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Dev Tracker - news, discussions
Serveur: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2017-01-04 15:49:54
Real RDM fixes-
All tier II merit spells need to be part of the standard spell book. Screw picking.
Allow Temper I to be castable on party members only (not cross party like haste/flurry, but the way refresh works).
Increase Composure effect, either thru job buff or future gear, to allow target party members to receive the dame duration a RDM gets for that buff while under Composure. (This answers the whining at another buff to cast after fix #2)
I'll drop these. Melee RDM,we'll keep our dirty little selves in the shadows of the job forum.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-01-04 15:50:57
I don't remember the last time I felt my group required a WHM -- let alone a Yagrush WHM -- to kill anything.
You need WHM in any group that has more then 2 targets being hit by AoE's. This isn't negotiable, it's a requirement because otherwise AoE damage will end up with someone dead.
The problem is that regardless of fast cast there is a 3s global wait after any spell is cast before you can start casting your next one. So if your stuck single target healing, then whomever you chose to NOT cast cure on has a high chance of being killed on the next TP move. Curaga II simply isn't strong enough to do this but Curaga III is. So after every Buff, Cure, Status Removal and Debuff the game makes you wait 3s to do something else and during that time anyone under 50% HP is in danger of being killed by a Triple attack with a crit or some high damage TP move.
Not sure what RDM healer mp is like because I never play with RDM healers or really RDMs in general.
RDM only runs into issue in really long fights because while it doesn't have any MP reduction it does have a ***ton of refresh. You can get somewhere north of 13mp/tick just from refresh, then gear / ect.. adds more and then Convert exists if MP supply is really being burned down. I've seen over 20mp/tick before without counting ballads (if a BRD is present then they should toss a Ballad III onto the healer).
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2017-01-04 15:53:29
Implementation Timing Implementation Timing In-progress Task Notes
January Trust ・Add new properties
and they replied to my post on the forums saying they are adding gear haste to trusts a few weeks ago.
Sylph.Braden
Serveur: Sylph
Game: FFXI
Posts: 397
By Sylph.Braden 2017-01-04 16:07:12
I don't remember the last time I felt my group required a WHM -- let alone a Yagrush WHM -- to kill anything.
You need WHM in any group that has more then 2 targets being hit by AoE's. This isn't negotiable, it's a requirement because otherwise AoE damage will end up with someone dead.
We do WoC, Kouryu on his tail, Teles, Onychophora, and Omen bosses with melee x3 and BRD GEO, plus one of RDM SMN SCH or Kupipi as our primary healers. I'm not gonna say WHM isn't far and away the best healer in the game, but it's far from mandatory for keeping groups of melee alive and healthy.
Serveur: Asura
Game: FFXI
Posts: 2666
By Asura.Ladyofhonor 2017-01-04 16:19:05
Asura.Ladyofhonor said: »RDM and BRD. RDM needs Haste to scale with enhancing so they can solo magic haste cap. BRD needs songs increased to 900 skill potency. BRD also needs an Honor Minne song.
That should roughly fix the haste imbalance issue, and take away BLU's biggest advantage over other melee at this stage, putting it in the "good enough" threshold for FFXI balance. And without nerfing BLU!
There are plenty of minor changes I'd like to see, but will likely never get. Specifically in regards to THF I'd like: Hide to always drop hate even on NM, TA to transfer current enmity to some degree, evasion bonus to also give some magic evasion. And Subtle blow out the ***.
I like your RDM ideas, but like someone pointed out, they could just add Haste III (or buff Baste II--that specific spell, not smn, not blu).
WHat would Honor Minne do? Obviously defensive traits, but which? "BLM Need Punch!", what's Punch do?
I like your THF ideas but I'd hope it it works with /THF hide, only because this game needs a real hate dump since SE seems to like melee enmity where it's at. I would also make collaborator (the lesser one) subbable.
I was doing a mage WoC the other night and we had 3 benes (one sub-10%, grrrr). We knew that pop was lost but I asked the SCH to Libra and it showed everyone in his party at 1% of my enmity (I think, it didn't list me or whm as we were in tank party).
