Forum Settings
       
Reply To Thread

Patch 2.1 details?Follow

#1 Nov 07 2013 at 8:57 AM Rating: Good
*
59 posts
Anyone know if they released more details and an estimate date for patch 2.1?

I know there will be player housing, 2 more lvl 50 dungeons, crystal tower, pvp, new mode for primals and a few more primals...

Anything else?
____________________________

#2 Nov 07 2013 at 9:17 AM Rating: Excellent
Taken from here: http://www.reddit.com/r/ffxiv/comments/1q2cyc/list_of_knownconfirmed_changes_for_21/

New Level 50 Content
Extreme Mode Primals
Good King Moggle Mog Primal
One Other New Primal (See note at bottom of post)
One new 4-8 man Level 50 Dungeon (Pharos Sirius)
Two Hard Mode Dungeons
Crystal Tower 24 Man Multi-Part Raid
New Unknown Level Content
New FATES
New Questlines (Including Hildebrand returning)
Beastmen Daily Quests
Treasure Hunting
PvP
Wolves Den Arena PvP
4v4 and 8v8 PvP
Housing
Three housing locations (See note at bottom of post)
Over 150+ Pieces of furniture/etc.
Multiple different settings/etc.
Three sizes (S/M/L)
FC Housing only
Duty Finder
Updates to include a board for seeking party/etc. for each individual server.
Dungeons/etc. Split up into categories.
Bonuses (Tomes) for joining 'random' dungeon selections in each category.
Free Companies
Updates/Improvements to FC Bank
FC Alliances
Automatic FC Leadership Transfer for extended AFK time.
Beauty Salon
New Hairstyles/Facepaint options
Ability to change Hairstyle/etc. on whim.
Misc
Balance Changes (See note at bottom of post)
WAR Buffs
DRG Adjustments
Melee Buffs/Adjustments to fights to help Melee
BRD Nerfs
UI Updates/Fixes
Multiple PS3 Updates
Fixes to Focus Target Bar
Inventory Sorting
Improvements to Camera handling
Better item comparisons (Might be pushed to 2.2)
Bunch of other stuff
Note on Extra Primal : Confirmed to either be Leviathan, Shiva, or Ramuh. Some argument exists on which of these it will be.
Note on Balance Changes : Items in the Balance Changes section come from the latest Live Letter, and while these were stated explicitly, it was under comment that the specifics are still in flux, so some may be added or removed as they feel the need.
Note on FC Housing Locations : There are conflicting sources on weather this will be Limsa Lominsa's housing area only, or all three housing areas.
____________________________
I might be an onion thief, but I'm still a thief.™





#3 Nov 07 2013 at 9:28 AM Rating: Good
*
59 posts
Thanks.

Lots of stuff in there and it looks promising.

Two questions:

1) Will they nerf the already existing content? I haven't done coil yet and I hope I can try it before any nerfs...

2) No date? Think they mentioned november but I'm not sure.
____________________________

#4 Nov 07 2013 at 9:31 AM Rating: Decent
QuickShadoww wrote:
Thanks.

Lots of stuff in there and it looks promising.

Two questions:

1) Will they nerf the already existing content? I haven't done coil yet and I hope I can try it before any nerfs...

2) No date? Think they mentioned november but I'm not sure.


Np. No nerfs to existing content this patch- they already nerfed/fixed some of the later stages of coil to make it more feasible in an earlier hotfix.

I'd expect early December.
____________________________
I might be an onion thief, but I'm still a thief.™





#5 Nov 07 2013 at 9:35 AM Rating: Decent
Scholar
*
161 posts
This sounds awesome...except the part about Extreme mode primals...Titan landslide will be what 50% of the zone now? 12 bomb rows and 9 plumes...

Have fun with that
#6 Nov 07 2013 at 9:55 AM Rating: Good
Darqflame's Peon
ZAM Administrator
Avatar
****
5,937 posts
The One and Only Onionthiefx wrote:
QuickShadoww wrote:

2) No date? Think they mentioned november but I'm not sure.

I'd expect early December.


Quote:

Furthermore, the first content update (Patch 2.1) is scheduled for release later this December
Smiley: smile
http://press.na.square-enix.com/releases/151/final-fantasy-xiv-a-realm-reborn

Edited, Nov 7th 2013 10:55am by Szabo
#7 Nov 07 2013 at 10:22 AM Rating: Good
*
59 posts
Great.

