
* Shadow Blitz: An additional 50% damage bonus from Attack Power has been added to this attack. Now awards 2 Combo Points.
* Shadow Stalk: Now removes all control and movement impairing effects. While in Guardian Phase, the Riftstalker Plane Shifts toward the target, instead of to behind the target.
* Annihilate: Damage increased. Now adds a buff that increases Attack Power by 15%, rather than a fixed value.
* Rift Barrier: Now absorbs both physical and non-physical damage. Additionally, the absorbed damage is reflected back on the attacker.
* Improved Rift Barrier: Removed.
* Planar Vortex - New Ability: Whenever the Riftstalker Plane Shifts, they gain Planar Vortex which lasts for 8 seconds. Deals the amount of your weapon damage every second to surrounding enemies and generates a large amount of threat. Effect can only be triggered when the Riftstalker is in Guardian Phase.
* Hasted Time: Increased the speed buff granted after Plane Shifting by 25-50%, up from 15-30%. Can be triggered once every 10 seconds. No longer stacks with the Bladedancer's Sprint and the Marksman's On the Double.
* Freedom of Movement: Effect is triggered after Plane Shifting and can only occur once every 10 seconds.
* Shadow Assault: The damage bonus from Attack Power has been increased to 100%, up from 50%. While in Guardian Phase, the Riftstalker Plane Shifts toward the target instead of to behind the target. Now awards 2 Combo Points.
* Shadow Mastery: Now a 2-point ability that reduces the cooldown of your Plane Shift abilities by 10-20 seconds.
* Phantom Blow: Now has a 10 second cooldown. The stack size has been reduced to a single stack and reduces damage taken by 6%.
* Rift Guard: Now absorbs damage up to 250% of your maximum health, up from 150% for a 51-point Riftstalker.
* Shadow Guard - New Ability: Available after 25 points spent in Riftstalker. When you use Phantom Blow, you gain Shadow Guard for 20 seconds, reducing Physical damage taken by 1-5%. For every 1000 Armor you have, you take 1% less Physical damage up to 20% additional bonus.
* Planar Disruption - New Ability: Unlocked with 22 points spent. Attempts to disrupt the target's spell casting. Not affected by global cooldown.
* Physical Wellness - New Ability: Unlocked with 46 points spent. Increases the maximum health of party and raid members by 1500. Lasts for 20 seconds.
* Defer Death: Reworked the functionality. When struck by a killing blow within 30 seconds, the Riftstalker gains an absorption shield that absorbs all incoming damage for up to 50% of their max health over 15 seconds.
* Instigate: No longer triggers the global cooldown.
* Guarded Steel, Annihilate: Duration per combo point is now: 20 seconds for 1 Combo Point, 30 seconds for 2 Points, 40 seconds for 3 Points, 50 seconds for 4 Points, and 60 seconds for 5.

SABOTEUR
* Gameplay goals: Use of bombs should not be a DPS downgrade.
* Annihilation Bomb, Chemical Bomb, Fragmentation Bomb: An additional 200% damage bonus from Attack Power is applied to these attacks. Base damage increased.
* High Explosives: Now have a chance to crit on each tick instead of only the first tick. Damage increases with additional points spent in Saboteur above 44.
* Residual Shrapnel: Functionality changed. Your Blast Charge deals an additional 35% damage over 6 seconds, and Shrapnel Charge deals an additional 35% damage over 6 seconds.
* Time Bomb: An additional 200% damage bonus from Attack Power is added to this attack. Damage has been increased.
* Updated Saboteur 2-piece bonus on the Hammerknell Synergy Crystal: It now also increases the damage of Fragmentation Bomb and Chemical Bomb by 30%.


WARRIOR
* Reactive abilities have been given a 1.5 second shared internal cooldown which will keep multiple reactives from being used simultaneously. This will affect Flesh Rip, Frenzied Strike, Inescapable Fury, Disarming Counterblow, Paladin's Reprisal, Retaliation, and Turn the Blade.
* Spell-interrupting abilities that are not combat finisher abilities no longer deal damage and only interrupt the casting of the target. This affects Bash, Face Slam, Flinching Strike, and Furious Rage.
* Single-target taunts are no longer on the global cooldown. These include Spark, Shield Throw, Sergeant's order, and Grim Lure. Due to this change, the damage component has been removed from Spark and Shield Throw.
* Grim Lure, Spark, and Shield Throw: Changed the projectile effect on these abilities. The taunt effect now triggers at time of use and not when the projectile hits.

BEASTMASTER
* Pack Mentality: Fixed a case where this effect was removed when spending a soul point.

CHAMPION
* Bloodthirst: This ability is now on the global cooldown. Due to this the damage has been increased and it now grants an attack point.