Honor Minne would be an attunement/barrier/fend(?) combination. Or maybe haste instead of fend so bard can also magic haste cap. The goal is to allow BRD and GEO to roughly occupy the same space, if needed. If BRD, RDM and GEO all over magic haste cap to melee, the job combinations for viable melee would open drastically. BLU isn't the best DPS in the world, but they need the least support, so buffing the support jobs would open up many more jobs to being workable.
I'd be game for it working as /THF, then that could even give them data that on certain content everyone goes /THF so something needs to be fixed with enmity, maybe, lol.
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Serveur: Odin
Game: FFXI
Posts: 31
By Odin.Phillybalboa 2017-01-04 16:40:16
Our Yag whm quit 7 aeonics ago, We do most of our stuff DD and have not used a yag for any of it, for whats its worth.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-01-04 17:12:47
I don't remember the last time I felt my group required a WHM -- let alone a Yagrush WHM -- to kill anything.
You need WHM in any group that has more then 2 targets being hit by AoE's. This isn't negotiable, it's a requirement because otherwise AoE damage will end up with someone dead.
We do WoC, Kouryu on his tail, Teles, Onychophora, and Omen bosses with melee x3 and BRD GEO, plus one of RDM SMN SCH or Kupipi as our primary healers. I'm not gonna say WHM isn't far and away the best healer in the game, but it's far from mandatory for keeping groups of melee alive and healthy.
Right...
Geotic Breath / Bai Wing if your in front and then Spike Flail silliness if your not. Then various aoe nukes / ect. WoC is just as bad with all it's AoE attacks that can deal crippling damage. AoE healing is mandatory, and even then someone can die just due to bad timing. Plus without a WHM you won't be having those 230 point MBD boosted Barspells to protect you further against AoE damage, instead you get 165 point unboosted barspells.
*Note*
Playing with the definition of "mandatory" isn't acceptable. It's entirely possible to get a win without a WHM in a melee setup but it's 100% down to getting lucky on TP moves with the NM's AI. Without powerful AoE healing an unlucky set of TP moves means you are wiping and the popset / time is wasted.
*Note 2*
White Wind is just side stepping the issue to achieve an internet cookie. The point was that providing RDM and SCH with a powerful AoE healing option would enable to them to take on the primary healing role of melee orientated groups. The best way to do go about that would be to reduce the level requirement of the White Mage spell Curaga III from 51 to 49. It's still 180MP and would force both RDM and SCH to carefully chose their subs as you suddenly get a wide variety of possibilities based on what you need for a fight.
Sylph.Oraen
Serveur: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2017-01-04 17:16:40
If only there were other jobs capable of AoE healing than a WHM.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-01-04 17:17:28
Yeah I figured you were straight up cheating there and weasel wording to get internet cookies. NM's do powerful AoE attacks that need to be recovered from. The healers primary responsibility is to do this and the #1 reason you bring a WHM is to do this with the #2 being the potent barspells. Status ailment removal is something anyone /WHM or /SCH can do and you should have multiple of those in a group anyway.
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Sylph.Braden
Serveur: Sylph
Game: FFXI
Posts: 397
By Sylph.Braden 2017-01-04 17:59:03
I'm sorry you don't think people can consistently win these fights without Curaga IV or Barspells.
Fenrir.Ramzus
Serveur: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2017-01-04 18:10:21
use better debuffs. i take no more than 500 damage total during a WoC fight
Serveur: Asura
Game: FFXI
Posts: 122
By Asura.Taberif 2017-01-04 18:50:43
you can just PD on the change from kirin to ouryu and zerg it with steadfast/mirrors pretty easily. dont take whms to woc either the when we blm burn
By Chyula 2017-01-04 18:52:54
Ways to fix RDM:
1. Give rdm self only cast spells (Pro VII, Shell VII, Regen VII, Cure V-II, Enlight II, Gain-Acc,Mob macc down, gain ma-eva, gain-all stats), these spells will not work with accession.
2. double Temper II potency
3. Raise phalanx II to over 150 dmg reduction, and change it to self cast only and will not work with accession.
4. Raise Haste II potency to cap haste and change it to self cast only and will not work with accession.
5. All the above change will have reduced potency the more players in party.
6. Hire Avesta and show the world how it is done.
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2017-01-04 20:56:50
RDM doesn't need much to be "fixed" not that there is much wrong with it at the moment. Mostly enfeebling in general needs to be adjusted because most of the spells were developed around the old FFXI.