Thanks for the reply guys :)
____________________________

#8 Nov 07 2013 at 11:05 AM Rating: Good
Needs More Smut
******
21,262 posts
Actually, a late December release is brilliant. Both the US and Japan start having major time off school/work in late December. I know I'm off work starting December 24th and I don't have to be back until January 2nd.

I bet I'll have at least one 16 hour play day unless we end up going to Florida or something. Smiley: nod
____________________________
FFXI: Catwho on Bismarck: Retired December 2014
Thayos wrote:
I can't understand anyone who skips the cutscenes of a Final Fantasy game. That's like going to Texas and not getting barbecue.

FFXIV: Katarh Mest and Taprara Rara on Lamia Server - Member of The Swarm
Curator of the XIV Wallpapers Tumblr and the XIV Fashion Tumblr
#9 Nov 07 2013 at 11:17 AM Rating: Decent
Scholar
***
1,658 posts
Crystal Tower 24 Man Multi-Part Raid

looking forward to something like this..
Wonder how it will be on the ps3?

Edited, Nov 7th 2013 12:18pm by Nashred
____________________________
FFXI: Nashred
Server: Phoenix

FFXIV : Sir Nashred
server: Ultros
#10 Nov 07 2013 at 11:52 AM Rating: Decent
Szabo wrote:
The One and Only Onionthiefx wrote:
QuickShadoww wrote:

2) No date? Think they mentioned november but I'm not sure.

I'd expect early December.


Quote:

Furthermore, the first content update (Patch 2.1) is scheduled for release later this December
Smiley: smile
http://press.na.square-enix.com/releases/151/final-fantasy-xiv-a-realm-reborn

Edited, Nov 7th 2013 10:55am by Szabo


**** it. I'm sooooooo excited for Crystal Tower. I absolutely loved FF3 and the CT theme was my ringtone for years. I don't know if I can wait that long!

Oh well, I guess I'll help my friends get their relics in the meanwhile. :)
____________________________
I might be an onion thief, but I'm still a thief.™





#11 Nov 07 2013 at 11:55 AM Rating: Decent
Scholar
***
2,426 posts
TheAnf wrote:
This sounds awesome...except the part about Extreme mode primals...Titan landslide will be what 50% of the zone now? 12 bomb rows and 9 plumes...

Have fun with that


fully planning on it.
____________________________
monk
dragoon

#12 Nov 07 2013 at 12:12 PM Rating: Good
I'd like to see the Titan Extreme mode platform become smaller and smaller each time he uses stomp (or jump, maybe they can add some more in) until eventually there's nothing left.
____________________________
I might be an onion thief, but I'm still a thief.™





#13 Nov 07 2013 at 2:07 PM Rating: Excellent
The One and Only Onionthiefx wrote:
I'd like to see the Titan Extreme mode platform become smaller and smaller each time he uses stomp (or jump, maybe they can add some more in) until eventually there's nothing left.


Wasn't there a boss fight in one of the Super Mario games where that happened?
#14 Nov 07 2013 at 4:22 PM Rating: Decent
Scholar
***
2,153 posts
SkinwalkerAsura wrote:
The One and Only Onionthiefx wrote:
I'd like to see the Titan Extreme mode platform become smaller and smaller each time he uses stomp (or jump, maybe they can add some more in) until eventually there's nothing left.


Wasn't there a boss fight in one of the Super Mario games where that happened?

I think Diabolos in FFXI was similar in mechanics... but my memory might play tricks on me.
#15 Nov 07 2013 at 5:57 PM Rating: Good
Avatar
***
1,416 posts
Rinsui wrote:
SkinwalkerAsura wrote:
The One and Only Onionthiefx wrote:
I'd like to see the Titan Extreme mode platform become smaller and smaller each time he uses stomp (or jump, maybe they can add some more in) until eventually there's nothing left.


Wasn't there a boss fight in one of the Super Mario games where that happened?

I think Diabolos in FFXI was similar in mechanics... but my memory might play tricks on me.

Yeah, COP Diabolos would spam nightmare on you, while the tiles on the floor dropped. i think i went 1/35 on that fight pre COP nerf.
____________________________

#16 Nov 08 2013 at 1:37 AM Rating: Decent
Scholar
*
111 posts
Anyone know what are the brd nerfs?
____________________________
Serraph
Odin Server
Final Fantasy 11 Retired
100+1 Cooking
75DRK 75BLM
75MNK 75BRD

Serraph Rain (1.0)
Besaid Server
Thaumaturge

Serraph Thunderstrike
Gilgamesh Server
Black Mage and Bard
#17 Nov 08 2013 at 3:09 AM Rating: Good
Avatar
*
121 posts
Nashred wrote:
Crystal Tower 24 Man Multi-Part Raid

looking forward to something like this..
Wonder how it will be on the ps3?