PALADIN
* Light's Decree: Fixed a bug with the debuff tooltip to indicate it triggers off of single target attacks.
* Paladin's Devotion: Can now be used while snared or rooted and will properly remove those effects.
* Paladin's Reprisal: Can now be used while wielding a 2-handed weapon when under the effect of the Vindicator soul's ability, 'The Art of Defense'.
* Sweeping Strike: Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit.

PARAGON
* Wrist Strike: No longer blocks Break Free abilities.
* Predictable Movements: Fixed an issue that could cause Predictable Movements to not work at all. This should no longer lose charges when the Paragon uses one of their own abilities.
* Reaping Harvest: Ability will show as unavailable while wielding a 2-handed weapon.

REAVER
* Creeping Death: Fixed a bug causing rank 2 through 4 to not properly snare the target.

RIFTBLADE
* Riftwalk: Riftwalk now always places you behind your target. Fixed a tooltip bug which stated that Riftwalk stunned the target instead of rooting them. The ability function hasn't changed and still roots the target.
* Avatar of the Rift: Fixed a bug allowing the damage shield to hit the attacker for each tick of a damage over time ability, or to trigger from auto-attacks. It no longer triggers from auto-attack damage and only applies on the first tick of a damage over time ability.
* Earth Burst: Fixed a tooltip typo that listed the snare duration as 0 seconds.

VOID KNIGHT
* Ragestorm: Fixed a case allowing Elemental Touch to trigger off of both the initial hit damage as well as the elemental hit.

WARLORD
* Combat Awareness: Updated tooltip to better indicate that the ability generates significant threat.


PVP/WARFRONTS
* Killing a mind-controlled player of your own faction will not give you prestige, favor, or experience. It's still pretty funny, though.
* PvP deaths no longer result in soul damage, even if NPCs are attacking you.
* Fixed the calculation of the Monthly Kills stat. NOTE: This will result in a one-time reset of your monthly kills display, and then it will start tracking properly!
* For PvP quests that require defeating other players, NPCs can no longer steal your credit.
* If you are in a raid with less than 6 people, Prestige and Favor awards will be calculated using the party values.
* Whitefall Steppes: Escalation: Now properly tracks and displays Sourcestone captures and returns on the leaderboard.
* Skilled Alchemists can now obtain the recipe for Pure Valorstone from the Favor Quartermasters in Sanctum and Meridian. Pure Valorstone can be used to add Valor to crafted items for those looking to gain a leg up in the battlefields of Telara. The crafted item must be of level 47 or higher to be made with Pure Valorstones.
* Fixed an exploit that allowed Guardians to get up to the back side of the Defiant spawn point in Port Scion.
* Pyromancers: Glyphs of Power: Reduced the bonus to Fire damage from Glyphs of Power in PvP combat to 5%.
* Port Scion: Zerena Karathi and Alys Whiteshield (both in the starting areas) will no longer attack players.
* Characters will no longer be affected by PvP Immunity effect when zoning into or being resurrected inside an instance.


DUNGEONS, SLIVERS, AND RAIDS
* Increased the chance for tier 1 Expert bosses to drop Epic quality loot.
* Added a 50% chance for tier 1 Expert bosses to drop a second Plaque of Achievement.
* Added a 50% chance for tier 2 Expert bosses to drop a third Plaque of Achievement.
* Reduced the prices of Expert dungeon armor. The second tier of Expert dungeon armor now requires turning in the first tier of Expert armor to purchase.

ABYSSAL PRECIPICE
* The 'Abyssal Precipice' achievement can now be updated by defeating Expert versions of the bosses.

DARKENING DEEPS
* Darkswarm mobs no longer award experience.
* Braxtepel: Flame Cleave can no longer be reflected.
* Gedlo Council: Fiery Bonds and Searing Flame can no longer be reflected.

DEEPSTRIKE MINES
* Expert: Fixed some locations where characters would be teleported after being resurrected.
* The ledge of the Titan's bed in Deepstrike Mines is now too slippery to stand on!

DROWNED HALLS
* Players can no longer hide from Isskal's single-target attacks.
* Hydriss: Tsunami visual effect looks and is times better to help represent ability damage increase over distance.
* Hydriss should no longer attack players during or instead of her Waterburst and Hydrostatic Shock phases.

FALL OF LANTERN HOOK
* Expert: Additional tuning for the Helena Brass finale so Oludare should always spawn and not block you from completing the dungeon.

GILDED PROPHECY [Sliver]
* Added a 'Conqueror' type achievement for this zone, along with a new reward!

GREENSCALE'S BLIGHT [Raid]
* Oracle Aleria: If Necrotic Eruption is on a character at the time of Aleria's death, it gets removed rather than bombing the entire raid once the maze walls drop. No more victory-wiping!
* Lord Greenscale: At long last, and hopefully for good - fixed a case where Lord Greenscale would sometimes cancel his Genesis Torrent cast or channel.

