Adios, Surplus! & More Changes

Changes to XIV's Various Systems

Announced early this morning, the Surplus System will be done away with!  Also, there will be a new Death Penalty(s) as well as changes and additions to Raise.  These changes, in particular the surplus system have been a hot topic for nearly a year now.  It truly seems that 1.18 will be the start of some major changes to Final Fantasy XIV.

Discuss this on the ZAM Forums.

Removal of the Fatigue System

Fatigue is the means whereby playing for prolonged periods of time progressively yields less and less skill and experience points, eventually reaching a point where neither can be obtained. Patch 1.18 will see the removal of this system, meaning players will no longer be subjected to a reduction in skill and experience point awards even after long hours of play. In light of this change, accumulated surplus points will also be done away with.


Death Penalty and Raising

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

Death Penalty

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

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

  • 25% HP reduction
  • 25% MP reduction




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

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




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

Raising

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

Raise

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




Resurrect

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




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

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




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

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





Return

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

Anima consumption will be reduced to zero.

A recast time of 15 minutes will be imposed.

* The above recast time is not imposed on players who are KO'd.

Comments

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why SE
# Jul 15 2011 at 11:54 AM Rating: Decent
So if I need to raise multiple people then i have to wait 5 mins? Seems silly. On top of the fact I already died and wasted much time being raised, why impose even more restrictions in the form of weakness.... It seems that if your party wipes it will cost you 20 mins just to raise everyone and wait for everyone's weakness to wear off.
Rebirth recast
# Jul 14 2011 at 6:55 AM Rating: Default
30 minutes? Isnt that a bit too steep?
Rebirth recast
# Jul 14 2011 at 2:56 PM Rating: Decent
*
136 posts
Unlike Raise I & II i'm guessing its cast time will be independent, so essentially its letting you raise 2 people in an emergency situation. So if the tank goes down you can resurrect him, and another player that got killed while he was dead...
Rebirth recast
# Jul 14 2011 at 12:54 PM Rating: Good
***
3,530 posts
I think it's fine; any less and you may as well never worry about death.
Rebirth recast
# Jul 14 2011 at 9:41 AM Rating: Good
Considering how strong the effect of the spell is, i think it is reasonable.
sweet
# Jul 14 2011 at 6:28 AM Rating: Decent
nice will be much funner not having to wonder if my surplus is going to kick in and damper my sp during a leve. hopefully SE keeps giving us good news
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