It will probably be nearly impossible to see anything. I can't wait for PS4, 1080p, and a lot more real estate. The Party List alone takes up a ton of space.
____________________________
[img]http://xivreborn.com/gen/Erik_Highwind_Coeurl_Classes.jpg[/img]
#18 Nov 08 2013 at 5:41 AM Rating: Excellent
Avatar
*
148 posts
Any details as to what kind of buffs WARs will receive? As a WAR main, im very curious about this little tidbit :D
____________________________
Proud PS3 User

Final Fantasy Addict

"No act of kindness, no matter how small, goes unrewarded" -- Aesop
#19 Nov 08 2013 at 7:25 AM Rating: Decent
Avatar
*
123 posts
Hope the melee buffs for monk are decent, can't say good due to this being SE and their oddness at times.
____________________________
Final Fantasy Radio
http://finalfantasyradio.co/
Amestra Blackoak Ultros Server
The Kraken Club

#20 Nov 09 2013 at 11:27 PM Rating: Good
Scholar
Avatar
***
2,536 posts
I knew they are buffing melee because bards are relatively strong, but I didn't know they are actually nerfing bard as well. Anyone have more details?

*sad face*

Edited, Nov 9th 2013 11:30pm by Threx
____________________________
FF11 Server: Caitsith
Kalyna (retired, 2008)
100 Goldsmith
75 Rng, Brd
Main/Acc
Exp/Hybrid
Str/Attk
Spam/Others
#21 Nov 10 2013 at 7:26 AM Rating: Good
Scholar
Avatar
*
181 posts
Threx wrote:
I knew they are buffing melee because bards are relatively strong, but I didn't know they are actually nerfing bard as well. Anyone have more details?

*sad face*

Edited, Nov 9th 2013 11:30pm by Threx


I think they will be doing something with distance and positioning affecting damage
#22 Nov 10 2013 at 7:27 AM Rating: Good
Scholar
Avatar
*
181 posts
Threx wrote:
I knew they are buffing melee because bards are relatively strong, but I didn't know they are actually nerfing bard as well. Anyone have more details?

*sad face*

Edited, Nov 9th 2013 11:30pm by Threx


I think they will be doing something with distance and positioning affecting damage
#23 Nov 10 2013 at 7:41 AM Rating: Good
Scholar
*
108 posts
My guess would be that war is gonna get dmg mitigation abilities. Drg is going to have faster jump animation and I think mnk is probably get something to deal dmg when mobs are spamming radial aoe. My guess tho except for drg buff.
#24 Nov 10 2013 at 9:40 AM Rating: Decent
Scholar
*
111 posts
I really hope they dont do positioning and distance to brd. That was the worst thing to happen to rng in 11.
____________________________
Serraph
Odin Server
Final Fantasy 11 Retired
100+1 Cooking
75DRK 75BLM
75MNK 75BRD

Serraph Rain (1.0)
Besaid Server
Thaumaturge

Serraph Thunderstrike
Gilgamesh Server
Black Mage and Bard
#25 Nov 10 2013 at 10:11 AM Rating: Excellent
***
3,448 posts
MajinTCZ wrote:
I really hope they dont do positioning and distance to brd. That was the worst thing to happen to rng in 11.


Actually I think it added a lot to RNG gameplay. The problem came in not being able to easily determine how far away from something you needed to be. A UI problem, not really a gameplay one.
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#26 Nov 10 2013 at 12:57 PM Rating: Good
Avatar
**
425 posts
SkinwalkerAsura wrote:
The One and Only Onionthiefx wrote:
I'd like to see the Titan Extreme mode platform become smaller and smaller each time he uses stomp (or jump, maybe they can add some more in) until eventually there's nothing left.


Wasn't there a boss fight in one of the Super Mario games where that happened?

Super Mario 64. Four stomps = platform turns into a smallish star. Bowser only does this in the final fight. Getting caught in his shockwave attack isn't a big deal until this happens. If you get caught in the wave, you are stunned, which can allow him to burn you with fire. That's gonna make mario jump all over the place uncontrollably and you could end up falling off very easily on the star'd platform.