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Serveur: Leviathan
Game: FFXI
Posts: 3753
By Leviathan.Celebrindal 2017-01-04 21:00:45
Ways to fix RDM:
1. Give rdm self only cast spells (Pro VII, Shell VII, Regen VII, Cure V-II, Enlight II, Gain-Acc,Mob macc down, gain ma-eva, gain-all stats), these spells will not work with accession.
2. double Temper II potency
3. Raise phalanx II to over 150 dmg reduction, and change it to self cast only and will not work with accession.
4. Raise Haste II potency to cap haste and change it to self cast only and will not work with accession.
5. All the above change will have reduced potency the more players in party.
6. Hire Avesta and show the world how it is done.
And this is the reason we can't have ANYTHING.
1. Gonna give RDM the tier 7 of shell and protect when they don't have the tier6? sure. And we don't even get past regen2, but hey, give us regen7. What would that be- 90hp/tic? "mob macc down" is called addle. Why would we get enlight II and not PLDs? I do like the Gain-Acc. Give ya that one- would be in line with the abs- line of spells.
2. Temper II potency is fine. You double it and you destroy the RDM mythic, which is already weaker because of temper II.
3. So you basically want to change what phalanx II's purpose is. It's friggin purpose is that it's targetable on others!
4. We don't need it. In casting only situations we cap fast-cast in our sleep, and in melee situations all I need is march and I'm good. So pop out Ulmia and bingo, or pretty much any 6 man situation and you're capped.
5. So...the job that was the KING of soloing in the 75 era, the one that people HATED for soloing...you're going to handicap this job when they DO group up?
6. Avesta merely posted videos. RDMs who have been playing and loving and caring about the job for years know the truth- he was the loudest among those doing the solos. And I would love to see how he fared in party setups. Did I learn some techniques for my own soloing back in the day studying his videos? Yes. But again, he wasn't the only one, just the loudest and who doesn't love a taru in a chapeau? Quit the 10 year internet fap session on him. and no, those damn bangles aren't for him, while I'm at it.
Sylph.Oraen
Serveur: Sylph
Game: FFXI
Posts: 2087
By Sylph.Oraen 2017-01-04 21:01:45
It's Chyula. He's trolling. Don't take him seriously.
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2017-01-04 21:04:50
MNK should still be adjusted before RDM. RDM and BRD are in the same boat, both are useful, but in most cases you rather have a GEO.
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Fenrir.Ramzus
Serveur: Fenrir
Game: FFXI
Posts: 1387
By Fenrir.Ramzus 2017-01-04 21:39:46
oh my GOD they already got more attack what more do you want????
Leviathan.Stamos
Serveur: Leviathan
Game: FFXI
Posts: 1239
By Leviathan.Stamos 2017-01-04 21:47:59
lol
Still the worst DD
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-01-04 22:38:06
It's not MNK it's H2H WS that suffer. MNK has great gear selection and decent JA/JTs. But they lack a source of powerful WS's to exploit. Both Staff and H2H aren't very exploitable. It's not a problem unique to MNK, both Scythe and Great Axe suffer this too. Fortunately those jobs have access to exploitable WS's elsewhere.
So don't think of it as a "MNK" problem but as an issue with H2H WS's.
Changing VS in the same way they did Vorpal / CDC would go a long way to fixing this problem.
Before CDC
fTP 2.25 + 1.0 x 3 (Dual Wield), 5.25 fTP total with belt/gorget raising it to 5.45
After CDC 1.63 x 4 (Dual Wield), 6.52 fTP total but 7.32 with belt/gorget
Before Vorpal
fTP 1.0 x 5 (Dual Wield), 5.0 fTP total, 5.2 with Belt/Gorget
After Vorpal
fTP 1.375 x 5 (Dual Wield), 6.875 fTP total, 7.875 with Belt/Gorget
Those bonus numbers also apply to any Multi-Attack proc making them very valuable to enhancing average WS damage.