HAMMERKNELL [Raid]
* Darktide Mists can now be crowd controlled.
* The later bosses in Hammerknell now drop additional Greater Marks of Ascension.
* Sicaron: Adjusted duration of the Soul Harvest ability.
* Grugonim: Removed reputation gain from the Bloodplague Crawlers and Manifested Death (towers).
* Grugonim: Increased the damage buff granted to players to 4% from 2% per stack.

KING'S BREACH
* Strange Plots of the Aelfwar: Fixed a case where the quest objectives would not reset and refused to allow players on this quest to return to the instance and complete it.

RUNIC DESCENT
* Standard: Slightly reduced base mob density in this dungeon.
* Expert: Neutral mobs no longer award experience.
* Expert: Rotting Flesh is now cleansable.
* Expert: The 'Keep Cleansing' achievement should now properly award as described.


ZONES
* The Saga of the Endless: A Father's Love: Nearby Rifts will no longer cause quest targets to hide from this quest.
* Some NPCs, primarily in Moonshade Highlands, were granting experience outside of the normal range for their level and difficulty. Corrected!
* Manticore type mobs just got more lucrative to hunt - they weren't dropping as much currency loot as they should have.

DROUGHTLANDS
* Zone event: Saving Lantern Hook: This event should no longer be able to get into a non-completable state.

FREEMARCH
* A new porticulum has been added to Ark of the Ascended, allowing new characters to receive their Soul Recall ability earlier.

GLOAMWOOD
* Out of Harm's Way: This quest should be less negatively impacted by footholds at the nearby Guardian Encampment. Also increased the distance the escort can be from the player before the quest will fail.
* Gwyddon is now properly removing the Hag's curse for any afflicted Ascended.

IRON PINE PEAKS
* The Redsnow Bandit population around Frost Falls has been retuned to be more in keeping with the quest levels of that area.

SCARLET GORGE
* Daily quests in Scarlet Gorge should all properly grant notoriety for repeat completions.

SCARWOOD REACH
* Zone Event: The Witching Hour: Fixed a case where the event could fail before all targeted locations had fallen.
* Realigned Priorities: The Guardian Raiders that spawn should no longer flag you for PvP and as an added bonus, also no longer hit like trucks.
* Chronic Cultist Culling: Removed the second objective from this daily quest.
* Local Cures: Umbral Sedge plants will no longer spawn inside of rocks.
* Insuring Their Safety: More Gorefang Wranglers should now be available.
* A Temporary Solution: Reworked this quest so you are asked to speak with Sasha Nikadon in The Sagespire to receive the quest objective item, 'A Pinch of Sourcestone Powder'.

SHIMMERSAND
* Zone event: Scourge of the Sands has been tuned down in difficulty.
* The Order's Charge: Quest will now always update on killing a Maelforge Emberdrake if the Flamerod is active.
* The Unlucky Few: NPCs will respawn more reliably during this quest.
* Fight Fire with Fire: During this quest you will no longer be able to pick up more than 9 Core of Flames.
* Ritual Firebrands: This quest no longer grants experience when completed.
* Level 50 Rifts now have a chance to appear in Firesand Desert!

SILVERWOOD
* A new porticulum has been added to Divine Landing, allowing new characters to receive their Soul Recall ability earlier.
* The rare spawn NPC, Pandora, will no longer be a potential target of Defiant Footholds.

STONEFIELD
* Tracking a Traitor: Ascended will now have an easier time using Kira's Signal during this quest.
* Daily quests in Stonefield should all properly grant notoriety for repeat completions.