I think this fight is what inspired SE to setup the titan fight in such a way, but instead of the wave stunning you, it knocks you back.

Edited, Nov 10th 2013 1:59pm by TwilightSkye
____________________________
FFXI character: Elathia ::F Tarutaru::87SCH/75RDM/70WHM/54BLM::Cerberus/Ragnarok/Bahamut::1/23/2004 - 3/25/2015 :: Retired
RDM First 75 Job :: RDM Maat victory: March 28, 2008 (1/3) :: San d'Oria R10 Long live King Destin :: Praise be to the late King Ranperre.
FFXIV character: Selene Silverstorm :: F Lalafell :: WAR60/WHM60/BLM60 :: Ragnarok :: 9/2013 -
Patch note archives for FFXIV: http://na.finalfantasyxiv.com/lodestone/special/patchnote_log/
#27 Nov 10 2013 at 3:47 PM Rating: Good
***
3,448 posts
Quote:
Super Mario 64. Four stomps = platform turns into a smallish star. Bowser only does this in the final fight. Getting caught in his shockwave attack isn't a big deal until this happens. If you get caught in the wave, you are stunned, which can allow him to burn you with fire. That's gonna make mario jump all over the place uncontrollably and you could end up falling off very easily on the star'd platform.


There was also Super Mario World. Every mid-level fort with those rhino bosses. The floor crumbles away during those fights too.
____________________________
svlyons wrote:
If random outcomes aren't acceptable to you, then don't play with random people.
#28 Nov 10 2013 at 5:21 PM Rating: Decent
*
54 posts
TwilightSkye wrote:
SkinwalkerAsura wrote:
The One and Only Onionthiefx wrote:
I'd like to see the Titan Extreme mode platform become smaller and smaller each time he uses stomp (or jump, maybe they can add some more in) until eventually there's nothing left.


Wasn't there a boss fight in one of the Super Mario games where that happened?

Super Mario 64. Four stomps = platform turns into a smallish star. Bowser only does this in the final fight. Getting caught in his shockwave attack isn't a big deal until this happens. If you get caught in the wave, you are stunned, which can allow him to burn you with fire. That's gonna make mario jump all over the place uncontrollably and you could end up falling off very easily on the star'd platform.


I think this fight is what inspired SE to setup the titan fight in such a way, but instead of the wave stunning you, it knocks you back.

Edited, Nov 10th 2013 1:59pm by TwilightSkye


It sounds like Diablos fight from FF11. He can make the platforms drop and sleep you and keep bio and poison on you same time. You had to learn to face away from him so you did not fall off the platform.
____________________________
Emmanuella Lima
#29 Nov 11 2013 at 11:23 PM Rating: Decent
Scholar
***
1,824 posts
Archmage Callinon wrote:
MajinTCZ wrote:
I really hope they dont do positioning and distance to brd. That was the worst thing to happen to rng in 11.


Actually I think it added a lot to RNG gameplay. The problem came in not being able to easily determine how far away from something you needed to be. A UI problem, not really a gameplay one.

The sweet spot took no time to figure out; it was the 80% cap on ranged accuracy that killed ranger.

The only nerf I see happening is losing the instant shot. I expect some kind of wind up for shooting, with interruption or damage/accuracy penalty for shooting on the move. But I wouldn't put it past SE to completely kill the damage and support for the job.
#30 Nov 11 2013 at 11:37 PM Rating: Good
Avatar
***
1,556 posts
I'm leaning towards two possible situations for BRD:

1) They make songs more appealing/cost less MP so songs are up more often (and therefore BRD DPS is lowered besides when using foe req)

2) They remove some of the cross class abilities. Maybe blood for blood.

I think BRD is in a pretty good position right now as are most of the DPS classes. People said DRG was worthless for turn 1-4 but it shines in turn 5 and amplifies BRD damage as well.

They could just bring DRG up to speed by fixing the jump delays/mechanics. They already have melee improvements in the works..so I'm not sure tweaking BRD, outside of what I mentioned, is really necessary.
#31 Nov 12 2013 at 2:13 AM Rating: Good
Guru
Avatar
*****
11,081 posts
BRD holds an advantage over BLM as ranged DPS through mobility. While SE could try to make supporting more appealing, this leaves Archer's potential second job facing the same predicament if this concept of highly mobile ranged damage isn't looked into. SE could flat out nerf damage, which I'm not sure people would enjoy. They could employ distance mechanics like XI did (though part of this wouldn't make sense for their AoE attack since it's close range). They could fiddle with TP costs or CDs. Or they could cut damage, but then apply a passive that buffs it if you've been standing still for 2 seconds. This could put them more in line with BLM's cast time issues if you wanted their optimum DPS, but not outright neuter if you still wanted the mobility... sort of like how a BLM could spam Scathe, even if it isn't at all comparable to a good fire rotation.