So Current Victory Smite
fTP 2.25 + 1.0 x 3, 5.25 fTP total, 5.45 with Belt/Gorget (barely raised)
New
fTP 1.5 x 4, 6.0 fTP total, 6.8 with Belt/Gorget
That would instantly *fix MNK* because it could be exploited to by stacking Belt/Gorget and Multi-Attack gear like Resolution / CDC / Vorpal / Stardiver / Evisceration and so forth. The other way you exploit a WS is having a single (or two) hit WS with crazy high fTP scaling and a big WSC to stack up. Tornado almost fits this but it's 1000 ~ 2000 fTP is too low and it's mods are 40/40 instead of 60/60 like they should be. Raging suffers from only having good fTP scaling past 2000, having low WSC mods and being both a high fTP and a multi-hit making it extremely difficult to exploit WSD stacking.
You usually want WS's to fall into one of two categories, first being the "copy fTP" sort that you really exploit WSC and Multi-Attack stacking, the second being "one hit high fTP" sort that you exploit WSC and WSD stacking. WS's that "combine" those approaches don't perform very well because the player can't get maximum benefit out of either. Those WS's include Upheaval, Ukko's, Cross Reaper, Insurgency, Raging, Victory Smite among several others.
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By Pantafernando 2017-01-05 14:43:02
Quote: Greetings,
There are a couple of plans in the pipeline that the development team is working on for bard.
Right now they are looking into adding new gear that has the “All songs +” property so that song effects can become more powerful through slots other than just instruments. They are aiming to implement this as soon as possible, but as an adjustment to precede this, they have also decided to increase the effect values of certain songs. The team will need a bit of time to get everything ready, but we’ll keep you posted once there is more information.
By Chyula 2017-01-05 15:01:44
REMA bard going to break the game with these new equipe.
Lakshmi.Konvict
Serveur: Lakshmi
Game: FFXI
Posts: 878
By Lakshmi.Konvict 2017-01-05 17:01:44
Quote: Greetings,
There are a couple of plans in the pipeline that the development team is working on for bard.
Right now they are looking into adding new gear that has the “All songs +” property so that song effects can become more powerful through slots other than just instruments. They are aiming to implement this as soon as possible, but as an adjustment to precede this, they have also decided to increase the effect values of certain songs. The team will need a bit of time to get everything ready, but we’ll keep you posted once there is more information. Oh boy oh boy people wont be saying brd sucks anymore lmao.
Serveur: Sylph
Game: FFXI
By Sylph.Cherche 2017-01-05 17:33:09
Who, while possessing anything resembling common sense, says Bard sucks?
Shiva.Cahota
Serveur: Shiva
Game: FFXI
Posts: 84
By Shiva.Cahota 2017-01-05 17:49:48
know i love having honor march!
By Lyramion 2017-01-05 17:49:51
Bard "sucks" aka BRD stuff can be
A) dispelled
B) resisted
C) isn't GEO
aka ppl will call anything not very top tier trash.
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-01-06 06:49:42
Looks like SE is doing exactly what needs done, raising the skill potency cap of certain high end Bard songs. Adding more all songs+ gear is just icing on top of that. BRD's pair really well with non-BLU DD's, sing their songs and run back to the mages to help support there. Re-singing songs mid battle isn't difficult so dispel isn't nearly as big an issue as it is for COR.
Asura.Xijaah
Serveur: Asura
Game: FFXI
Posts: 97
By Asura.Xijaah 2017-01-06 06:54:55
Looks like SE is doing exactly what needs done, raising the skill potency cap of certain high end Bard songs. Adding more all songs+ gear is just icing on top of that. BRD's pair really well with non-BLU DD's, sing their songs and run back to the mages to help support there. Re-singing songs mid battle isn't difficult so dispel isn't nearly as big an issue as it is for COR. You can only SV once though
Asura.Saevel
Serveur: Asura
Game: FFXI
Posts: 9914
By Asura.Saevel 2017-01-06 07:00:56
Looks like SE is doing exactly what needs done, raising the skill potency cap of certain high end Bard songs. Adding more all songs+ gear is just icing on top of that. BRD's pair really well with non-BLU DD's, sing their songs and run back to the mages to help support there. Re-singing songs mid battle isn't difficult so dispel isn't nearly as big an issue as it is for COR. You can only SV once though
So... it's not needed. SV is nice but you shouldn't be relying on it. Bolster is different because Malaise / Frailty experience increasing returns and therefor the effect of doubling them is ridiculous. When people think "GEO is broken *cry cry*" what they are thinking about is the way subtraction on the bottom of fractions works. Haste, Defense Down and Magic Defense Down all function the same way, dramatically increasing returns after 50%. GEO buffs are nice but just normal stuff, it's their debuffs that are overpowered.