CRAFTING
* Skill-specific Plaques have been converted into Master Crafter's Marks.
* Master Crafter's Marks will now drop and reward wherever the previously skill-specific Plaques would (Apothecary Plaque, Outfitter Plaque, etc.).
* All Epic crafting recipes are now purchased with Master Crafter's Marks.
* Reduced the amount of Eternal Planar Dust required to make the components for the weekly Crafting Rift lure quests. Slightly increased the amount of store-bought materials needed to offset the cost reduction.
* You can now receive Inert Shards, Stones, Gems, Crystals, and Prisms from Apothecary daily quest reward bags and chests, as well as Apothecary Crafting Rifts.
* Crafting Rift: Weaponsmith: Will no longer auto-complete the third bonus stage due to multiple characters completing the second.
* Brilliant Enduring Rune now grants +9 Endurance, up from +8. Every point counts!
* Tempered Orichalcum Bar, Enchanted Shadethorn Lumber, Steel-Stitched Leather, and Infinite Essence now sort properly on the auction house.
* Epic Essences and Rare Essences above level 50 now Salvage for more level-appropriate materials.
* Dark Seafoam Green Dye has been fixed to require 110 Apothecary skill to create. It previously was set to 130.
* Ruby Gorget was incorrectly requiring 201 skill to create instead of 210. Fixed!
* Skilled Armorsmith Supply Chests will properly award Armorsmith materials rather than Weaponsmith.
* Ornate Platinum Choker now displays the correct name in the recipe list.
* Corrected the name of the Apothecary Workorder that requires Lesser Healing Potions.
* Runecrafters will no longer receive Workorder: Radiant Steadfast Runes. Characters currently on this quest will still be able to complete it - a new Runecrafter Workorder has been added to replace it, requiring Radiant Insightful Runes.
* Fixed an issue where neutral Crafting Trainer NPCs in Fortune's Shore were offering faction-specific recipes.
* Corrected the Bind on Pickup flag on some Rune and Runeshard recipes that were not previously set.
* Skilled Alchemists can now obtain the recipe for Pure Valorstone from the Favor Quartermasters in Sanctum and Meridian. Pure Valorstone can be used to add Valor to crafted items for those looking to gain a leg up in the battlefields of Telara. The crafted item must be of level 47 or higher to be made with Pure Valorstones.
* Endurance bonuses from crafted item sets can now stack with each other.
* Shard firsts for crafted items are now granted at the time the item is successfully crafted.
* Fixed the skill level requirement to craft Carmintium Lariat.


ITEMS
* The prices of Essences on the Planar merchants has been adjusted due to the merging of Inscribed and Crystal Sourcestone.
* New Synergy Crystals are now available from the Planar Goods merchants for Greenscale and tier 2 Expert item sets.
* A number of vanity items and gloves that were previously non-tintable can now be dyed!
* Gravemaker Steaks, Drake Filets, and Icewatch Cupcakes no longer have an item use time. The effect is now applied immediately.
* Items that grant temporary enhancements (ex: Padding, Armor Plating, Spellstones, Riding Chaps, etc.) have updated icons.
* Collectible books no longer count as quest items and will go into your primary inventory. If you have any in your quest bag that you hadn't added to your collections, you'll need to move them into your general inventory to use them.
* Fixed a bug that could cause Synergy Crystals to display incorrect tooltips in merchant windows.
* Transplanar Synergy Crystals no longer have a faction requirement to use.
* Fixed an issue where clicking off the buff from Necrotic Rage would prevent it from proccing again unless the focus was re-equipped.
* Binding Silk: Now with Physical Crit rather than Spell Crit.
* Bulwark of Banishment: Reduced the Block bonus from 40 to 20 to bring it in line with other items of similar level.
* Deathsteel Pauldrons: Now with Attack Power rather than Spell Power.
* Double Barrel Problem Solver: Changed graphic so this is actually double-barreled.
* Energetic Sourcestone Mirror is no longer able to proc from every tick of a damage over time ability, only on the first.
* Fang of the Life Lord: Can now correctly proc from Warrior abilities.
* Gossamer Motions: Now has Attack Power instead of Spell Power.
* Gravetouched Soulstone: Fixed so it actually does proc the buff on your pet, as the description indicates.
* Metamorphic Stonesource: Will now apply the correct effect.
* Murk Shrouded Trinket: Effect tooltip now displays the correct name.
* Nyx's Chloromancer Crystal: 2-piece bonus now increases the chance for Radiant Spores to proc by 10%, up from 5%.
* Nyx's Chloromancer Crystal: 4-piece bonus now causes damage ticks from Void Life to place a stacking buff on the Chloromancer. Each stack reduces the casting time of the next Nature's Touch spell by 0.5 seconds.
* Privateer's Axe of the [...]: Can once again be sold to merchants.
* Sandcovered Shroud: Now accepts both Primary and Secondary areas for dyes.
* Stinging Faesource: Now procs the correct buff.
* Tuthmet Wine: Fixed the spell power buff so it will no longer be overwritten by a weaker version.
* Fixed a bug where Simple Synergy Crystals could be equipped by Clerics.


GRAPHICS AND AUDIO
* Now with better Anti-Aliasing! Set your Anti-Aliasing option to 'Edge Smoothing' to see the new improvements.
* Fixed an issue with falling through the world when changing your graphics texture quality.
* It's a lot more difficult to get your character to stand at impossible angles while mounted.
* Fixed an issue with sound reverberation in some areas (such as Chancel of Labors in Iron Pine Peaks) where the effect was way too strong on footsteps, character speech, and some other sounds.
* Fixed footstep sounds for some polymorph effects that had none.
* Fixed objects not drawing to the correct distance at initial login.
* Look for new finely-feathered-friends livening up Meridian and Sanctum!
* Improved the variation in crowd cheer audio.
* Fixed some issues that could cause framerate stuttering when running through the world.
* Added voiceover to several existing major zone events.
* Added a sound to Prince Hylas' opening of Greenscale's Door inside Greenscale's Blight.
* Fixed a bug where casting animations were sometimes interrupted by other animations.