Either way, player preferences almost always seem to gravitate toward ranged classes in these kinds of games unless melee boast a significant advantage. Range brings safety, and that safety allows for greater margins for error as well as typically less strain on healers. XI had this issue early on. Rift is going through it now, at least in context to the Warrior calling. I won't profess to know WoW, but I've heard mention of Hunters being FotM there at times, too. I'm sure people could cite other examples, too. Death from afar is an alluring concept, after all, be it done with fireballs or firearms.
____________________________
Violence good. **** bad. Yay America.
#32 Nov 12 2013 at 2:59 AM Rating: Decent
Scholar
Avatar
***
1,339 posts
The One and Only Onionthiefx wrote:
Taken from here: http://www.reddit.com/r/ffxiv/comments/1q2cyc/list_of_knownconfirmed_changes_for_21/

One Other New Primal (See note at bottom of post)
...
Note on Extra Primal : Confirmed to either be Leviathan, Shiva, or Ramuh. Some argument exists on which of these it will be.


99.99% sure it'll be Ramuh. For one, his model is actually finished (and looks badass) and already in the game. Secondly, they stated Shiva's beastmen are a type that's not in the game yet, which would require yet another model being created and storyline expanded upon it.

@ WAR changes

I'm hoping that aside from mitigation cooldowns that they actually implement some sort of shield mechanic somewhere based on damage done. Another thing that would be useful is to make their -slashing debuff last 30 seconds like DRG's (and probably MNK's but not sure at the moment) to free up the rotation a bit more.

I also hope they adjust the cooldown on Mercy Stroke because 60 seconds is just *ridiculous*. Matching it to BRD's execute wouldn't make it that 'overpowering' even for a tank as the heal component only comes on the killing blow. Or, make it a 30 second baseline and have the trait reduce it to 15 seconds so that cross class won't make the last bit of boss health melt *too* quickly.

@ BRD changes

I'm *hoping* they don't go the lazy route and add a cast time to Heavy Shot as that kills a lot of joy out of the job. BRD has a ridiculously high critical rate and combined with the Bloodletter proc I wonder if that's where they would focus their attention first by either lower the proc chance back down to 30%~ or just changing it to be a much lower chance but based on the tick and not a critical.
#33 Nov 12 2013 at 2:59 AM Rating: Decent
Scholar
Avatar
***
1,339 posts
**Stupid double post**

Edited, Nov 12th 2013 10:37am by Viertel
#34 Nov 12 2013 at 3:14 AM Rating: Good
**
589 posts
I'm not sure changing the recast on Mercy Stroke will make a huge difference to WAR. I think an extra HP boost would be a good start and perhaps a slight adjustment on the recast for Infuriate so we can use Inner Beast more, I think that's unlikely though. Alternatively increase the emnity generated and HP absorption of Storm's Path.

If Paladin is a damage mitigation tank, I think it's reasonable to saw Warrior - being an absorption tank - should have slightly better mechanics for HP recovery, as this seems to be the crux of the matter/problem.
____________________________
Solomon Grundy | Born on a Monday | Excalibur Server | Abyss: Welcome to a Higher Quality of Nerding™
#35 Nov 12 2013 at 9:37 AM Rating: Decent
Scholar
Avatar
***
1,339 posts
SolomonGrundy wrote:
I'm not sure changing the recast on Mercy Stroke will make a huge difference to WAR. I think an extra HP boost would be a good start and perhaps a slight adjustment on the recast for Infuriate so we can use Inner Beast more, I think that's unlikely though. Alternatively increase the emnity generated and HP absorption of Storm's Path.


No, it's a matter of both tanks have an off the GCD attack (PLD gets two, but circle's more for AoE control that just gets used on cooldown versus Fracture's more potent DoT that's on the GCD) with two vastly different cooldowns. Plus it's a pretty ****** ability when cross classed just due to the long cooldown on it.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 65 All times are in CST
Callinon, Yelta, Anonymous Guests (63)