Asura.Xijaah
Serveur: Asura
Game: FFXI
Posts: 97
By Asura.Xijaah 2017-01-06 07:24:26
Looks like SE is doing exactly what needs done, raising the skill potency cap of certain high end Bard songs. Adding more all songs+ gear is just icing on top of that. BRD's pair really well with non-BLU DD's, sing their songs and run back to the mages to help support there. Re-singing songs mid battle isn't difficult so dispel isn't nearly as big an issue as it is for COR. You can only SV once though
So... it's not needed. SV is nice but you shouldn't be relying on it. Bolster is different because Malaise / Frailty experience increasing returns and therefor the effect of doubling them is ridiculous. When people think "GEO is broken *cry cry*" what they are thinking about is the way subtraction on the bottom of fractions works. Haste, Defense Down and Magic Defense Down all function the same way, dramatically increasing returns after 50%. GEO buffs are nice but just normal stuff, it's their debuffs that are overpowered. What i mean is that dispel does affect brd, if anything because of SV. What you saying is accurate, but you would always prefer a song that gives you, say, 92 accuracy to one who gives you 46. Now, attack and haste you can floor them regardless, but people usually itemize according to how much accuracy+ they can rely on.
Hi.
Dev tracker is a kind of feed in Official Forum that highlight (in the left side bar) posts from development team to players demands, questions and sugestion. Given that those answers are given by someone who effectively works with the deveopment of this game, they can be considered as official and true.
http://forum.square-enix.com/ffxi/forum.php
The japanese side of OF has its own dev tracker, that normally is way more active and detailed than english side. If someone feel like translating it to bring the info, feel welcomed too.
http://forum.square-enix.com/ffxi/search.php?searchid=15480698
BG site has one specific topic just to publish and discuss those official answers, and i think ffxiah lacks something similar as not everyone here check BG or OF, so lots of details/dev opinion are missed. So, thats the point of this topic, anyone who see new info in dev tracker feeds, quote it here, and start a discussion if you feel like.
Starting now, a couple of new dev posts were released after march update annoucement. Here they are:
Trust changes
Quote: [dev1261] Alter Ego Adjustments
It will be possible to summon alter egos in the following content.
Walk of Echoes
Wanted battles
It will be possible to summon alter egos in the following mission battlefields.
Wings of the Goddess missions
When Wills Collide / Maiden of the Dusk
It will be possible to summon alter egos for the following quest battlefields.
Wings of the Goddess quests
Champion of the Dawn / The Dawn Also Rises / A Forbidden Reunion
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Dev answer to a sugestion to add new ways to obtain dusk type of alluvion skirmish stone.
Quote: Since dusk-type stones were just implemented, we'd like players to do alluvion skirmishes to obtain them, so there are no plans to add the ability to trade other items for these stones at the moment.
However, we'll look into increasing the amount in circulation and the means of obtaining them in some way in a future version update.
Monster rearing news:
Quote: [dev1262] Mog Garden Adjustments
Monster Rearing will undergo the following adjustments.
A monster's mood will no longer degrade from "beaming with pure contentment" after collecting items or interacting with the monster.
The collective moods of all creatures will generate auras of light or darkness that affects them all.
Light
When the number of creatures beaming with pure contentment is greater than that succumbing to darkness, all creatures’ contentment and mood are increased.
Darkness
When the number of creatures succumbing to darkness is greater than that beaming with pure contentment, all monsters' contentment and mood are decreased.
The following information will be displayed when entering your Mog Garden.
The number of days left on assistants’ contracts.
The current affinity of the Mog Garden.
Mog garden gathering points will undergo the following adjustments.
It will be possible to scrap any unwanted flotsam directly without receiving it in cases where the player’s inventory is full or he is otherwise unable to recover it.
Sugestion about blu traits having aditional tier info.
Quote: This is something that is difficult for us to address at the moment as we would have to send data each time you open the menu to see which tier you currently have. We're concerned about this largely affecting UI response time.
Similarly the same holds true for saving the data client-side as well. Since all of the trait data for this would have to be saved, it would consume large amounts of memory, which also makes this feature difficult to implement.
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