COMMANDS AND MACROS
* Added a keybind-able command that will hide other players on your screen when the key is pressed. There is no default bound key, but you can set one in the Key Bindings menu as 'Hide Other Players' under UI Toggles.
* You can now add [notactive] to a /cast macro to prevent it from turning off a toggled ability.
* Fixed a bug where players could incorrectly end up targeting themselves when using abilities from macros.
* The Marksman 'Bull's Eye' and other similar abilities will now work properly in macros.


UI/SETTINGS
* Parties can now be displayed by default using the Raid Frame UI. Check the Display tab under Options to enable this setting.
* The Auction House no longer truncates long item names with '...' when using right click on an item in your inventory to search auctions.
* The quest log now displays how many daily and weekly quests you've turned in as well as the limit per day/week. It also shows the current total number of quests in your quest log alongside the quest log cap amount.
* The visuals on the character sheet now update as soon as an armor item is dyed.
* Added an option to always display status text for your Focus target, similar to the existing options for Player, Target, Party, etc.
* If your character has had more than one role that has had a free Soul Point respec applied to it due to a patch, you now see a message box listing all of your respecced roles on first login.
* The Auction House now has a new 'Vanity' subsection to look for wardrobe items!
* Clicking the Bid or Buyout buttons on the Auction House no longer changes the position of your scroll bar in search results.
* Fixed an Auction House purchasing bug that would prevent you from buying an item from search results immediately after placing an item up for auction.
* Soul Exhaustion tooltip now correctly explains whether it has been applied by resurrecting at a graveyard or by reaching 0% Soul Vitality.
* Title rewards are now displayed in the Achievements window.
* The on-screen popup message for Quest Accepted now appears for all quests, including Rift dailies.
* Removed an erroneous error message when adding the first quest to your quest stickies when the stickies are currently empty.
* Item tooltips no longer display red text while dead if you can use the item while alive.
* Tooltips for kill quests that require specific level mobs or higher will no longer show too-low targets as valid.
* Moved the Settings option for Ability Queue into the Action Bar settings category.
* Fixed a bug where you couldn't delete quests from your quest log if the only quests you had in there were daily/weekly types.
* Fixed the chat window occasionally truncating lines when using larger text sizes.
* Ascended Powers and Guild Perks are now organized by category in your Abilities window.


CLIENT
* Client stability improvements, yay!
* Fixed an incompatibility with Windows 8 32-bit.


and here is patch notes for 1.4.

That is 2 patches. In 2 months from each other. This is the pace FFXIV should be keeping and the content they should be adding if they want to get a few players to join the game.

but this is just my .02 cents







QFT. I agree with everything you said. I don't think this game will ever be something I'll enjoy. :/
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#273 Oct 10 2011 at 9:57 PM Rating: Default
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3,530 posts
elicuevas wrote:
Rift has been out for 7 months. It is on update 1.5 They have added A LOT of content in that time....A LOT when you compare it to this which is slowly fixing stuff well slowly adding things.


1.) Much of that Rift update list was composed of things like "changed damage from 120% to 130%," which is pretty easy to add in once the game's systems are in place.

2.) Updates are easier to do when you're a near-duplicate of WoW.


Edited, Oct 10th 2011 11:57pm by KaneKitty
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#274 Oct 10 2011 at 10:26 PM Rating: Good
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242 posts
KaneKitty wrote:
elicuevas wrote:
Rift has been out for 7 months. It is on update 1.5 They have added A LOT of content in that time....A LOT when you compare it to this which is slowly fixing stuff well slowly adding things.


1.) Much of that Rift update list was composed of things like "changed damage from 120% to 130%," which is pretty easy to add in once the game's systems are in place.

2.) Updates are easier to do when you're a near-duplicate of WoW.


Edited, Oct 10th 2011 11:57pm by KaneKitty


1) How goes that LFG system? Rift went from not having one. Having one implemented by 1.3 to having one that does cross servers by 1.4. All done in less then 6 months well one year later you still have a broken LFG system. Here they added something that wasnt in the place....How about the next instants that werent in place? I wasnt stating this is why FFXIV sucks, I was stating this is what they need to start doing. Releasing content faster then what they are.

2) You honestly are using this.....I'm sorry I didnt gravel at the awesomeness that is FFXIV....and that I stated they need to start hurrying up with things if they want to have a higher ratio then 2 out of 100 players staying. But since you pulled the near duplicate of Wow card. How goes the 2 instances? I have always wondered how they work. They are new to the MMO scene I hear! How about the Giant glowing weapons from the ifrit fight! I bet those will be great in the fights against those over sized birds and lady bugs!



#275 Oct 10 2011 at 10:31 PM Rating: Good
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691 posts
KaneKitty wrote:
elicuevas wrote:
Rift has been out for 7 months. It is on update 1.5 They have added A LOT of content in that time....A LOT when you compare it to this which is slowly fixing stuff well slowly adding things.


1.) Much of that Rift update list was composed of things like "changed damage from 120% to 130%," which is pretty easy to add in once the game's systems are in place.

2.) Updates are easier to do when you're a near-duplicate of WoW.


Edited, Oct 10th 2011 11:57pm by KaneKitty

I am not about to defend anything from elicuevas' post; in fact, I disagree virtually to a sentence. In particular, I think if you broke down the amount of things added in 1.18 and 1.19 and the things added in the same time frame in Rift, you would find they are a lot closer than he has claimed. However, being a near-duplicate of WoW has absolutely nothing to do with ease of updating. That is entirely dictated on how well the game is designed from the ground up - how well it holds to OOP principles, how logically the design is laid out from the beginning. Unfortunately, ever since the release of FFXI, it has been abundantly clear that Square Enix holds to the old tenet of "as long as it works, it doesn't matter if it's not pretty." Which, in post-release-updated games, is just not the case. Honestly, given the state the game seems to have been in when the new Dev team took up the mantle, it's a miracle they've been able to muck out as much progress as they have.

But this is somewhat off topic. As I see it, the dev team did make a misstep here. While I don't think it is as critical as some do, I do believe there was a mistake made. Contrary to what you may thing, I do not believe developer sanctioned Power Leveling was the mistake. The mistake was creating an environment in which Power Leveling was given a chance to thrive. My only complaint as of now, is that this could have been avoided. By placing limits on experience gained over time through exp/kill limits and making it so that one-shot kills do not grant experience, they could have greatly reduced the advantages of having a level 50 help you kill monsters to level. An optimal solution would have been very difficult to reach (optimal being where having a level 50 help grants the same experience over time as having just a full party), but it would not need to be optimal. Rather, it would only need to be close enough that "PLing" would be a niche activity done by those who want to truly maximize their experience per hour.

As evidence, I present Astral Burns; a technique in FFXI by which players could gain tremendous amounts of experience over time. Even so, many FFXI players didn't even know of it's existence for quite a while. The reason is because the issue was not as polarizing. Players could get a regular party and still make reasonable amounts of experience when compared to Astral Burns while not being limited to the rigid requirements of the technique (high level help and several SMNs). Similarly, if the experience was not so drastically better, and - admittedly - parties were easier to form, the rigid requirements of this new "Power Leveling" (A level 50 willing to spend hours killing helpless animals for little to no reward) would relegate it to a niche appeal of people trying to maximize their experience per hour to the extreme.
#276 Oct 10 2011 at 10:40 PM Rating: Good
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6,898 posts
The reason Rift is able to release large amounts of content every month or so is because they aren't completely redesigning the game from the ground up. Pretty much everything in FFXIV is being re-designed and it takes time. It is still a work in progress. While there might only be a couple raids and an Ifrit fight for high level content, it's better than nothing and as soon as they are finished revamping all the core mechanics I'm sure they will start pumping out content.

And I agree that it's kinda silly to compare to Rift since Rift did next to NOTHING different from WoW or many of the WoW clones. Different story, mostly the same game.
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#277 Oct 11 2011 at 12:59 AM Rating: Decent
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4,153 posts
KaneKitty wrote:
1.) Much of that Rift update list was composed of things like "changed damage from 120% to 130%," which is pretty easy to add in once the game's systems are in place.

2.) Updates are easier to do when you're a near-duplicate of WoW.


Minor adjustments to a system that already works and works well. These types of updates are common when your launch and successive patches are done properly. XIV on the other hand has had to resort to completely scrapping or overhauling game systems and game mechanics because their first (in some cases second and third) implementations failed.

elicuevas wrote:
How goes the 2 instances? I have always wondered how they work. They are new to the MMO scene I hear! How about the Giant glowing weapons from the ifrit fight! I bet those will be great in the fights against those over sized birds and lady bugs!


Funny you should mention Ifrit and lol @ other people calling it 'high level endgame content'. Everything you need to know, every tactic for beating this fight can be learned from WoW circa 2007. We're ready to take off the training wheels SE. How about a boss fight with different mechanics?

Inb4 the changes to PL are blamed for people not being able to move away from large, incredibly obvious rings of fire on the ground. I was caught completely off guard that a fire based boss would do that.


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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#278 Oct 11 2011 at 8:38 AM Rating: Default
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569 posts
As for combat, i was dung some stronghold runs with me on GLD (hit 50 8months back) and i noted something extremely odd, from the batch of 50's spawned after the 1.19 no knew what the **** to do, DPS using the wrong skills, mages not healing or over healing, the usual signs of players not knowing how the class works... in hind sight i think SE should of not have implemented this PL bull and left it as it was before. Things i saw in the 1.19 batch of 50's that you would never see before, improper armor, weapons in yellow/red, missuses of skills, no apparent trait equipped. Zero knowledge of what the class they spent 6h's getting to 50 is suppose to even do.

Pre 1.19 it could take 2-4 weeks the hit 50 and by the time you did you had and idea how it worked at least. Now mages are rushing the tank and die, DPS/Mages not using hate reduction skills not to draw hate. The list of sh*t that's wrong is endless. I have a few 50's pre 1.19 and i have been with game from launch. After 1.19 there are people with more 50's than me who don't know the face from the *** of there class.

Edited, Oct 11th 2011 10:40am by TwiddleDee
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#279 Oct 11 2011 at 8:47 AM Rating: Decent
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I'm hoping this was a typo, but camp Horizon is a level 20+ zone. Did you mean drybone? if not i'm sure the coblyns would have destroyed you :P
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#280 Oct 11 2011 at 9:37 AM Rating: Good
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941 posts
Quote:
As for combat, i was dung some stronghold runs with me on GLD (hit 50 8months back) and i noted something extremely odd, from the batch of 50's spawned after the 1.19 no knew what the **** to do, DPS using the wrong skills, mages not healing or over healing, the usual signs of players not knowing how the class works... in hind sight i think SE should of not have implemented this PL bull and left it as it was before. Things i saw in the 1.19 batch of 50's that you would never see before, improper armor, weapons in yellow/red, missuses of skills, no apparent trait equipped. Zero knowledge of what the class they spent 6h's getting to 50 is suppose to even do.

Pre 1.19 it could take 2-4 weeks the hit 50 and by the time you did you had and idea how it worked at least. Now mages are rushing the tank and die, DPS/Mages not using hate reduction skills not to draw hate. The list of sh*t that's wrong is endless. I have a few 50's pre 1.19 and i have been with game from launch. After 1.19 there are people with more 50's than me who don't know the face from the *** of there class.


I could take a Rank 50 of anything and understand what to do within an hour or two of messing around - people not knowing how to play doesnt = they don't know how to play JUST BECAUSE THEY GOT PLEVELED. People who can't play are bad because they're bad or not good at video games/new to video games - because this happens in every game.

There's no powerleveling in WoW - but do you know how many terrible players make it to 85? A **** ton.

Do you know how much a **** ton is? It's a lot.
#281 Oct 11 2011 at 9:51 AM Rating: Good
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EmotionBlues wrote:
People who can't play are bad because they're bad or not good at video games/new to video games - because this happens in every game.


QFT

People who leveled their jobs to cap pre-PL fiasco are struggling with Ifrit because they don't know how to play. I guess you could blame crappy controls for standing in fire? Nah, probably not.

Edited, Oct 11th 2011 11:52am by FilthMcNasty
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#282 Oct 11 2011 at 10:21 AM Rating: Default
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EmotionBlues wrote:
people not knowing how to play doesnt = they don't know how to play JUST BECAUSE THEY GOT PLEVELED.


Before people were bad because they were incompetent, or didn't care. Now people are bad because they are incompetent, lazy, and don't care. Only difference is before incompetents got you only so far and you had to change and become semi-competent to progress, now people just drag there incompetent start to end with no median to change.

Only reason i can see to jump in the PL gravy boat is the need for cross class skills for the main class(s) one plays. Not to have more to put up on your resume come event run.


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#283 Oct 11 2011 at 11:11 AM Rating: Excellent
Edited by bsphil
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elicuevas wrote:
* Fixed an incompatibility with Windows 8 32-bit.
Sh*t, son. They're not waiting around to get the game stable on the developer preview.
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#284 Oct 11 2011 at 12:13 PM Rating: Excellent
I find it discouraging that players lack perseverance. It doesn't matter if a task is difficult and quick, or easy and takes a while. Overcoming an obstacle should give you a sense of pride and a feeling of accomplishment.

People these days want everything now, and refuse to put any time or effort into anything. Kind of sad.
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#285 Oct 11 2011 at 3:39 PM Rating: Good
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I don't get a feeling of accomplishment from grinding exp. I really don't. I get a feeling of "I am wasting my life and should log off now."
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lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#286 Oct 11 2011 at 4:11 PM Rating: Decent
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This is what i am talking about. Next month Rift is getting a brand new entire zone. This is the pace FFXIV should be keeping at.
www.youtube.com/watch?v=C_2FYsR_Ow0

I do not play Rift all the time but i keep playing because this is the kind of stuff that does have me returning. Do not take this as me saying this is why FFXIV sucks and Rift rules. This is me saying FFXIV seems to slack off with its updates.

Can someone make a list of the major things that have changed? Not combat or stuff like that because i do not see that as a huge change, they just adjusted a few things so that the fights take longer by you doing a less damage and added auto attack. I do consider chocobos a change, so what are major changes that actually are working with the game
#287 Oct 11 2011 at 4:16 PM Rating: Decent
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Olorinus wrote:
I don't get a feeling of accomplishment from grinding exp. I really don't. I get a feeling of "I am wasting my life and should log off now."


So you feel NO accomplishment for working for what want... you simply expect the world to hand you everything on a silver platter with a smile? Must be great having everything you want handed to you. Sadly though 99.9% of the population actually need to work to get something back. Even if it means the work put in is greater then the reward received. This applies to game and RL.
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#288 Oct 11 2011 at 4:34 PM Rating: Good
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TwiddleDee wrote:
Olorinus wrote:
I don't get a feeling of accomplishment from grinding exp. I really don't. I get a feeling of "I am wasting my life and should log off now."


So you feel NO accomplishment for working for what want... you simply expect the world to hand you everything on a silver platter with a smile? Must be great having everything you want handed to you. Sadly though 99.9% of the population actually need to work to get something back. Even if it means the work put in is greater then the reward received. This applies to game and RL.


I feel accomplishment when I do something that takes my effort and talent.

When I write, memorize and perform a poem, I feel accomplishment.

When I identify a hot issue, work with stakeholders to develop a policy, use the media to garner support for that policy, and force change to happen - I feel accomplishment.

When I write an editorial that is published in newspapers and gets compliments from readers - I feel accomplishment.

When I go camping on my bike, carrying all my equipment, and take a "human-powered" vacation - I feel accomplishment.

When I cook a beautiful dinner using the weird vegetables no one knew what to do with from the local food box, I feel accomplishment.

When I read and understand a difficult book - I feel accomplishment.

When I spend three hours killing moles to get a single level on a videogame, I feel bored, annoyed, and cheated. It takes no skill, and the only effort involved is not turning off the game out of sheer boredom.

In short - I feel accomplishment when I achieve or do something that takes effort and skill. Mindlessly grinding is not an accomplishment.
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lolgaxe wrote:
When it comes to sitting around not doing anything for long periods of time, only being active for short windows, and marginal changes and sidegrades I'd say FFXI players were the perfect choice for politicians.


#289 Oct 11 2011 at 5:10 PM Rating: Excellent
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305 posts
StateAlchemist of Amestris wrote:
I find it discouraging that players lack perseverance. It doesn't matter if a task is difficult and quick, or easy and takes a while. Overcoming an obstacle should give you a sense of pride and a feeling of accomplishment.

People these days want everything now, and refuse to put any time or effort into anything. Kind of sad.


No one would have a problem if the game were challenging but fun. People have a problem when it becomes work, when there is no enjoyment to it. It's that point where you are no longer doing the task because it is enjoyable but rather because if you do it enough you get something for it.

I don't derive a sense of pride or accomplishment from a game. Maybe it is because I am older, idk. I get pride from bettering myself irl, I play games to have fun, unwind from the day. I don't see how that is sad. Quite the opposite really.

Anyway, I have not logged in much because I simply do not have fun with it. You can equate that to wanting everything with no effort and really if that helps you that is fine. I simply do not have fun currently. If a patch comes around that makes the game fun for me, I will gladly play. Until then, I take the sparse time I have for entertainment and put that towards things that entertain me.

Edited, Oct 11th 2011 7:10pm by KacesofCaitsith
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#290 Oct 11 2011 at 5:21 PM Rating: Good
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Quote:
People these days want everything now, and refuse to put any time or effort into anything. Kind of sad.


Why does everyone on the internet have to talk in absolutes? =P

Quote:
People who leveled their jobs to cap pre-PL fiasco are struggling with Ifrit because they don't know how to play. I guess you could blame crappy controls for standing in fire? Nah, probably not.


That's funny, the last 3 runs I've watched of people fighting Ifrit their wipes had absolutely NOTHING to do with anyone standing in fire and had a lot to do with the UI being non-responsive and the fact that mages have to basically sit still as long as possible to try and keep their MP up as high as they can, to hopefully be able to spam heals and not get screwed by the 2-3 second lag before spells go off.
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#291 Nov 14 2011 at 1:16 PM Rating: Default
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I haven't played in a while.. but I got a shield for my CON.. but there is no more Block option.. is it auto now?
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